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Comparing deliantra/server/include/object.h (file contents):
Revision 1.48 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.139 by root, Tue Jul 31 17:33:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset>
28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 33
32#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
33 58
34/* See common/item.c */ 59/* See common/item.c */
35 60
36typedef struct Body_Locations 61typedef struct Body_Locations
37{ 62{
38 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
39 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
40 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 66} Body_Locations;
42 67
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
59}; 84};
60 85
61struct UUID 86struct UUID
62{ 87{
63 uint64 seq; 88 uint64 seq;
89
90 UUID () { }
91 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; }
64}; 94};
65 95
66extern void init_uuid (); 96extern void init_uuid ();
67extern UUID gen_uuid (); 97extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 98extern const uint64 UUID_SKIP;
76#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
77#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
78#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
80 110
81/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
82 * don't just want it copied, so you'll need to add to common/object.C, 112{
83 * e.g. copy_object. 113 signed char info:4; /* body info as loaded from the file */
84 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
85 116
86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr;
88
89// these are not being copied
90ACC_CLASS (object) 117INTERFACE_CLASS (object)
91struct object_keep : refcounted
92{
93 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95
96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */
98 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
99 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
100 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */
103 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */
105 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now.
110 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in.
113 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117};
118
119// these are being copied 118// these are being copied
120struct object_copy : attachable<object> 119struct object_copy : attachable
121{ 120{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
122 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
123 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
124 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
125 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
126 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
130 shstr ACC (RW, lore); /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
131 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
132 shstr ACC (RW, materialname); /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
133 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */
134 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
135 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
136 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
137 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
138 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
139 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
140 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
141}; 150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
142 152
143// these are being copied and also cleared
144struct object_pod
145{
146 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 float ACC (RW, speed); /* The overall speed of this object */ 153 float ACC (RW, speed); /* The overall speed of this object */
149 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
150 uint32 ACC (RW, nrof); /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153 156
154 /* This next big block are basically used for monsters and equipment */ 157 /* This next big block are basically used for monsters and equipment */
155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
156 uint8 ACC (RW, subtype); /* subtype of object */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
160 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
163 uint16 ACC (RW, material); /* What materials this object consist of */ 165 uint16 ACC (RW, materials); /* What materials this object consists of */
164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
167 /* Note that the last_.. values are sometimes used for non obvious 169 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 170 * meanings by some objects, eg, sp penalty, permanent exp.
181 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
182 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
184 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
185 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 188 body_slot slot [NUM_BODY_LOCATIONS];
187 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
188 living ACC (RO, stats); /* Str, Con, Dex, etc */ 191 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 /* See the doc/Developers/objects for more info about body locations */ 192 /* See the pod/objects.pod for more info about body locations */
190 193
191 /* Following mostly refers to fields only used for monsters */ 194 /* Following mostly refers to fields only used for monsters */
192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
193 /* changes made by kholland@sunlab.cit.cornell.edu */ 196
194 /* allows different movement patterns for attackers */ 197 /* allows different movement patterns for attackers */
195 sint32 ACC (RW, move_status); /* What stage in attack mode */ 198 sint32 ACC (RW, move_status); /* What stage in attack mode */
196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 199 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 200 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
198 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 201 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
199 /* races/classes can need less/more exp to gain levels */ 202 /* races/classes can need less/more exp to gain levels */
200 203
201 /* Spell related information, may be useful elsewhere 204 /* Spell related information, may be useful elsewhere
202 * Note that other fields are used - these files are basically 205 * Note that other fields are used - these files are basically
203 * only used in spells. 206 * only used in spells.
204 */ 207 */
205 sint16 ACC (RW, duration); /* How long the spell lasts */ 208 sint16 ACC (RW, duration); /* How long the spell lasts */
206 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 209 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210
207 uint16 ACC (RW, start_holding); 211 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
210 sint8 ACC (RW, range); /* Range of the spell */ 215 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg);
213
214 /* Following are values used by any object */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
218 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 217 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block);/* What movement types this blocks */ 218 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
230 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235};
236 226
227 char *ACC (RW, spellarg);
228
229 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */
231 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 flags_t flag; /* various flags */
233#if FOR_PERL
234 bool ACC (RW, flag[NUM_FLAGS]);
235#endif
236 uint16 ACC (RW, animation_id);/* An index into the animation array */
237 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
240 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */
242};
243
237struct object : zero_initialised, object_keep, object_copy, object_pod 244struct object : zero_initialised, object_copy
238{ 245{
239 typedef unordered_vector<object *> vector; 246 // These variables are not changed by ->copy_to
247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
240 248
241 static vector mortals; 249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
242 static vector active; // active objects, not yet used 250 int ACC (RO, count);
243 static vector objects; // not used yet, use first->next->... 251 object_vector_index ACC (RO, index); // index into objects
244 static object *first; // will be replaced by "objects" 252 object_vector_index ACC (RO, active); // index into actives
245 253
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
255
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */
257 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */
260
261 //TODO: container must move into client
262 object_ptr ACC (RW, container); /* Current container being used. I think this
263 * is only used by the player right now.
