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Comparing deliantra/server/include/object.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:50 2006 UTC vs.
Revision 1.117 by root, Mon May 7 04:21:11 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * CrossFire, A Multiplayer Online RPG
3 * "$Id: object.h,v 1.1 2006/02/03 07:12:50 root Exp $";
4 */ 3 *
5 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 23 */
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
30#include "cfperl.h"
31#include "shstr.h"
32
32typedef uint32 tag_t; 33typedef int tag_t;
34
33#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 14
34#define BODY_ARMS 1 36#define BODY_ARMS 1
35 37
36/* See common/item.c */ 38/* See common/item.c */
37 39
38typedef struct Body_Locations { 40typedef struct Body_Locations
41{
39 char *save_name; /* Name used to load/save it to disk */ 42 const char *save_name; /* Name used to load/save it to disk */
40 char *use_name; /* Name used when describing an item we can use */ 43 const char *use_name; /* Name used when describing an item we can use */
41 char *nonuse_name; /* Name to describe objects we can't use */ 44 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 45} Body_Locations;
43 46
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 47extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45
46typedef struct _event
47{
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 48
55/* 49/*
56 * Each object (this also means archetypes!) could have a few of these 50 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 51 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 52 *
60 * 54 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 56 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 57 * Exception is if you want to walk this list for some reason.
64 */ 58 */
65typedef struct _key_value { 59struct key_value
66 const char * key; 60{
67 const char * value;
68 struct _key_value * next; 61 key_value *next;
69} key_value; 62 shstr key, value;
63};
70 64
65struct UUID
66{
67 uint64 seq;
68
69 UUID () { }
70 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; }
73};
74
75extern void init_uuid ();
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
71 78
72/* Definition for WILL_APPLY values. Replaces having harcoded values 79/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 80 * sprinkled in the code. Note that some of these also replace fields
74 * that were in the can_apply area. What is the point of having both 81 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 82 * can_apply and will_apply?
76 */ 83 */
77#define WILL_APPLY_HANDLE 0x1 84#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 85#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 86#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 87#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 88#define WILL_APPLY_FOOD 0x10
82 89
83
84/* Note that the ordering of this structure is sort of relevent -
85 * copy_object copies everything over beyond 'name' using memcpy.
86 * Thus, values that need to be copied need to be located beyond that
87 * point.
88 *
89 * However, if you're keeping a pointer of some sort, you probably 90/* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.c, 91 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. copy-object 92 * e.g. ->copy_to ()
92 * 93 */
93 * I've tried to clean up this structure a bit (in terms of formatting) 94
94 * by making it more consistent. I've also tried to locate some of the fields 95struct body_slot
95 * more logically together (put the item related ones together, the monster 96{
96 * related ones, etc. 97 signed char info:4; /* body info as loaded from the file */
97 * This structure is best viewed with about a 100 width screen. 98 signed char used:4; /* Calculated value based on items equipped */
98 * MSW 2002-07-05 99};
100
101INTERFACE_CLASS (object)
102// these are being copied
103struct object_copy : attachable
104{
105 typedef bitset<NUM_FLAGS> flags_t;
106
107 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
108
109 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
110 uint8 ACC (RW, subtype); /* subtype of object */
111 sint8 ACC (RW, direction); /* Means the object is moving that way. */
112 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
113
114 shstr ACC (RW, name); /* The name of the object, obviously... */
115 shstr ACC (RW, name_pl); /* The plural name of the object */
116 shstr ACC (RW, title); /* Of foo, etc */
117 shstr ACC (RW, race); /* human, goblin, dragon, etc */
118 shstr ACC (RW, slaying); /* Which race to do double damage to */
119 /* If this is an exit, this is the filename */
120 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
121 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
122 shstr ACC (RW, lore); /* Obscure information about this object, */
123 /* To get put into books and the like. */
124 shstr ACC (RW, materialname); /* specific material name */
125 shstr ACC (RW, custom_name); /* Custom name assigned by player */
126// materialtype_t *ACC (RW, material); /* What material this object consists of */
127 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
128 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
129 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
130 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
131 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
132 object_ptr ACC (RW, spell); /* Spell that was being cast */
133 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
134 arch_ptr ACC (RW, arch); /* Pointer to archetype */
135 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
136
137 float ACC (RW, speed); /* The overall speed of this object */
138 float ACC (RW, speed_left); /* How much speed is left to spend this round */
139 uint32 ACC (RW, nrof); /* How many of the objects */
140
141 /* This next big block are basically used for monsters and equipment */
142 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
143
144 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
145 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 ACC (RW, materials); /* What materials this object consists of */
150 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
153 /* Note that the last_.. values are sometimes used for non obvious
154 * meanings by some objects, eg, sp penalty, permanent exp.
