--- deliantra/server/include/object.h 2006/08/25 17:11:53 1.5
+++ deliantra/server/include/object.h 2007/08/01 19:15:50 1.141
@@ -1,57 +1,72 @@
/*
- * static char *rcsid_object_h =
- * "$Id$";
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
+#ifndef OBJECT_H
+#define OBJECT_H
- Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
+#include
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+#include "cfperl.h"
+#include "shstr.h"
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
+typedef int tag_t;
-#ifndef OBJECT_H
-#define OBJECT_H
+enum {
+ body_skill,
+ body_combat,
+ body_range,
+ body_shield,
+ body_arm,
+ body_torso,
+ body_head,
+ body_neck,
+ body_finger,
+ body_shoulder,
+ body_foot,
+ body_hand,
+ body_wrist,
+ body_waist,
+ NUM_BODY_LOCATIONS
+};
-typedef uint32 tag_t;
-#define NUM_BODY_LOCATIONS 12
-#define BODY_ARMS 1
+enum slottype_t
+{
+ slot_none,
+ slot_combat,
+ slot_ranged,
+};
/* See common/item.c */
-typedef struct Body_Locations {
- const char *save_name; /* Name used to load/save it to disk */
- const char *use_name; /* Name used when describing an item we can use */
- const char *nonuse_name; /* Name to describe objects we can't use */
+typedef struct Body_Locations
+{
+ keyword save_name; /* Name used to load/save it to disk */
+ const char *use_name; /* Name used when describing an item we can use */
+ const char *nonuse_name; /* Name to describe objects we can't use */
} Body_Locations;
extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
-typedef struct _event
-{
- int type;
- const char *hook;
- const char *plugin;
- const char *options;
- struct _event *next;
-} event;
-
/*
* Each object (this also means archetypes!) could have a few of these
* "dangling" from it; this could also end up containing 'parse errors'.
@@ -62,214 +77,468 @@
* accessing the list directly.
* Exception is if you want to walk this list for some reason.
*/
-typedef struct _key_value {
- const char * key;
- const char * value;
- struct _key_value * next;
-} key_value;
+struct key_value
+{
+ key_value *next;
+ shstr key, value;
+};
+struct UUID
+{
+ uint64 seq;
+
+ UUID () { }
+ UUID (uint64 seq) : seq(seq) { }
+ operator uint64() { return seq; }
+ void operator =(uint64 seq) { this->seq = seq; }
+};
+
+extern void init_uuid ();
+extern UUID gen_uuid ();
+extern const uint64 UUID_SKIP;
/* Definition for WILL_APPLY values. Replaces having harcoded values
* sprinkled in the code. Note that some of these also replace fields
* that were in the can_apply area. What is the point of having both
* can_apply and will_apply?
*/
-#define WILL_APPLY_HANDLE 0x1
-#define WILL_APPLY_TREASURE 0x2
-#define WILL_APPLY_EARTHWALL 0x4
-#define WILL_APPLY_DOOR 0x8
-#define WILL_APPLY_FOOD 0x10
-
+#define WILL_APPLY_HANDLE 0x01
+#define WILL_APPLY_TREASURE 0x02
+#define WILL_APPLY_EARTHWALL 0x04
+#define WILL_APPLY_DOOR 0x08
+#define WILL_APPLY_FOOD 0x10
-/* Note that the ordering of this structure is sort of relevent -
- * copy_object copies everything over beyond 'name' using memcpy.
- * Thus, values that need to be copied need to be located beyond that
- * point.
- *
- * However, if you're keeping a pointer of some sort, you probably
- * don't just want it copied, so you'll need to add to common/object.c,
- * e.g. copy-object
- *
- * I've tried to clean up this structure a bit (in terms of formatting)
- * by making it more consistent. I've also tried to locate some of the fields
- * more logically together (put the item related ones together, the monster
- * related ones, etc.
- * This structure is best viewed with about a 100 width screen.
- * MSW 2002-07-05
- */
+struct body_slot
+{
+ signed char info:4; /* body info as loaded from the file */
+ signed char used:4; /* Calculated value based on items equipped */
+};
-struct object_simple {
- /* These variables are not changed by copy_object() */
- struct pl *contr; /* Pointer to the player which control this object */
- struct object *next; /* Pointer to the next object in the free/used list */
- struct object *prev; /* Pointer to the previous object in the free/used list*/
- struct object *active_next; /* Next & previous object in the 'active' */
- struct object *active_prev; /* List. This is used in process_events */
- /* so that the entire object list does not */
- /* need to be gone through. */
- struct object *below; /* Pointer to the object stacked below this one */
- struct object *above; /* Pointer to the object stacked above this one */
- /* Note: stacked in the *same* environment*/
- struct object *inv; /* Pointer to the first object in the inventory */
- struct object *container; /* Current container being used. I think this
- * is only used by the player right now.