264 */
265 object *ACC (RW, env); /* Pointer to the object which is the environment.
266 * This is typically the container that the object is in.
267 */
268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
270 client_container *seen_by; // seen by which player/container currently?
271 key_value *key_values; /* Fields not explictly known by the loader. */
272
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing
275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f);
277
278 MTH int slottype () const;
246 static object *create (); 279 MTH static object *create ();
280 object &operator =(const object &src);
281 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to
283 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const;
247 void destroy (bool destroy_inventory = false); 285 MTH void destroy (bool destroy_inventory = false);
248 void remove (); 286
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false);
249 object *insert (object *item); // insert into inventory 289 MTH object *insert (object *item); // insert into inventory
290 MTH void play_sound (faceidx sound) const;
250 291
251 static void free_mortals (); 292 void do_remove ();
293 MTH void remove ()
294 {
295 if (!flag [FLAG_REMOVED])
296 do_remove ();
297 }
298
252 static bool can_merge (object *op1, object *op2); 299 static bool can_merge_slow (object *op1, object *op2);
253 300
254 void clear (); 301 // this is often used in time-critical code, so optimise
255 void clone (object *destination); 302 MTH static bool can_merge (object *op1, object *op2)
256
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
258
259 void instantiate ()
260 { 303 {
261 if (!uuid.seq) // HACK 304 return op1->value == op2->value
262 uuid = gen_uuid (); 305 && op1->name == op2->name
263 306 && can_merge_slow (op1, op2);
264 attachable<object>::instantiate ();
265 } 307 }
266 308
267 void set_owner (object *owner); 309 MTH void set_owner (object *owner);
310 MTH void set_speed (float speed);
311 MTH bool change_weapon (object *ob);
312 MTH bool change_skill (object *ob);
313
314 MTH void open_container (object *new_container);
315 MTH void close_container ()
316 {
317 open_container (0);
318 }
319
320 MTH object *force_find (const shstr name);
321 MTH void force_add (const shstr name, int duration = 0);
322
323 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
324 bool should_invoke (event_type event)
325 {
326 return ev_want_event [event] || ev_want_type [type] || cb;
327 }
328
329 MTH void instantiate ();
330
331 // recalculate all stats
332 MTH void update_stats ();
333 MTH void roll_stats ();
334 MTH void swap_stats (int a, int b);
335 MTH void add_statbonus ();
336 MTH void remove_statbonus ();
337 MTH void drain_stat ();
338 MTH void drain_specific_stat (int deplete_stats);
339 MTH void change_luck (int value);
268 340
269 // info must hold 256 * 3 bytes currently 341 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const; 342 const char *debug_desc (char *info) const;
271 const char *debug_desc () const; 343 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
344 const char *flag_desc (char *desc, int len) const;
345
346 int number_of () const
347 {
348 return nrof ? nrof : 1;
349 }
350
351 uint64 total_weight () const
352 {
353 return weight * number_of ();
354 }
355
356 // return the dominant material of this item, always return something
357 const materialtype_t *dominant_material () const;
358
359 // return the volume of this object in cm³
360 uint64 volume () const
361 {
362 return total_weight ()
363 * 1000
364 * (type == CONTAINER ? 1000 : 1)
365 / dominant_material ()->density;
366 }
367
368 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
369 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
370 || type == CLOAK || type == BOOTS || type == GLOVES
371 || type == BRACERS || type == GIRDLE; }
372 MTH bool is_alive () const { return (type == PLAYER
373 || flag [FLAG_MONSTER]
374 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
375 && !flag [FLAG_IS_A_TEMPLATE]; }
376 MTH bool is_arrow () const { return type == ARROW
377 || (type == SPELL_EFFECT
378 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
379 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
380
381 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
382
383 // temporary: wether the object can be saved in a map file
384 // contr => is a player
385 // head => only save head of a multitile object
386 // owner => can not reference owner yet
387 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
388
389 /* This return true if object has still randomitems which
390 * could be expanded.