99 */ 155 */
100typedef struct obj { 156 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
157 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
158 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
159 sint16 ACC (RW, last_eat); /* How long since we last ate */
160 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
161 sint16 ACC (RW, level); /* Level of creature or object */
162 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
165 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
166 sint32 ACC (RW, weight); /* Attributes of the object */
167 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
168 sint32 ACC (RW, carrying); /* How much weight this object contains */
169 sint64 ACC (RW, perm_exp); /* Permanent exp */
170 uint32 ACC (RW, weapontype); /* type of weapon */
171 uint32 ACC (RW, tooltype); /* type of tool or build facility */
172 body_slot slot [NUM_BODY_LOCATIONS];
173 faceidx ACC (RW, face); /* Face with colors */
174 living ACC (RO, stats); /* Str, Con, Dex, etc */
175 /* See the pod/objects.pod for more info about body locations */
176
177 /* Following mostly refers to fields only used for monsters */
178 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
179
180 /* allows different movement patterns for attackers */
181 sint32 ACC (RW, move_status); /* What stage in attack mode */
182 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
183 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
184 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
185 /* races/classes can need less/more exp to gain levels */
186
187 /* Spell related information, may be useful elsewhere
188 * Note that other fields are used - these files are basically
189 * only used in spells.
190 */
191 sint16 ACC (RW, duration); /* How long the spell lasts */
192 sint16 ACC (RW, casting_time);/* time left before spell goes off */
193
194 uint16 ACC (RW, start_holding);
195 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
196 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
197
198 sint8 ACC (RW, range); /* Range of the spell */
199 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
200 MoveType ACC (RW, move_type); /* Type of movement this object uses */
201 MoveType ACC (RW, move_block);/* What movement types this blocks */
202
203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
204 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207
208 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
209
210 char *ACC (RW, spellarg);
211
212 /* Following are values used by any object */
213 /* this objects turns into or what this object creates */
214 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 flags_t flag; /* various flags */
216#if FOR_PERL
217 bool ACC (RW, flag[NUM_FLAGS]);
218#endif
219 uint16 ACC (RW, animation_id);/* An index into the animation array */
220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 uint8 ACC (RW, will_apply); /* See crossfire.doc */
225};
226
227struct object : zero_initialised, object_copy
228{
101 /* These variables are not changed by copy_object() */ 229 // These variables are not changed by ->copy_to
230 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
231
232 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
233 int ACC (RO, count);
234 int ACC (RO, index); // index into objects
235 int ACC (RO, active); // index into actives
236
102 struct pl *contr; /* Pointer to the player which control this object */ 237 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
103 struct obj *next; /* Pointer to the next object in the free/used list */ 238
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/
105 struct obj *active_next; /* Next & previous object in the 'active' */
106 struct obj *active_prev; /* List. This is used in process_events */
107 /* so that the entire object list does not */
108 /* need to be gone through. */
109 struct obj *below; /* Pointer to the object stacked below this one */ 239 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 240 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 241 /* Note: stacked in the *same* environment */
112 struct obj *inv; /* Pointer to the first object in the inventory */ 242 object *inv; /* Pointer to the first object in the inventory */
243
244 //TODO: container must move into client
113 struct obj *container; /* Current container being used. I think this 245 object_ptr ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now. 246 * is only used by the player right now.
115 */ 247 */
116 struct obj *env; /* Pointer to the object which is the environment. 248 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 249 * This is typically the container that the object is in.
118 */ 250 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 251 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
120 struct obj *head; /* Points to the main object of a large body */ 252 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
121 struct mapdef *map; /* Pointer to the map in which this object is present */ 253 client_container *seen_by; // seen by which player/container currently?
122
123 tag_t count; /* Unique object number for this object */
124 uint16 refcount; /* How many objects points to this object */
125
126 /* These get an extra add_refcount(), after having been copied by memcpy().