- */
- struct object *env; /* Pointer to the object which is the environment.
- * This is typically the container that the object is in.
- */
- struct object *more; /* Pointer to the rest of a large body of objects */
- struct object *head; /* Points to the main object of a large body */
- struct mapstruct *map; /* Pointer to the map in which this object is present */
+INTERFACE_CLASS (object)
+// these are being copied
+struct object_copy : attachable
+{
+ typedef bitset flags_t;
- tag_t count; /* Unique object number for this object */
- uint16 refcount; /* How many objects points to this object */
-};
+ sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
-struct object_special {
- /* These get an extra add_refcount(), after having been copied by memcpy().
- * All fields beow this point are automatically copied by memcpy. If
- * adding something that needs a refcount updated, make sure you modify
- * copy_object to do so. Everything below here also gets cleared
- * by clear_object()
- */
- const char *name; /* The name of the object, obviously... */
- const char *name_pl; /* The plural name of the object */
- const char *title; /* Of foo, etc */
- const char *race; /* human, goblin, dragon, etc */
- const char *slaying; /* Which race to do double damage to */
+ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
+ uint8 ACC (RW, subtype); /* subtype of object */
+ sint8 ACC (RW, direction); /* Means the object is moving that way. */
+ sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
+
+ shstr ACC (RW, name); /* The name of the object, obviously... */
+ shstr ACC (RW, name_pl); /* The plural name of the object */
+ shstr ACC (RW, title); /* Of foo, etc */
+ shstr ACC (RW, race); /* human, goblin, dragon, etc */
+ shstr ACC (RW, slaying); /* Which race to do double damage to */
/* If this is an exit, this is the filename */
- const char *skill; /* Name of the skill this object uses/grants */
- const char *msg; /* If this is a book/sign/magic mouth/etc */
- const char *lore; /* Obscure information about this object, */
+ shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
+ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
+ shstr ACC (RW, lore); /* Obscure information about this object, */
/* To get put into books and the like. */
-
- sint16 x,y; /* Position in the map for this object */
- sint16 ox,oy; /* For debugging: Where it was last inserted */
- float speed; /* The overall speed of this object */
- float speed_left; /* How much speed is left to spend this round */
- uint32 nrof; /* How many of the objects */
- New_Face *face; /* Face with colors */
- sint8 direction; /* Means the object is moving that way. */
- sint8 facing; /* Object is oriented/facing that way. */
-
- /* This next big block are basically used for monsters and equipment */
- uint8 type; /* PLAYER, BULLET, etc. See define.h */
- uint8 subtype; /* subtype of object */
- uint16 client_type; /* Public type information. see doc/Developers/objects */
- sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
- uint32 attacktype; /* Bitmask of attacks this object does */
- uint32 path_attuned; /* Paths the object is attuned to */
- uint32 path_repelled; /* Paths the object is repelled from */
- uint32 path_denied; /* Paths the object is denied access to */
- uint16 material; /* What materials this object consist of */
- const char *materialname; /* specific material name */
- sint8 magic; /* Any magical bonuses to this item */
- uint8 state; /* How the object was last drawn (animation) */
- sint32 value; /* How much money it is worth (or contains) */
- sint16 level; /* Level of creature or object */
- /* Note that the last_.. values are sometimes used for non obvious
- * meanings by some objects, eg, sp penalty, permanent exp.
