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Comparing deliantra/server/include/object.h (file contents):
Revision 1.98 by root, Wed Feb 7 23:50:01 2007 UTC vs.
Revision 1.125 by root, Sat May 19 00:08:11 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#define NUM_BODY_LOCATIONS 12 34
35#define BODY_ARMS 1 35enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
36 59
37/* See common/item.c */ 60/* See common/item.c */
38 61
39typedef struct Body_Locations 62typedef struct Body_Locations
40{ 63{
89/* However, if you're keeping a pointer of some sort, you probably 112/* 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, 113 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. ->copy_to () 114 * e.g. ->copy_to ()
92 */ 115 */
93 116
117struct body_slot
118{
119 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121};
122
94INTERFACE_CLASS (object) 123INTERFACE_CLASS (object)
95// these are being copied 124// these are being copied
96struct object_copy : attachable 125struct object_copy : attachable
97{ 126{
98 typedef bitset<NUM_FLAGS> flags_t; 127 typedef bitset<NUM_FLAGS> flags_t;
99 128
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 136 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 137 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 138 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 140 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */ 154 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 155 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 156 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 158
126 facetile *ACC (RW, face); /* Face with colors */
127 float ACC (RW, speed); /* The overall speed of this object */ 159 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 */ 160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 161 uint32 ACC (RW, nrof); /* How many of the objects */
130 162
131 /* This next big block are basically used for monsters and equipment */ 163 /* 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 */ 164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 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 */ 194 body_slot slot [NUM_BODY_LOCATIONS];
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 195 faceidx ACC (RW, face); /* Face with colors */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
167 198
168 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
179 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
180 * only used in spells. 211 * only used in spells.
181 */ 212 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
184 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
187 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 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 */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 226 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 */ 227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197 231
198 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
199 233
200 /* Following are values used by any object */ 234 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */ 235 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 236 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 */ 237 flags_t flag; /* various flags */
205#if FOR_PERL 238#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]); 239 bool ACC (RW, flag[NUM_FLAGS]);
207#endif 240#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */ 241 uint16 ACC (RW, animation_id);/* An index into the animation array */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */ 263 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
232 265
233 //TODO: container must move into client 266 //TODO: container must move into client
234 object *ACC (RW, container); /* Current container being used. I think this 267 object_ptr ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now. 268 * is only used by the player right now.
236 */ 269 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment. 270 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in. 271 * This is typically the container that the object is in.
239 */ 272 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 273 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 274 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? 275 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */
243 277
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f);
282
283 MTH int slottype () const;
244 MTH static object *create (); 284 MTH static object *create ();
285 object &operator =(const object &src);
245 MTH void copy_to (object *dst); 286 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 287 MTH object *clone (); // create + copy_to
247 void do_destroy (); 288 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 289 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false); 290 MTH void destroy (bool destroy_inventory = false);
268 && can_merge_slow (op1, op2); 309 && can_merge_slow (op1, op2);
269 } 310 }
270 311
271 MTH void set_owner (object *owner); 312 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 313 MTH void set_speed (float speed);
314 MTH bool change_weapon (object *ob);
315 MTH bool change_skill (object *ob);
273 316
317 MTH void open_container (object *new_container);
318 MTH void close_container ()
319 {
320 open_container (0);
321 }
322
323 // overwrite the attachable invoke function with a version that also checks ev_want_type
324 bool invoke (event_type event, ...)
325 {
326 if (ev_want_event [event] || ev_want_type [type] || cb)
327 {
328 va_list ap;
329 va_start (ap, event);
330 vinvoke (event, ap);
331 va_end (ap);
332 }
333 }
334
274 MTH void instantiate () 335 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 336
282 // recalculate all stats 337 // recalculate all stats
283 MTH void update_stats (); 338 MTH void update_stats ();
284 MTH void roll_stats (); 339 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 340 MTH void swap_stats (int a, int b);
289 MTH void drain_specific_stat (int deplete_stats); 344 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 345 MTH void change_luck (int value);
291 346
292 // info must hold 256 * 3 bytes currently 347 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 348 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 349 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; 350 const char *flag_desc (char *desc, int len) const;
297 351
298 int number_of () const 352 int number_of () const
299 { 353 {
300 return nrof ? nrof : 1; 354 return nrof ? nrof : 1;
326 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 380 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
327 && !flag [FLAG_IS_A_TEMPLATE]; } 381 && !flag [FLAG_IS_A_TEMPLATE]; }
328 MTH bool is_arrow () const { return type == ARROW 382 MTH bool is_arrow () const { return type == ARROW
329 || (type == SPELL_EFFECT 383 || (type == SPELL_EFFECT
330 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 384 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
385 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
331 386
332 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 387 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
333 388
334 // temporary: wether the object can be saved in a map file 389 // temporary: wether the object can be saved in a map file
335 // contr => is a player 390 // contr => is a player
356 MTH object *head_ () 411 MTH object *head_ ()
357 { 412 {
358 return head ? head : this; 413 return head ? head : this;
359 } 414 }
360 415
416 MTH std::string long_desc (object *who = 0);
417 MTH std::string describe_monster (object *who = 0);
418 MTH std::string describe_item (object *who = 0);
419 MTH std::string describe (object *who = 0);
420
421 // If this object has no extra parts but should have them,
422 // add them, effectively expanding heads into multipart
423 // objects. This method only works on objects not inserted
424 // anywhere.
