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Comparing deliantra/server/include/object.h (file contents):
Revision 1.119 by root, Sat May 12 13:27:37 2007 UTC vs.
Revision 1.138 by root, Thu Jul 26 00:27:08 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
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35enum { 34enum {
35 body_skill,
36 body_combat,
36 body_range, 37 body_range,
37 body_shield, 38 body_shield,
38 body_combat,
39 body_arm, 39 body_arm,
40 body_torso, 40 body_torso,
41 body_head, 41 body_head,
42 body_neck, 42 body_neck,
43 body_skill,
44 body_finger, 43 body_finger,
45 body_shoulder, 44 body_shoulder,
46 body_foot, 45 body_foot,
47 body_hand, 46 body_hand,
48 body_wrist, 47 body_wrist,
49 body_waist, 48 body_waist,
50 NUM_BODY_LOCATIONS 49 NUM_BODY_LOCATIONS
51}; 50};
52 51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
53/* See common/item.c */ 59/* See common/item.c */
54 60
55typedef struct Body_Locations 61typedef struct Body_Locations
56{ 62{
57 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
58 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 */
59 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 */
60} Body_Locations; 66} Body_Locations;
61 67
62extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
99#define WILL_APPLY_HANDLE 0x01 105#define WILL_APPLY_HANDLE 0x01
100#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
101#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
102#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
103#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
104
105/* However, if you're keeping a pointer of some sort, you probably
106 * don't just want it copied, so you'll need to add to common/object.C,
107 * e.g. ->copy_to ()
108 */
109 110
110struct body_slot 111struct body_slot
111{ 112{
112 signed char info:4; /* body info as loaded from the file */ 113 signed char info:4; /* body info as loaded from the file */
113 signed char used:4; /* Calculated value based on items equipped */ 114 signed char used:4; /* Calculated value based on items equipped */
244 // These variables are not changed by ->copy_to 245 // These variables are not changed by ->copy_to
245 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
246 247
247 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 int ACC (RO, count); 249 int ACC (RO, count);
249 int ACC (RO, index); // index into objects 250 object_vector_index ACC (RO, index); // index into objects
250 int ACC (RO, active); // index into actives 251 object_vector_index ACC (RO, active); // index into actives
251 252
252 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
253 254
254 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 255 object *ACC (RW, below); /* Pointer to the object stacked below this one */
255 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 256 object *ACC (RW, above); /* Pointer to the object stacked above this one */
271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
272 void post_load_check (); // do some adjustments after parsing 273 void post_load_check (); // do some adjustments after parsing
273 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
274 bool write (object_freezer &f); 275 bool write (object_freezer &f);
275 276
277 MTH int slottype () const;
276 MTH static object *create (); 278 MTH static object *create ();
277 object &operator =(const object &src); 279 object &operator =(const object &src);
278 MTH void copy_to (object *dst); 280 MTH void copy_to (object *dst);
279 MTH object *clone (); // create + copy_to 281 MTH object *clone (); // create + copy_to
280 void do_destroy (); 282 void do_destroy ();
282 MTH void destroy (bool destroy_inventory = false); 284 MTH void destroy (bool destroy_inventory = false);
283 285
284 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
285 MTH void destroy_inv (bool drop_to_ground = false); 287 MTH void destroy_inv (bool drop_to_ground = false);
286 MTH object *insert (object *item); // insert into inventory 288 MTH object *insert (object *item); // insert into inventory
289 MTH void play_sound (faceidx sound) const;
290
287 void do_remove (); 291 void do_remove ();
288 MTH void remove () 292 MTH void remove ()
289 { 293 {
290 if (!flag [FLAG_REMOVED]) 294 if (!flag [FLAG_REMOVED])
291 do_remove (); 295 do_remove ();
292 }
293
294 // move this object to the top of its env's inventory to speed up
295 // searches for it.