- */
- sint32 last_heal; /* Last healed. Depends on constitution */
- sint32 last_sp; /* As last_heal, but for spell points */
- sint16 last_grace; /* as last_sp, except for grace */
- sint16 last_eat; /* How long since we last ate */
- sint16 invisible; /* How much longer the object will be invis */
- uint8 pick_up; /* See crossfire.doc */
- sint8 item_power; /* power rating of the object */
- sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
- sint32 weight; /* Attributes of the object */
- sint32 weight_limit; /* Weight-limit of object */
- sint32 carrying; /* How much weight this object contains */
- sint8 glow_radius; /* indicates the glow radius of the object */
- living stats; /* Str, Con, Dex, etc */
- sint64 perm_exp; /* Permanent exp */
- const char *current_weapon_script; /* The script of the currently used weapon. Executed */
- /* each time the object attacks something */
- struct object *current_weapon; /* Pointer to the weapon currently used */
- uint32 weapontype; /* type of weapon */
- uint32 tooltype; /* type of tool or build facility */
- sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
- sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
- /* See the doc/Developers/objects for more info about body locations */
-
- /* Following mostly refers to fields only used for monsters */
- struct object *owner; /* Pointer to the object which controls this one */
- /* Owner should not be referred to directly - */
- /* get_owner should be used instead. */
- tag_t ownercount; /* What count the owner had (in case owner */
- /* has been freed) */
- struct object *enemy; /* Monster/player to follow even if not closest */
- struct object *attacked_by; /* This object start to attack us! only player & monster */
- tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
- struct treasureliststruct *randomitems; /* Items to be generated */
- uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
- struct object *chosen_skill; /* the skill chosen to use */
- uint32 hide; /* The object is hidden, not invisible */
- /* changes made by kholland@sunlab.cit.cornell.edu */
- /* allows different movement patterns for attackers */
- sint32 move_status; /* What stage in attack mode */
- uint16 attack_movement;/* What kind of attack movement */
- uint8 will_apply; /* See crossfire.doc */
- struct object *spellitem; /* Spell ability monster is choosing to use */
- double expmul; /* needed experience = (calc_exp*expmul) - means some */
+ shstr ACC (RW, materialname); /* specific material name */
+ shstr ACC (RW, custom_name); /* Custom name assigned by player */
+// materialtype_t *ACC (RW, material); /* What material this object consists of */
+ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
+ object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
+ object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
+ object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
+ object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
+ object_ptr ACC (RW, spell); /* Spell that was being cast */
+ object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
+ arch_ptr ACC (RW, arch); /* Pointer to archetype */
+ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
+
+ float ACC (RW, speed); /* The overall speed of this object */
+ float ACC (RW, speed_left); /* How much speed is left to spend this round */
+ uint32 ACC (RW, nrof); /* How many of the objects */
+
+ /* This next big block are basically used for monsters and equipment */
+ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
+
+ sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
+ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
+ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
+ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
+ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
+ uint16 ACC (RW, materials); /* What materials this object consists of */
+ sint8 ACC (RW, magic); /* Any magical bonuses to this item */
+ uint8 ACC (RW, state); /* How the object was last drawn (animation) */
+ sint32 ACC (RW, value); /* How much money it is worth (or contains) */
+ /* Note that the last_.. values are sometimes used for non obvious
+ * meanings by some objects, eg, sp penalty, permanent exp.
+ */
+ sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
+ sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
+ sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
+ sint16 ACC (RW, last_eat); /* How long since we last ate */
+ sint16 ACC (RW, invisible); /* How much longer the object will be invis */
+ sint16 ACC (RW, level); /* Level of creature or object */
+ uint8 ACC (RW, pick_up); /* See crossfire.doc */
+ sint8 ACC (RW, item_power); /* power rating of the object */
+ sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
+ sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
+ sint32 ACC (RW, weight); /* Attributes of the object */
+ sint32 ACC (RW, weight_limit);/* Weight-limit of object */
+ sint32 ACC (RW, carrying); /* How much weight this object contains */
+ sint64 ACC (RW, perm_exp); /* Permanent exp */
+ uint32 ACC (RW, weapontype); /* type of weapon */
+ uint32 ACC (RW, tooltype); /* type of tool or build facility */
+ body_slot slot [NUM_BODY_LOCATIONS];
+ faceidx ACC (RW, face); /* the graphical face */
+ faceidx ACC (RW, sound); /* the sound face */
+ faceidx ACC (RW, sound_destroy); /* played on destroy */
+ living ACC (RO, stats); /* Str, Con, Dex, etc */
+ /* See the pod/objects.pod for more info about body locations */
+
+ /* Following mostly refers to fields only used for monsters */
+ uint32 ACC (RW, hide); /* The object is hidden, not invisible */
+
+ /* allows different movement patterns for attackers */
+ sint32 ACC (RW, move_status); /* What stage in attack mode */
+ uint16 ACC (RW, attack_movement); /* What kind of attack movement */
+ uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
+ float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
/* races/classes can need less/more exp to gain levels */
- /* Spell related information, may be useful elsewhere
- * Note that other fields are used - these files are basically
- * only used in spells.
