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Comparing deliantra/server/include/object.h (file contents):
Revision 1.122 by root, Mon May 14 21:32:26 2007 UTC vs.
Revision 1.143 by root, Thu Aug 16 06:36:56 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
59 58
60/* See common/item.c */ 59/* See common/item.c */
61 60
62typedef struct Body_Locations 61typedef struct Body_Locations
63{ 62{
64 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
65 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 */
66 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 */
67} Body_Locations; 66} Body_Locations;
68 67
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
106#define WILL_APPLY_HANDLE 0x01 105#define WILL_APPLY_HANDLE 0x01
107#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
108#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
109#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
111
112/* However, if you're keeping a pointer of some sort, you probably
113 * don't just want it copied, so you'll need to add to common/object.C,
114 * e.g. ->copy_to ()
115 */
116 110
117struct body_slot 111struct body_slot
118{ 112{
119 signed char info:4; /* body info as loaded from the file */ 113 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */ 114 signed char used:4; /* Calculated value based on items equipped */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 body_slot slot [NUM_BODY_LOCATIONS]; 188 body_slot slot [NUM_BODY_LOCATIONS];
195 faceidx ACC (RW, face); /* Face with colors */ 189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
191 faceidx ACC (RW, sound_destroy); /* played on destroy */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */ 192 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */ 193 /* See the pod/objects.pod for more info about body locations */
198 194
199 /* Following mostly refers to fields only used for monsters */ 195 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
251 // These variables are not changed by ->copy_to 247 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 248 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
253 249
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 251 int ACC (RO, count);
256 int ACC (RO, index); // index into objects 252 object_vector_index ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives 253 object_vector_index ACC (RO, active); // index into actives
258 254
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 255 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260 256
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 257 object *ACC (RW, below); /* Pointer to the object stacked below this one */
262 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 258 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */ 259 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 260 object *inv; /* Pointer to the first object in the inventory */
290 MTH void destroy (bool destroy_inventory = false); 286 MTH void destroy (bool destroy_inventory = false);
291 287
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 288 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false); 289 MTH void destroy_inv (bool drop_to_ground = false);
294 MTH object *insert (object *item); // insert into inventory 290 MTH object *insert (object *item); // insert into inventory
291 MTH void play_sound (faceidx sound) const;
292
295 void do_remove (); 293 void do_remove ();
296 MTH void remove () 294 MTH void remove ()
297 { 295 {
298 if (!flag [FLAG_REMOVED]) 296 if (!flag [FLAG_REMOVED])
299 do_remove (); 297 do_remove ();
300 }
301
302 // move this object to the top of its env's inventory to speed up
303 // searches for it.
304 MTH object *inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310
311 above = 0;
312 below = env->inv;
313 below->above = this;
314 env->inv = this;
315 }
316
317 return this;
318 } 298 }
319 299
320 static bool can_merge_slow (object *op1, object *op2); 300 static bool can_merge_slow (object *op1, object *op2);
321 301
322 // this is often used in time-critical code, so optimise 302 // this is often used in time-critical code, so optimise
328 } 308 }
329 309
330 MTH void set_owner (object *owner); 310 MTH void set_owner (object *owner);
331 MTH void set_speed (float speed); 311 MTH void set_speed (float speed);
332 MTH bool change_weapon (object *ob); 312 MTH bool change_weapon (object *ob);
313 MTH bool change_skill (object *ob);
333 314
334 MTH void open_container (object *new_container); 315 MTH void open_container (object *new_container);
335 MTH void close_container () 316 MTH void close_container ()
336 { 317 {
337 open_container (0); 318 open_container (0);
319 }
320
321 MTH object *force_find (const shstr name);
322 MTH void force_add (const shstr name, int duration = 0);
323
324 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
325 bool should_invoke (event_type event)
326 {
327 return ev_want_event [event] || ev_want_type [type] || cb;
338 } 328 }
339 329
340 MTH void instantiate (); 330 MTH void instantiate ();
341 331
342 // recalculate all stats 332 // recalculate all stats
416 MTH object *head_ () 406 MTH object *head_ ()
417 { 407 {
418 return head ? head : this; 408 return head ? head : this;
419 } 409 }
420 410
411 MTH bool is_head ()
412 {
413 return head_ () == this;
414 }
415
421 MTH std::string long_desc (object *who = 0); 416 MTH std::string long_desc (object *who = 0);
422 MTH std::string describe_monster (object *who = 0); 417 MTH std::string describe_monster (object *who = 0);
423 MTH std::string describe_item (object *who = 0); 418 MTH std::string describe_item (object *who = 0);
424 MTH std::string describe (object *who = 0); 419 MTH std::string describe (object *who = 0);
425 420
432 MTH void create_treasure (treasurelist *tl, int flags = 0); 427 MTH void create_treasure (treasurelist *tl, int flags = 0);
433 428
434 // insert object at same map position as 'where' 429 // insert object at same map position as 'where'
435 // handles both inventory and map "positions" 430 // handles both inventory and map "positions"
436 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);
432 MTH void drop_unpaid_items ();
437 433
438 MTH void activate (); 434 MTH void activate ();
439 MTH void deactivate (); 435 MTH void deactivate ();
440 MTH void activate_recursive (); 436 MTH void activate_recursive ();
441 MTH void deactivate_recursive (); 437 MTH void deactivate_recursive ();
497 return !invisible && type != PLAYER; 493 return !invisible && type != PLAYER;
498 } 494 }
499 495
500 MTH struct region *region () const; 496 MTH struct region *region () const;
501 497
498 void statusmsg (const char *msg, int color = NDI_BLACK);
499 void errormsg (const char *msg, int color = NDI_RED);
500
502protected: 501protected:
503 friend struct archetype;
504
505 void link (); 502 void link ();
506 void unlink (); 503 void unlink ();
507 504
508 object (); 505 object ();
509 ~object (); 506 ~object ();
510}; 507};
511 508
512typedef object_vector<object, &object::index > objectvec; 509// move this object to the top of its env's inventory to speed up
513typedef object_vector<object, &object::active> activevec; 510// searches for it.