296 MTH void inv_splay ()
297 {
298 if (env && env->inv != this)
299 {
300 if (above) above->below = below;
301 if (below) below->above = above;
302
303 above = 0;
304 below = env->inv;
305 below->above = this;
306 env->inv = this;
307 }
308 } 296 }
309 297
310 static bool can_merge_slow (object *op1, object *op2); 298 static bool can_merge_slow (object *op1, object *op2);
311 299
312 // this is often used in time-critical code, so optimise 300 // this is often used in time-critical code, so optimise
317 && can_merge_slow (op1, op2); 305 && can_merge_slow (op1, op2);
318 } 306 }
319 307
320 MTH void set_owner (object *owner); 308 MTH void set_owner (object *owner);
321 MTH void set_speed (float speed); 309 MTH void set_speed (float speed);
322 MTH void set_weapon (object *ob); 310 MTH bool change_weapon (object *ob);
311 MTH bool change_skill (object *ob);
323 312
324 MTH void open_container (object *new_container); 313 MTH void open_container (object *new_container);
325 MTH void close_container () 314 MTH void close_container ()
326 { 315 {
327 open_container (0); 316 open_container (0);
317 }
318
319 MTH object *force_find (const shstr name);
320 MTH void force_add (const shstr name, int duration = 0);
321
322 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
323 bool should_invoke (event_type event)
324 {
325 return ev_want_event [event] || ev_want_type [type] || cb;
328 } 326 }
329 327
330 MTH void instantiate (); 328 MTH void instantiate ();
331 329
332 // recalculate all stats 330 // recalculate all stats
406 MTH object *head_ () 404 MTH object *head_ ()
407 { 405 {
408 return head ? head : this; 406 return head ? head : this;
409 } 407 }
410 408
409 MTH bool is_head ()
410 {
411 return head_ () == this;
412 }
413
411 MTH std::string long_desc (object *who = 0); 414 MTH std::string long_desc (object *who = 0);
412 MTH std::string describe_monster (object *who = 0); 415 MTH std::string describe_monster (object *who = 0);
413 MTH std::string describe_item (object *who = 0); 416 MTH std::string describe_item (object *who = 0);
414 MTH std::string describe (object *who = 0); 417 MTH std::string describe (object *who = 0);
415 418
422 MTH void create_treasure (treasurelist *tl, int flags = 0); 425 MTH void create_treasure (treasurelist *tl, int flags = 0);
423 426
424 // insert object at same map position as 'where' 427 // insert object at same map position as 'where'
425 // handles both inventory and map "positions" 428 // handles both inventory and map "positions"
426 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 429 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
430 MTH void drop_unpaid_items ();
427 431
428 MTH void activate (); 432 MTH void activate ();
429 MTH void deactivate (); 433 MTH void deactivate ();
430 MTH void activate_recursive (); 434 MTH void activate_recursive ();
431 MTH void deactivate_recursive (); 435 MTH void deactivate_recursive ();
488 } 492 }
489 493
490 MTH struct region *region () const; 494 MTH struct region *region () const;
491 495
492protected: 496protected:
493 friend struct archetype;
494
495 void link (); 497 void link ();
496 void unlink (); 498 void unlink ();
497 499
498 object (); 500 object ();
499 ~object (); 501 ~object ();
500}; 502};
501 503
502typedef object_vector<object, &object::index > objectvec; 504// move this object to the top of its env's inventory to speed up
503typedef object_vector<object, &object::active> activevec; 505// searches for it.
506static object *
507splay (object *ob)
508{
509 if (ob->env && ob->env->inv != ob)
510 {
511 if (ob->above) ob->above->below = ob->below;
512 if (ob->below) ob->below->above = ob->above;
504 513
505extern objectvec objects; 514 ob->above = 0;
506extern activevec actives; 515 ob->below = ob->env->inv;
516 ob->below->above = ob;
517 ob->env->inv = ob;
518 }
507 519
508#define for_all_objects(var) \ 520 return ob;
509 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 521}
510 declvar (object *, var, objects [_i])
511
512#define for_all_actives(var) \
513 for (unsigned _i = 0; _i < actives.size (); ++_i) \
514 declvar (object *, var, actives [_i])
515 522
516typedef struct oblnk 523typedef struct oblnk
517{ /* Used to link together several objects */ 524{ /* Used to link together several objects */
518 object_ptr ob; 525 object_ptr ob;
519 struct oblnk *next; 526 struct oblnk *next;
523{ /* Used to link together several object links */ 530{ /* Used to link together several object links */
524 struct oblnk *link; 531 struct oblnk *link;
525 long value; /* Used as connected value in buttons/gates */ 532 long value; /* Used as connected value in buttons/gates */
526 struct oblinkpt *next; 533 struct oblinkpt *next;
527} oblinkpt; 534} oblinkpt;
535
536object *find_skill_by_name (object *who, const char *name);
537object *find_skill_by_name (object *who, const shstr &sh);
538object *find_skill_by_number (object *who, int skillno);
528 539
529/* 540/*
530 * The archetype structure is a set of rules on how to generate and manipulate 541 * The archetype structure is a set of rules on how to generate and manipulate
531 * objects which point to archetypes. 542 * objects which point to archetypes.