127 * All fields beow this point are automatically copied by memcpy. If
128 * adding something that needs a refcount updated, make sure you modify
129 * copy_object to do so. Everything below here also gets cleared
130 * by clear_object()
131 */
132 const char *name; /* The name of the object, obviously... */
133 const char *name_pl; /* The plural name of the object */
134 const char *title; /* Of foo, etc */
135 const char *race; /* human, goblin, dragon, etc */
136 const char *slaying; /* Which race to do double damage to */
137 /* If this is an exit, this is the filename */
138 const char *skill; /* Name of the skill this object uses/grants */
139 const char *msg; /* If this is a book/sign/magic mouth/etc */
140 const char *lore; /* Obscure information about this object, */
141 /* To get put into books and the like. */
142
143 sint16 x,y; /* Position in the map for this object */
144 sint16 ox,oy; /* For debugging: Where it was last inserted */
145 float speed; /* The overall speed of this object */
146 float speed_left; /* How much speed is left to spend this round */
147 uint32 nrof; /* How many of the objects */
148 New_Face *face; /* Face with colors */
149 sint8 direction; /* Means the object is moving that way. */
150 sint8 facing; /* Object is oriented/facing that way. */
151
152 /* This next big block are basically used for monsters and equipment */
153 uint8 type; /* PLAYER, BULLET, etc. See define.h */
154 uint8 subtype; /* subtype of object */
155 uint16 client_type; /* Public type information. see doc/Developers/objects */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
157 uint32 attacktype; /* Bitmask of attacks this object does */
158 uint32 path_attuned; /* Paths the object is attuned to */
159 uint32 path_repelled; /* Paths the object is repelled from */
160 uint32 path_denied; /* Paths the object is denied access to */
161 uint16 material; /* What materials this object consist of */
162 const char *materialname; /* specific material name */
163 sint8 magic; /* Any magical bonuses to this item */
164 uint8 state; /* How the object was last drawn (animation) */
165 sint32 value; /* How much money it is worth (or contains) */
166 sint16 level; /* Level of creature or object */
167 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp.
169 */
170 sint32 last_heal; /* Last healed. Depends on constitution */
171 sint32 last_sp; /* As last_heal, but for spell points */
172 sint16 last_grace; /* as last_sp, except for grace */
173 sint16 last_eat; /* How long since we last ate */
174 sint16 invisible; /* How much longer the object will be invis */
175 uint8 pick_up; /* See crossfire.doc */
176 sint8 item_power; /* power rating of the object */
177 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
178 sint32 weight; /* Attributes of the object */
179 sint32 weight_limit; /* Weight-limit of object */
180 sint32 carrying; /* How much weight this object contains */
181 sint8 glow_radius; /* indicates the glow radius of the object */
182 living stats; /* Str, Con, Dex, etc */
183 sint64 perm_exp; /* Permanent exp */
184 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
185 /* each time the object attacks something */
186 struct obj *current_weapon; /* Pointer to the weapon currently used */
187 uint32 weapontype; /* type of weapon */
188 uint32 tooltype; /* type of tool or build facility */
189 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
190 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
191 /* See the doc/Developers/objects for more info about body locations */
192
193 /* Following mostly refers to fields only used for monsters */
194 struct obj *owner; /* Pointer to the object which controls this one */
195 /* Owner should not be referred to directly - */
196 /* get_owner should be used instead. */
197 tag_t ownercount; /* What count the owner had (in case owner */
198 /* has been freed) */
199 struct obj *enemy; /* Monster/player to follow even if not closest */
200 struct obj *attacked_by; /* This object start to attack us! only player & monster */
201 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
202 struct treasureliststruct *randomitems; /* Items to be generated */
203 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
204 struct obj *chosen_skill; /* the skill chosen to use */
205 uint32 hide; /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */
207 /* allows different movement patterns for attackers */
208 sint32 move_status; /* What stage in attack mode */
209 uint16 attack_movement;/* What kind of attack movement */
210 uint8 will_apply; /* See crossfire.doc */
211 struct obj *spellitem; /* Spell ability monster is choosing to use */
212 double expmul; /* needed experience = (calc_exp*expmul) - means some */
213 /* races/classes can need less/more exp to gain levels */
214
215 /* Spell related information, may be useful elsewhere
216 * Note that other fields are used - these files are basically
217 * only used in spells.