- */
- sint16 duration; /* How long the spell lasts */
- uint8 duration_modifier; /* how level modifies duration */
- sint16 casting_time; /* time left before spell goes off */
- struct object *spell; /* Spell that was being cast */
- uint16 start_holding;
- char *spellarg;
- uint8 dam_modifier; /* How going up in level effects damage */
- sint8 range; /* Range of the spell */
- uint8 range_modifier; /* How going up in level effects range */
-
- /* Following are values used by any object */
- struct archt *arch; /* Pointer to archetype */
- struct archt *other_arch; /* Pointer used for various things - mostly used for what */
- /* this objects turns into or what this object creates */
- uint32 flags[4]; /* various flags */
- uint16 animation_id; /* An index into the animation array */
- uint8 anim_speed; /* ticks between animation-frames */
- uint8 last_anim; /* last sequence used to draw face */
- sint32 elevation; /* elevation of this terrain - not currently used */
- uint8 smoothlevel; /* how to smooth this square around*/
-
- MoveType move_type; /* Type of movement this object uses */
- MoveType move_block; /* What movement types this blocks */
- MoveType move_allow; /* What movement types explicitly allowd */
- MoveType move_on; /* Move types affected moving on to this space */
- MoveType move_off; /* Move types affected moving off this space */
- MoveType move_slow; /* Movement types this slows down */
- float move_slow_penalty; /* How much this slows down the object */
+ /* Spell related information, may be useful elsewhere
+ * Note that other fields are used - these files are basically
+ * only used in spells.
+ */
+ sint16 ACC (RW, duration); /* How long the spell lasts */
+ sint16 ACC (RW, casting_time);/* time left before spell goes off */
+
+ uint16 ACC (RW, start_holding);
+ uint8 ACC (RW, duration_modifier); /* how level modifies duration */
+ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
+
+ sint8 ACC (RW, range); /* Range of the spell */
+ uint8 ACC (RW, range_modifier); /* How going up in level effects range */
+ MoveType ACC (RW, move_type); /* Type of movement this object uses */
+ MoveType ACC (RW, move_block);/* What movement types this blocks */
+
+ MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
+ MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
+ MoveType ACC (RW, move_off); /* Move types affected moving off this space */
+ MoveType ACC (RW, move_slow); /* Movement types this slows down */
+
+ float ACC (RW, move_slow_penalty); /* How much this slows down the object */
+
+ char *ACC (RW, spellarg);
+
+ /* Following are values used by any object */
+ /* this objects turns into or what this object creates */
+ treasurelist *ACC (RW, randomitems); /* Items to be generated */
+ flags_t flag; /* various flags */
+#if FOR_PERL
+ bool ACC (RW, flag[NUM_FLAGS]);
+#endif
+ uint16 ACC (RW, animation_id);/* An index into the animation array */
+ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
+ uint8 ACC (RW, last_anim); /* last sequence used to draw face */
+ sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
+ uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
+ uint8 ACC (RW, will_apply); /* See crossfire.doc */
+};
+
+struct object : zero_initialised, object_copy
+{
+ // These variables are not changed by ->copy_to
+ maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
- event *events;
+ UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
+ int ACC (RO, count);
+ object_vector_index ACC (RO, index); // index into objects
+ object_vector_index ACC (RO, active); // index into actives
+
+ player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
+
+ object *ACC (RW, below); /* Pointer to the object stacked below this one */
+ object *ACC (RW, above); /* Pointer to the object stacked above this one */
+ /* Note: stacked in the *same* environment */
+ object *inv; /* Pointer to the first object in the inventory */
- const char *custom_name; /* Custom name assigned by player */
- key_value *key_values; /* Fields not explictly known by the loader. */
-};
+ //TODO: container must move into client
+ object_ptr ACC (RW, container); /* Current container being used. I think this
+ * is only used by the player right now.
+ */
+ object *ACC (RW, env); /* Pointer to the object which is the environment.
+ * This is typically the container that the object is in.
+ */
+ object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
+ object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
+ client_container *seen_by; // seen by which player/container currently?