532 * This probably belongs in arch.h, but there really doesn't appear to 543 * This probably belongs in arch.h, but there really doesn't appear to
534 * object and pointers. This structure should get removed, and just replaced 545 * object and pointers. This structure should get removed, and just replaced
535 * by the object structure 546 * by the object structure
536 */ 547 */
537 548
538INTERFACE_CLASS (archetype) 549INTERFACE_CLASS (archetype)
539struct archetype : zero_initialised, attachable 550struct archetype : object
540{ 551{
541 archetype (); 552 archetype (const char *name);
542 ~archetype (); 553 ~archetype ();
543 void gather_callbacks (AV *&callbacks, event_type event) const; 554 void gather_callbacks (AV *&callbacks, event_type event) const;
544 555
545 static archetype *read (object_thawer &f); 556 static archetype *read (object_thawer &f);
546 static archetype *get (const char *name); // find or create 557 static archetype *get (const char *name); // find or create
547 static archetype *find (const char *name); 558 static archetype *find (const char *name);
548 559
549 void hash_add (); // add to hashtable 560 void link ();
550 void hash_del (); // remove from hashtable 561 void unlink ();
551 562
563 object_vector_index ACC (RW, archid); // index in archvector
552 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 564 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
553 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 565 bool ACC (RW, stub); // if true, this is an invalid archetype
554 struct archetype *ACC (RW, head); /* The main part of a linked object */
555 struct archetype *ACC (RW, more); /* Next part of a linked object */
556 object ACC (RO, clone); /* An object from which to do ->copy_to () */
557 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 566 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
558 bool ACC (RW, linked); // linked into list of heads 567
559 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 568 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
560 * in comparison to the head. 569 sint8 ACC (RW, max_x), ACC (RW, max_y);
561 */
562}; 570};
571
572inline void
573object_freezer::put (keyword k, archetype *v)
574{
575 put (k, v ? &v->archname : (const char *)0);
576}
577
578typedef object_vector<object, &object::index > objectvec;
579typedef object_vector<object, &object::active> activevec;
580typedef object_vector<archetype, &archetype::archid> archvec;
581
582extern objectvec objects;
583extern activevec actives;
584extern archvec archetypes;
585
586#define for_all_objects(var) \
587 for (unsigned _i = 0; _i < objects.size (); ++_i) \
588 statementvar (object *, var, objects [_i])
589
590#define for_all_actives(var) \
591 for (unsigned _i = 0; _i < actives.size (); ++_i) \
592 statementvar (object *, var, actives [_i])
593
594#define for_all_archetypes(var) \
595 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
596 statementvar (archetype *, var, archetypes [_i])
563 597
564/* Used by update_object to know if the object being passed is 598/* Used by update_object to know if the object being passed is
565 * being added or removed. 599 * being added or removed.
566 */ 600 */
567#define UP_OBJ_INSERT 1 601#define UP_OBJ_INSERT 1
601#define INS_NO_WALK_ON 0x0004 635#define INS_NO_WALK_ON 0x0004
602#define INS_ON_TOP 0x0008 636#define INS_ON_TOP 0x0008
603#define INS_BELOW_ORIGINATOR 0x0010 637#define INS_BELOW_ORIGINATOR 0x0010
604#define INS_MAP_LOAD 0x0020 638#define INS_MAP_LOAD 0x0020
605 639
606#define ARCH_SINGULARITY "singularity"
607#define ARCH_DETECT_MAGIC "detect_magic"
608#define ARCH_DEPLETION "depletion" 640#define ARCH_DEPLETION "depletion"
609#define ARCH_SYMPTOM "symptom"
610 641
611#endif 642#endif
612 643

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