218 */
219 sint16 duration; /* How long the spell lasts */
220 uint8 duration_modifier; /* how level modifies duration */
221 sint16 casting_time; /* time left before spell goes off */
222 struct obj *spell; /* Spell that was being cast */
223 uint16 start_holding;
224 char *spellarg;
225 uint8 dam_modifier; /* How going up in level effects damage */
226 sint8 range; /* Range of the spell */
227 uint8 range_modifier; /* How going up in level effects range */
228
229 /* Following are values used by any object */
230 struct archt *arch; /* Pointer to archetype */
231 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
232 /* this objects turns into or what this object creates */
233 uint32 flags[4]; /* various flags */
234 uint16 animation_id; /* An index into the animation array */
235 uint8 anim_speed; /* ticks between animation-frames */
236 uint8 last_anim; /* last sequence used to draw face */
237 sint32 elevation; /* elevation of this terrain - not currently used */
238 uint8 smoothlevel; /* how to smooth this square around*/
239
240 MoveType move_type; /* Type of movement this object uses */
241 MoveType move_block; /* What movement types this blocks */
242 MoveType move_on; /* Move types affected moving on to this space */
243 MoveType move_off; /* Move types affected moving off this space */
244 MoveType move_slow; /* Movement types this slows down */
245 float move_slow_penalty; /* How much this slows down the object */
246
247 event *events;
248
249 const char *custom_name; /* Custom name assigned by player */
250 key_value *key_values; /* Fields not explictly known by the loader. */ 254 key_value *key_values; /* Fields not explictly known by the loader. */
251 255
252} object; 256 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
257 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
258 bool write (object_freezer &f);
253 259
254typedef struct oblnk { /* Used to link together several objects */ 260 MTH static object *create ();
261 object &operator =(const object &src);
262 MTH void copy_to (object *dst);
263 MTH object *clone (); // create + copy_to
264 void do_destroy ();
265 void gather_callbacks (AV *&callbacks, event_type event) const;
266 MTH void destroy (bool destroy_inventory = false);
267
268 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
269 MTH void destroy_inv (bool drop_to_ground = false);
270 MTH object *insert (object *item); // insert into inventory
271 void do_remove ();
272 MTH void remove ()
273 {
274 if (!flag [FLAG_REMOVED])
275 do_remove ();
276 }
277
278 static bool can_merge_slow (object *op1, object *op2);
279
280 // this is often used in time-critical code, so optimise
281 MTH static bool can_merge (object *op1, object *op2)
282 {
283 return op1->value == op2->value
284 && op1->name == op2->name
285 && can_merge_slow (op1, op2);
286 }
287
288 MTH void set_owner (object *owner);
289 MTH void set_speed (float speed);
290 MTH void set_weapon (object *ob);
291
292 MTH void open_container (object *new_container);
293 MTH void close_container ()
294 {
295 open_container (0);
296 }
297
298 MTH void instantiate ();
299
300 // recalculate all stats
301 MTH void update_stats ();
302 MTH void roll_stats ();
303 MTH void swap_stats (int a, int b);
304 MTH void add_statbonus ();
305 MTH void remove_statbonus ();
306 MTH void drain_stat ();
307 MTH void drain_specific_stat (int deplete_stats);
308 MTH void change_luck (int value);
309
310 // info must hold 256 * 3 bytes currently
311 const char *debug_desc (char *info) const;
312 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
313 const char *flag_desc (char *desc, int len) const;
314
315 int number_of () const
316 {
317 return nrof ? nrof : 1;
318 }
319
320 uint64 total_weight () const
321 {
322 return weight * number_of ();
323 }
324
325 // return the dominant material of this item, always return something
326 const materialtype_t *dominant_material () const;
327
328 // return the volume of this object in cm³
329 uint64 volume () const
330 {
331 return total_weight ()
332 * 1000
333 * (type == CONTAINER ? 1000 : 1)
334 / dominant_material ()->density;
335 }
336
337 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
338 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
339 || type == CLOAK || type == BOOTS || type == GLOVES
340 || type == BRACERS || type == GIRDLE; }
341 MTH bool is_alive () const { return (type == PLAYER
342 || flag [FLAG_MONSTER]
343 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
344 && !flag [FLAG_IS_A_TEMPLATE]; }
345 MTH bool is_arrow () const { return type == ARROW
346 || (type == SPELL_EFFECT
347 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
348 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
349
350 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
351
352 // temporary: wether the object can be saved in a map file
353 // contr => is a player
354 // head => only save head of a multitile object
355 // owner => can not reference owner yet
356 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
357
358 /* This return true if object has still randomitems which
359 * could be expanded.