+ key_value *key_values; /* Fields not explictly known by the loader. */
+
+ bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
+ void post_load_check (); // do some adjustments after parsing
+ static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
+ bool write (object_freezer &f);
+
+ MTH int slottype () const;
+ MTH static object *create ();
+ object &operator =(const object &src);
+ MTH void copy_to (object *dst);
+ MTH object *clone (); // create + copy_to
+ void do_destroy ();
+ void gather_callbacks (AV *&callbacks, event_type event) const;
+ MTH void destroy (bool destroy_inventory = false);
+
+ // recursively destroy all objects in inventory, optionally dropping them to the ground instead
+ MTH void destroy_inv (bool drop_to_ground = false);
+ MTH object *insert (object *item); // insert into inventory
+ MTH void play_sound (faceidx sound) const;
+
+ void do_remove ();
+ MTH void remove ()
+ {
+ if (!flag [FLAG_REMOVED])
+ do_remove ();
+ }
+
+ static bool can_merge_slow (object *op1, object *op2);
+
+ // this is often used in time-critical code, so optimise
+ MTH static bool can_merge (object *op1, object *op2)
+ {
+ return op1->value == op2->value
+ && op1->name == op2->name
+ && can_merge_slow (op1, op2);
+ }
+
+ MTH void set_owner (object *owner);
+ MTH void set_speed (float speed);
+ MTH bool change_weapon (object *ob);
+ MTH bool change_skill (object *ob);
+
+ MTH void open_container (object *new_container);
+ MTH void close_container ()
+ {
+ open_container (0);
+ }
+
+ MTH object *force_find (const shstr name);
+ MTH void force_add (const shstr name, int duration = 0);
+
+ // overwrite the attachable should_invoke function with a version that also checks ev_want_type
+ bool should_invoke (event_type event)
+ {
+ return ev_want_event [event] || ev_want_type [type] || cb;
+ }
+
+ MTH void instantiate ();
+
+ // recalculate all stats
+ MTH void update_stats ();
+ MTH void roll_stats ();
+ MTH void swap_stats (int a, int b);
+ MTH void add_statbonus ();
+ MTH void remove_statbonus ();
+ MTH void drain_stat ();
+ MTH void drain_specific_stat (int deplete_stats);
+ MTH void change_luck (int value);
+
+ // info must hold 256 * 3 bytes currently
+ const char *debug_desc (char *info) const;
+ MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
+ const char *flag_desc (char *desc, int len) const;
+
+ int number_of () const
+ {
+ return nrof ? nrof : 1;
+ }
+
+ uint64 total_weight () const
+ {
+ return weight * number_of ();
+ }
+
+ // return the dominant material of this item, always return something
+ const materialtype_t *dominant_material () const;
+
+ // return the volume of this object in cm³
+ uint64 volume () const
+ {
+ return total_weight ()
+ * 1000
+ * (type == CONTAINER ? 1000 : 1)
+ / dominant_material ()->density;
+ }
+
+ MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
+ MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
+ || type == CLOAK || type == BOOTS || type == GLOVES
+ || type == BRACERS || type == GIRDLE; }
+ MTH bool is_alive () const { return (type == PLAYER
+ || flag [FLAG_MONSTER]
+ || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
+ && !flag [FLAG_IS_A_TEMPLATE]; }
+ MTH bool is_arrow () const { return type == ARROW
+ || (type == SPELL_EFFECT
+ && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
+ MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
+
+ MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
+
+ // temporary: wether the object can be saved in a map file
+ // contr => is a player
+ // head => only save head of a multitile object
+ // owner => can not reference owner yet
+ MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
+
+ /* This return true if object has still randomitems which
+ * could be expanded.
+ */
+ MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
+
+ // returns the player that has this object in his inventory, or 0
+ MTH object *in_player () const
+ {
+ for (object *op = env; op; op = op->env)
+ if (op->type == PLAYER)
+ return op;
+
+ return 0;
+ }
+
+ // "temporary" helper function
+ MTH object *head_ ()
+ {
+ return head ? head : this;
+ }
+
+ MTH bool is_head ()
+ {
+ return head_ () == this;
+ }
+
+ MTH std::string long_desc (object *who = 0);
+ MTH std::string describe_monster (object *who = 0);
+ MTH std::string describe_item (object *who = 0);
+ MTH std::string describe (object *who = 0);
+
+ // If this object has no extra parts but should have them,
+ // add them, effectively expanding heads into multipart
+ // objects. This method only works on objects not inserted
+ // anywhere.