511static object *
512splay (object *ob)
513{
514 if (ob->env && ob->env->inv != ob)
515 {
516 if (ob->above) ob->above->below = ob->below;
517 if (ob->below) ob->below->above = ob->above;
514 518
515extern objectvec objects; 519 ob->above = 0;
516extern activevec actives; 520 ob->below = ob->env->inv;
521 ob->below->above = ob;
522 ob->env->inv = ob;
523 }
517 524
518#define for_all_objects(var) \ 525 return ob;
519 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 526}
520 declvar (object *, var, objects [_i])
521
522#define for_all_actives(var) \
523 for (unsigned _i = 0; _i < actives.size (); ++_i) \
524 declvar (object *, var, actives [_i])
525 527
526typedef struct oblnk 528typedef struct oblnk
527{ /* Used to link together several objects */ 529{ /* Used to link together several objects */
528 object_ptr ob; 530 object_ptr ob;
529 struct oblnk *next; 531 struct oblnk *next;
537} oblinkpt; 539} oblinkpt;
538 540
539object *find_skill_by_name (object *who, const char *name); 541object *find_skill_by_name (object *who, const char *name);
540object *find_skill_by_name (object *who, const shstr &sh); 542object *find_skill_by_name (object *who, const shstr &sh);
541object *find_skill_by_number (object *who, int skillno); 543object *find_skill_by_number (object *who, int skillno);
542int change_skill (object *who, object *new_skill, int flag);
543 544
544/* 545/*
545 * The archetype structure is a set of rules on how to generate and manipulate 546 * The archetype structure is a set of rules on how to generate and manipulate
546 * objects which point to archetypes. 547 * objects which point to archetypes.
547 * This probably belongs in arch.h, but there really doesn't appear to 548 * This probably belongs in arch.h, but there really doesn't appear to
549 * object and pointers. This structure should get removed, and just replaced 550 * object and pointers. This structure should get removed, and just replaced
550 * by the object structure 551 * by the object structure
551 */ 552 */
552 553
553INTERFACE_CLASS (archetype) 554INTERFACE_CLASS (archetype)
554struct archetype : zero_initialised, attachable 555struct archetype : object
555{ 556{
556 archetype (); 557 archetype (const char *name);
557 ~archetype (); 558 ~archetype ();
558 void gather_callbacks (AV *&callbacks, event_type event) const; 559 void gather_callbacks (AV *&callbacks, event_type event) const;
559 560
560 static archetype *read (object_thawer &f); 561 static archetype *read (object_thawer &f);
561 static archetype *get (const char *name); // find or create 562 static archetype *get (const char *name); // find or create
562 static archetype *find (const char *name); 563 static archetype *find (const char *name);
563 564
564 void hash_add (); // add to hashtable 565 void link ();
565 void hash_del (); // remove from hashtable 566 void unlink ();
566 567
568 object_vector_index ACC (RW, archid); // index in archvector
567 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 569 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
568 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 570 bool ACC (RW, stub); // if true, this is an invalid archetype
569 struct archetype *ACC (RW, head); /* The main part of a linked object */
570 struct archetype *ACC (RW, more); /* Next part of a linked object */
571 object ACC (RO, clone); /* An object from which to do ->copy_to () */
572 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 571 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
573 bool ACC (RW, linked); // linked into list of heads 572
574 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 573 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
575 * in comparison to the head. 574 sint8 ACC (RW, max_x), ACC (RW, max_y);
576 */
577}; 575};
576
577inline void
578object_freezer::put (keyword k, archetype *v)
579{
580 put (k, v ? &v->archname : (const char *)0);
581}
582
583typedef object_vector<object, &object::index > objectvec;
584typedef object_vector<object, &object::active> activevec;
585typedef object_vector<archetype, &archetype::archid> archvec;
586
587extern objectvec objects;
588extern activevec actives;
589extern archvec archetypes;
590
591#define for_all_objects(var) \
592 for (unsigned _i = 0; _i < objects.size (); ++_i) \
593 statementvar (object *, var, objects [_i])
594
595#define for_all_actives(var) \
596 for (unsigned _i = 0; _i < actives.size (); ++_i) \
597 statementvar (object *, var, actives [_i])
598
599#define for_all_archetypes(var) \
600 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
601 statementvar (archetype *, var, archetypes [_i])
578 602
579/* Used by update_object to know if the object being passed is 603/* Used by update_object to know if the object being passed is
580 * being added or removed. 604 * being added or removed.
581 */ 605 */
582#define UP_OBJ_INSERT 1 606#define UP_OBJ_INSERT 1
616#define INS_NO_WALK_ON 0x0004 640#define INS_NO_WALK_ON 0x0004
617#define INS_ON_TOP 0x0008 641#define INS_ON_TOP 0x0008
618#define INS_BELOW_ORIGINATOR 0x0010 642#define INS_BELOW_ORIGINATOR 0x0010
619#define INS_MAP_LOAD 0x0020 643#define INS_MAP_LOAD 0x0020
620 644
621#define ARCH_SINGULARITY "singularity"
622#define ARCH_DETECT_MAGIC "detect_magic"
623#define ARCH_DEPLETION "depletion" 645#define ARCH_DEPLETION "depletion"
624#define ARCH_SYMPTOM "symptom"
625 646
626#endif 647#endif
627 648

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