391 */
392 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
393
394 // returns the player that has this object in his inventory, or 0
395 MTH object *in_player () const
396 {
397 for (object *op = env; op; op = op->env)
398 if (op->type == PLAYER)
399 return op;
400
401 return 0;
402 }
403
404 // "temporary" helper function
405 MTH object *head_ ()
406 {
407 return head ? head : this;
408 }
409
410 MTH bool is_head ()
411 {
412 return head_ () == this;
413 }
414
415 MTH std::string long_desc (object *who = 0);
416 MTH std::string describe_monster (object *who = 0);
417 MTH std::string describe_item (object *who = 0);
418 MTH std::string describe (object *who = 0);
419
420 // If this object has no extra parts but should have them,
421 // add them, effectively expanding heads into multipart
422 // objects. This method only works on objects not inserted
423 // anywhere.
424 MTH void expand_tail ();
425
426 MTH void create_treasure (treasurelist *tl, int flags = 0);
427
428 // insert object at same map position as 'where'
429 // handles both inventory and map "positions"
430 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
431 MTH void drop_unpaid_items ();
432
433 MTH void activate ();
434 MTH void deactivate ();
435 MTH void activate_recursive ();
436 MTH void deactivate_recursive ();
437
438 // set the givne flag on all objects in the inventory recursively
439 MTH void set_flag_inv (int flag, int value = 1);
440
441 void enter_exit (object *exit);//Perl
442 MTH void enter_map (maptile *newmap, int x, int y);
443
444 // returns the mapspace this object is in
445 mapspace &ms () const;
272 446
273 // fully recursive iterator 447 // fully recursive iterator
274 struct iterator_base 448 struct iterator_base
275 { 449 {
276 object *item; 450 object *item;
283 operator object *() const { return item; } 457 operator object *() const { return item; }
284 458
285 object *operator ->() const { return item; } 459 object *operator ->() const { return item; }
286 object &operator * () const { return *item; } 460 object &operator * () const { return *item; }
287 }; 461 };
462
463 MTH unsigned int random_seed () const
464 {
465 return (unsigned int)uuid.seq;
466 }
288 467
289 // depth-first recursive iterator 468 // depth-first recursive iterator
290 struct depth_iterator : iterator_base 469 struct depth_iterator : iterator_base
291 { 470 {
292 depth_iterator (object *container); 471 depth_iterator (object *container);
303 object *end () 482 object *end ()
304 { 483 {
305 return this; 484 return this;
306 } 485 }
307 486
487 /* This returns TRUE if the object is something that
488 * should be displayed in the floorbox/inventory window
489 */
490 MTH bool client_visible () const
491 {
492 return !invisible && type != PLAYER;
493 }
494
495 MTH struct region *region () const;
496
308protected: 497protected:
309 friend struct archetype;
310
311 void link (); 498 void link ();
312 void unlink (); 499 void unlink ();
313 500
314 object (); 501 object ();
315 ~object (); 502 ~object ();
316}; 503};
317 504
318// compatibility functions/macros 505// move this object to the top of its env's inventory to speed up
319#define get_object() object::create () 506// searches for it.
320#define clear_owner(op) (op)->owner = 0 507static object *
321#define copy_owner(op,other) (op)->owner = (other)->owner 508splay (object *ob)
322#define get_owner(op) (op)->owner
323#define clear_object(op) (op)->clear ()
324
325static inline void
326set_owner (object *op, object *owner)
327{ 509{
328 op->set_owner (owner); 510 if (ob->env && ob->env->inv != ob)
511 {
512 if (ob->above) ob->above->below = ob->below;
513 if (ob->below) ob->below->above = ob->above;
514
515 ob->above = 0;
516 ob->below = ob->env->inv;
517 ob->below->above = ob;
518 ob->env->inv = ob;
519 }
520
521 return ob;
329} 522}
330
331#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
332 523
333typedef struct oblnk 524typedef struct oblnk
334{ /* Used to link together several objects */ 525{ /* Used to link together several objects */
335 object_ptr ob; 526 object_ptr ob;
336 struct oblnk *next; 527 struct oblnk *next;
340{ /* Used to link together several object links */ 531{ /* Used to link together several object links */
341 struct oblnk *link; 532 struct oblnk *link;
342 long value; /* Used as connected value in buttons/gates */ 533 long value; /* Used as connected value in buttons/gates */
343 struct oblinkpt *next; 534 struct oblinkpt *next;
344} oblinkpt; 535} oblinkpt;
536
537object *find_skill_by_name (object *who, const char *name);
538object *find_skill_by_name (object *who, const shstr &sh);
539object *find_skill_by_number (object *who, int skillno);
345 540
346/* 541/*
347 * The archetype structure is a set of rules on how to generate and manipulate 542 * The archetype structure is a set of rules on how to generate and manipulate
348 * objects which point to archetypes. 543 * objects which point to archetypes.