+ MTH void expand_tail ();
+
+ MTH void create_treasure (treasurelist *tl, int flags = 0);
+
+ // insert object at same map position as 'where'
+ // handles both inventory and map "positions"
+ MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
+ MTH void drop_unpaid_items ();
+
+ MTH void activate ();
+ MTH void deactivate ();
+ MTH void activate_recursive ();
+ MTH void deactivate_recursive ();
+
+ // set the givne flag on all objects in the inventory recursively
+ MTH void set_flag_inv (int flag, int value = 1);
+
+ void enter_exit (object *exit);//Perl
+ MTH void enter_map (maptile *newmap, int x, int y);
+
+ // returns the mapspace this object is in
+ mapspace &ms () const;
+
+ // fully recursive iterator
+ struct iterator_base
+ {
+ object *item;
+
+ iterator_base (object *container)
+ : item (container)
+ {
+ }
+
+ operator object *() const { return item; }
+
+ object *operator ->() const { return item; }
+ object &operator * () const { return *item; }
+ };
+
+ MTH unsigned int random_seed () const
+ {
+ return (unsigned int)uuid.seq;
+ }
+
+ // depth-first recursive iterator
+ struct depth_iterator : iterator_base
+ {
+ depth_iterator (object *container);
+ void next ();
+ object *operator ++( ) { next (); return item; }
+ object *operator ++(int) { object *i = item; next (); return i; }
+ };
+
+ object *begin ()
+ {
+ return this;
+ }
+
+ object *end ()
+ {
+ return this;
+ }
+
+ /* This returns TRUE if the object is something that
+ * should be displayed in the floorbox/inventory window
+ */
+ MTH bool client_visible () const
+ {
+ return !invisible && type != PLAYER;
+ }
+
+ MTH struct region *region () const;
+
+protected:
+ void link ();
+ void unlink ();
-struct object : object_special, object_simple {
- void *self, *cb; // CF+ perl's self and callback registry
+ object ();
+ ~object ();
};
-typedef struct oblnk { /* Used to link together several objects */
- object *ob;
+// move this object to the top of its env's inventory to speed up
+// searches for it.
+static object *
+splay (object *ob)
+{
+ if (ob->env && ob->env->inv != ob)
+ {
+ if (ob->above) ob->above->below = ob->below;
+ if (ob->below) ob->below->above = ob->above;
+
+ ob->above = 0;
+ ob->below = ob->env->inv;
+ ob->below->above = ob;
+ ob->env->inv = ob;
+ }
+
+ return ob;
+}
+
+typedef struct oblnk
+{ /* Used to link together several objects */
+ object_ptr ob;
struct oblnk *next;
- tag_t id;
} objectlink;
-typedef struct oblinkpt { /* Used to link together several object links */
+typedef struct oblinkpt
+{ /* Used to link together several object links */
struct oblnk *link;
- long value; /* Used as connected value in buttons/gates */
+ long value; /* Used as connected value in buttons/gates */
struct oblinkpt *next;
} oblinkpt;
+object *find_skill_by_name (object *who, const char *name);
+object *find_skill_by_name (object *who, const shstr &sh);
+object *find_skill_by_number (object *who, int skillno);
+
/*
* The archetype structure is a set of rules on how to generate and manipulate
* objects which point to archetypes.
@@ -279,30 +548,54 @@
* by the object structure
*/
-typedef struct archt {
- const char *name; /* More definite name, like "generate_kobold" */
- struct archt *next; /* Next archetype in a linked list */
- struct archt *head; /* The main part of a linked object */
- struct archt *more; /* Next part of a linked object */
- object clone; /* An object from which to do copy_object() */
- uint32 editable; /* editable flags (mainly for editor) */
- sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
- * in comparison to the head.
- */
-} archetype;
-
-extern object *objects;
-extern object *active_objects;
-extern object *free_objects;
-extern object objarray[STARTMAX];
+INTERFACE_CLASS (archetype)
+struct archetype : object
+{
+ archetype (const char *name);
+ ~archetype ();
+ void gather_callbacks (AV *&callbacks, event_type event) const;
+
+ static archetype *read (object_thawer &f);
+ static archetype *get (const char *name); // find or create
+ static archetype *find (const char *name);
+
+ void link ();
+ void unlink ();
+
+ object_vector_index ACC (RW, archid); // index in archvector
+ shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
+ bool ACC (RW, stub); // if true, this is an invalid archetype
+ uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
+
+ sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
+ sint8 ACC (RW, max_x), ACC (RW, max_y);
+};
-extern int nrofallocobjects;
-extern int nroffreeobjects;
+inline void
+object_freezer::put (keyword k, archetype *v)
+{
+ put (k, v ? &v->archname : (const char *)0);
+}
-/* This returns TRUE if the object is somethign that
- * should be displayed in the look window
- */
-#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
+typedef object_vector