360 */
361 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
362
363 // returns the player that has this object in his inventory, or 0
364 MTH object *in_player () const
365 {
366 for (object *op = env; op; op = op->env)
367 if (op->type == PLAYER)
368 return op;
369
370 return 0;
371 }
372
373 // "temporary" helper function
374 MTH object *head_ ()
375 {
376 return head ? head : this;
377 }
378
379 MTH std::string long_desc (object *who = 0);
380 MTH std::string describe_monster (object *who = 0);
381 MTH std::string describe_item (object *who = 0);
382 MTH std::string describe (object *who = 0);
383
384 // If this object has no extra parts but should have them,
385 // add them, effectively expanding heads into multipart
386 // objects. This method only works on objects not inserted
387 // anywhere.
388 MTH void expand_tail ();
389
390 MTH void create_treasure (treasurelist *tl, int flags = 0);
391
392 // insert object at same map position as 'where'
393 // handles both inventory and map "positions"
394 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
395
396 MTH void activate ();
397 MTH void deactivate ();
398 MTH void activate_recursive ();
399 MTH void deactivate_recursive ();
400
401 // set the givne flag on all objects in the inventory recursively
402 MTH void set_flag_inv (int flag, int value = 1);
403
404 void enter_exit (object *exit);//Perl
405 MTH void enter_map (maptile *newmap, int x, int y);
406
407 // returns the mapspace this object is in
408 mapspace &ms () const;
409
410 // fully recursive iterator
411 struct iterator_base
412 {
413 object *item;
414
415 iterator_base (object *container)
416 : item (container)
417 {
418 }
419
420 operator object *() const { return item; }
421
422 object *operator ->() const { return item; }
423 object &operator * () const { return *item; }
424 };
425
426 MTH unsigned int random_seed () const
427 {
428 return (unsigned int)uuid.seq;
429 }
430
431 // depth-first recursive iterator
432 struct depth_iterator : iterator_base
433 {
434 depth_iterator (object *container);
435 void next ();
436 object *operator ++( ) { next (); return item; }
437 object *operator ++(int) { object *i = item; next (); return i; }
438 };
439
440 object *begin ()
441 {
442 return this;
443 }
444
445 object *end ()
446 {
447 return this;
448 }
449
450 /* This returns TRUE if the object is something that
451 * should be displayed in the floorbox/inventory window
452 */
453 MTH bool client_visible () const
454 {
455 return !invisible && type != PLAYER;
456 }
457
458 MTH struct region *region () const;
459
460protected:
461 friend struct archetype;
462
463 void link ();
464 void unlink ();
465
255 object *ob; 466 object ();
467 ~object ();
468};
469
470typedef object_vector<object, &object::index > objectvec;
471typedef object_vector<object, &object::active> activevec;
472
473extern objectvec objects;
474extern activevec actives;
475
476#define for_all_objects(var) \
477 for (unsigned _i = 0; _i < objects.size (); ++_i) \
478 declvar (object *, var, objects [_i])
479
480#define for_all_actives(var) \
481 for (unsigned _i = 0; _i < actives.size (); ++_i) \
482 declvar (object *, var, actives [_i])
483
484typedef struct oblnk
485{ /* Used to link together several objects */
486 object_ptr ob;
256 struct oblnk *next; 487 struct oblnk *next;
257 tag_t id;
258} objectlink; 488} objectlink;
259 489
260typedef struct oblinkpt { /* Used to link together several object links */ 490typedef struct oblinkpt
491{ /* Used to link together several object links */
261 struct oblnk *link; 492 struct oblnk *link;
262 long value; /* Used as connected value in buttons/gates */ 493 long value; /* Used as connected value in buttons/gates */
263 struct oblinkpt *next; 494 struct oblinkpt *next;
264} oblinkpt; 495} oblinkpt;
265 496
266/* 497/*
267 * The archetype structure is a set of rules on how to generate and manipulate 498 * The archetype structure is a set of rules on how to generate and manipulate
270 * be much left in the archetype - all it really is is a holder for the 501 * be much left in the archetype - all it really is is a holder for the
271 * object and pointers. This structure should get removed, and just replaced 502 * object and pointers. This structure should get removed, and just replaced