425 MTH void expand_tail ();
426
427 MTH void create_treasure (treasurelist *tl, int flags = 0);
428
361 // insert object at same map position as 'where' 429 // insert object at same map position as 'where'
362 // handles both inventory and map "positions" 430 // handles both inventory and map "positions"
363 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 431 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
364 432
365 MTH void activate (); 433 MTH void activate ();
368 MTH void deactivate_recursive (); 436 MTH void deactivate_recursive ();
369 437
370 // set the givne flag on all objects in the inventory recursively 438 // set the givne flag on all objects in the inventory recursively
371 MTH void set_flag_inv (int flag, int value = 1); 439 MTH void set_flag_inv (int flag, int value = 1);
372 440
373 void enter_exit (object *exit);//PERL 441 void enter_exit (object *exit);//Perl
374 MTH void enter_map (maptile *newmap, int x, int y); 442 MTH void enter_map (maptile *newmap, int x, int y);
375 443
376 // returns the mapspace this object is in 444 // returns the mapspace this object is in
377 mapspace &ms () const; 445 mapspace &ms () const;
378 446
434 502
435 object (); 503 object ();
436 ~object (); 504 ~object ();
437}; 505};
438 506
507// move this object to the top of its env's inventory to speed up
508// searches for it.
509static object *
510splay (object *ob)
511{
512 if (ob->env && ob->env->inv != ob)
513 {
514 if (ob->above) ob->above->below = ob->below;
515 if (ob->below) ob->below->above = ob->above;
516
517 ob->above = 0;
518 ob->below = ob->env->inv;
519 ob->below->above = ob;
520 ob->env->inv = ob;
521 }
522
523 return ob;
524}
525
439typedef object_vector<object, &object::index > objectvec; 526typedef object_vector<object, &object::index > objectvec;
440typedef object_vector<object, &object::active> activevec; 527typedef object_vector<object, &object::active> activevec;
441 528
442extern objectvec objects; 529extern objectvec objects;
443extern activevec actives; 530extern activevec actives;
444 531
445#define for_all_objects(var) \ 532#define for_all_objects(var) \
446 for (int _i = 0; _i < objects.size (); ++_i) \ 533 for (unsigned _i = 0; _i < objects.size (); ++_i) \
447 declvar (object *, var, objects [_i]) 534 declvar (object *, var, objects [_i])
448 535
449#define for_all_actives(var) \ 536#define for_all_actives(var) \
450 for (int _i = 0; _i < actives.size (); ++_i) \ 537 for (unsigned _i = 0; _i < actives.size (); ++_i) \
451 declvar (object *, var, actives [_i]) 538 declvar (object *, var, actives [_i])
452 539
453typedef struct oblnk 540typedef struct oblnk
454{ /* Used to link together several objects */ 541{ /* Used to link together several objects */
455 object_ptr ob; 542 object_ptr ob;
460{ /* Used to link together several object links */ 547{ /* Used to link together several object links */
461 struct oblnk *link; 548 struct oblnk *link;
462 long value; /* Used as connected value in buttons/gates */ 549 long value; /* Used as connected value in buttons/gates */
463 struct oblinkpt *next; 550 struct oblinkpt *next;
464} oblinkpt; 551} oblinkpt;
552
553object *find_skill_by_name (object *who, const char *name);
554object *find_skill_by_name (object *who, const shstr &sh);
555object *find_skill_by_number (object *who, int skillno);
465 556
466/* 557/*
467 * The archetype structure is a set of rules on how to generate and manipulate 558 * The archetype structure is a set of rules on how to generate and manipulate
468 * objects which point to archetypes. 559 * objects which point to archetypes.
469 * This probably belongs in arch.h, but there really doesn't appear to 560 * This probably belongs in arch.h, but there really doesn't appear to
477{ 568{
478 archetype (); 569 archetype ();
479 ~archetype (); 570 ~archetype ();
480 void gather_callbacks (AV *&callbacks, event_type event) const; 571 void gather_callbacks (AV *&callbacks, event_type event) const;
481 572
573 static archetype *read (object_thawer &f);
574 static archetype *get (const char *name); // find or create
482 static archetype *find (const char *name); 575 static archetype *find (const char *name);
483 576
484 void hash_add (); // add to hashtable 577 void hash_add (); // add to hashtable
485 void hash_del (); // remove from hashtable 578 void hash_del (); // remove from hashtable
486 579
488 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 581 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
489 struct archetype *ACC (RW, head); /* The main part of a linked object */ 582 struct archetype *ACC (RW, head); /* The main part of a linked object */
490 struct archetype *ACC (RW, more); /* Next part of a linked object */ 583 struct archetype *ACC (RW, more); /* Next part of a linked object */
491 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 584 object ACC (RO, clone); /* An object from which to do ->copy_to () */
492 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 585 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
586 bool ACC (RW, linked); // linked into list of heads
493 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 587 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
494 * in comparison to the head. 588 * in comparison to the head.
495 */ 589 */
496}; 590};
497 591
536#define INS_ON_TOP 0x0008 630#define INS_ON_TOP 0x0008
537#define INS_BELOW_ORIGINATOR 0x0010 631#define INS_BELOW_ORIGINATOR 0x0010
538#define INS_MAP_LOAD 0x0020 632#define INS_MAP_LOAD 0x0020
539 633
540#define ARCH_SINGULARITY "singularity" 634#define ARCH_SINGULARITY "singularity"
541#define ARCH_SINGULARITY_LEN 11
542#define ARCH_DETECT_MAGIC "detect_magic" 635#define ARCH_DETECT_MAGIC "detect_magic"
543#define ARCH_DEPLETION "depletion" 636#define ARCH_DEPLETION "depletion"
544#define ARCH_SYMPTOM "symptom" 637#define ARCH_SYMPTOM "symptom"
545 638
546#endif 639#endif

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