349 * This probably belongs in arch.h, but there really doesn't appear to 544 * This probably belongs in arch.h, but there really doesn't appear to
350 * be much left in the archetype - all it really is is a holder for the 545 * be much left in the archetype - all it really is is a holder for the
351 * object and pointers. This structure should get removed, and just replaced 546 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 547 * by the object structure
353 */ 548 */
354 549
355ACC_CLASS (archetype) 550INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 551struct archetype : object
357{ 552{
358 archetype (); 553 archetype (const char *name);
359 ~archetype (); 554 ~archetype ();
555 void gather_callbacks (AV *&callbacks, event_type event) const;
360 556
557 static archetype *read (object_thawer &f);
558 static archetype *get (const char *name); // find or create
361 static archetype *find (const char *arch); 559 static archetype *find (const char *name);
362 560
363 void hash_add (); // add to hastable 561 void link ();
364 void hash_del (); // remove from hashtable 562 void unlink ();
365 563
564 object_vector_index ACC (RW, archid); // index in archvector
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 565 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 566 bool ACC (RW, stub); // if true, this is an invalid archetype
368 struct archetype *ACC (RW, head); /* The main part of a linked object */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */
370 object ACC (RO, clone); /* An object from which to do copy_object() */
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 567 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
373 * in comparison to the head.
374 */
375};
376 568
569 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
570 sint8 ACC (RW, max_x), ACC (RW, max_y);
571};
572
573inline void
574object_freezer::put (keyword k, archetype *v)
575{
576 put (k, v ? &v->archname : (const char *)0);
577}
578
579typedef object_vector<object, &object::index > objectvec;
580typedef object_vector<object, &object::active> activevec;
581typedef object_vector<archetype, &archetype::archid> archvec;
582
377extern object *objects; 583extern objectvec objects;
378extern object *active_objects; 584extern activevec actives;
585extern archvec archetypes;
379 586
380extern int nrofallocobjects; 587#define for_all_objects(var) \
588 for (unsigned _i = 0; _i < objects.size (); ++_i) \
589 statementvar (object *, var, objects [_i])
381 590
382/* This returns TRUE if the object is something that 591#define for_all_actives(var) \
383 * should be displayed in the look window 592 for (unsigned _i = 0; _i < actives.size (); ++_i) \
384 */ 593 statementvar (object *, var, actives [_i])
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 594
595#define for_all_archetypes(var) \
596 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
597 statementvar (archetype *, var, archetypes [_i])
386 598
387/* Used by update_object to know if the object being passed is 599/* Used by update_object to know if the object being passed is
388 * being added or removed. 600 * being added or removed.
389 */ 601 */
390#define UP_OBJ_INSERT 1 602#define UP_OBJ_INSERT 1
424#define INS_NO_WALK_ON 0x0004 636#define INS_NO_WALK_ON 0x0004
425#define INS_ON_TOP 0x0008 637#define INS_ON_TOP 0x0008
426#define INS_BELOW_ORIGINATOR 0x0010 638#define INS_BELOW_ORIGINATOR 0x0010
427#define INS_MAP_LOAD 0x0020 639#define INS_MAP_LOAD 0x0020
428 640
429#define ARCH_SINGULARITY "singularity"
430#define ARCH_SINGULARITY_LEN 11
431#define ARCH_DETECT_MAGIC "detect_magic"
432#define ARCH_DEPLETION "depletion" 641#define ARCH_DEPLETION "depletion"
433#define ARCH_SYMPTOM "symptom"
434 642
435#endif 643#endif
436 644

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