272 * by the object structure 503 * by the object structure
273 */ 504 */
274 505
275typedef struct archt { 506INTERFACE_CLASS (archetype)
507struct archetype : zero_initialised, attachable
508{
509 archetype ();
510 ~archetype ();
511 void gather_callbacks (AV *&callbacks, event_type event) const;
512
513 static archetype *read (object_thawer &f);
514 static archetype *get (const char *name); // find or create
515 static archetype *find (const char *name);
516
517 void hash_add (); // add to hashtable
518 void hash_del (); // remove from hashtable
519
276 const char *name; /* More definite name, like "generate_kobold" */ 520 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
277 struct archt *next; /* Next archetype in a linked list */ 521 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
278 struct archt *head; /* The main part of a linked object */ 522 struct archetype *ACC (RW, head); /* The main part of a linked object */
279 struct archt *more; /* Next part of a linked object */ 523 struct archetype *ACC (RW, more); /* Next part of a linked object */
280 object clone; /* An object from which to do copy_object() */ 524 object ACC (RO, clone); /* An object from which to do ->copy_to () */
281 uint32 editable; /* editable flags (mainly for editor) */ 525 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
526 bool ACC (RW, linked); // linked into list of heads
282 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 527 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
283 * in comparison to the head. 528 * in comparison to the head.
284 */ 529 */
285} archetype; 530};
286
287extern object *objects;
288extern object *active_objects;
289extern object *free_objects;
290extern object objarray[STARTMAX];
291
292extern int nrofallocobjects;
293extern int nroffreeobjects;
294
295/* This returns TRUE if the object is somethign that
296 * should be displayed in the look window
297 */
298#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
299 531
300/* Used by update_object to know if the object being passed is 532/* Used by update_object to know if the object being passed is
301 * being added or removed. 533 * being added or removed.
302 */ 534 */
303#define UP_OBJ_INSERT 1 535#define UP_OBJ_INSERT 1
304#define UP_OBJ_REMOVE 2 536#define UP_OBJ_REMOVE 2
305#define UP_OBJ_CHANGE 3 537#define UP_OBJ_CHANGE 3
306#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 538#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
307 539
308/* These are flags passed to insert_ob_in_map and 540/* These are flags passed to insert_ob_in_map and
309 * insert_ob_in_ob. Note that all flags may not be meaningful 541 * insert_ob_in_ob. Note that all flags may not be meaningful
310 * for both functions. 542 * for both functions.
311 * Most are fairly explanatory: 543 * Most are fairly explanatory:
330 * are mutually exclusive. The behaviour for passing more than one 562 * are mutually exclusive. The behaviour for passing more than one
331 * should be considered undefined - while you may notice what happens 563 * should be considered undefined - while you may notice what happens
332 * right now if you pass more than one, that could very well change 564 * right now if you pass more than one, that could very well change
333 * in future revisions of the code. 565 * in future revisions of the code.
334 */ 566 */
335#define INS_NO_MERGE 0x0001 567#define INS_NO_MERGE 0x0001
336#define INS_ABOVE_FLOOR_ONLY 0x0002 568#define INS_ABOVE_FLOOR_ONLY 0x0002
337#define INS_NO_WALK_ON 0x0004 569#define INS_NO_WALK_ON 0x0004
338#define INS_ON_TOP 0x0008 570#define INS_ON_TOP 0x0008
339#define INS_BELOW_ORIGINATOR 0x0010 571#define INS_BELOW_ORIGINATOR 0x0010
340#define INS_MAP_LOAD 0x0020 572#define INS_MAP_LOAD 0x0020
341 573
342#define ARCH_SINGULARITY "singularity" 574#define ARCH_SINGULARITY "singularity"
343#define ARCH_SINGULARITY_LEN 11
344#define ARCH_DETECT_MAGIC "detect_magic" 575#define ARCH_DETECT_MAGIC "detect_magic"
345#define ARCH_DEPLETION "depletion" 576#define ARCH_DEPLETION "depletion"
346#define ARCH_SYMPTOM "symptom" 577#define ARCH_SYMPTOM "symptom"
347 578
348#endif 579#endif
580

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