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Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.154 by root, Wed Apr 9 14:36:47 2008 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include <bitset>
28
32#include "cfperl.h" 29#include "cfperl.h"
30#include "shstr.h"
33 31
34typedef uint32 tag_t; 32typedef int tag_t;
33
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,
35#define NUM_BODY_LOCATIONS 12 49 NUM_BODY_LOCATIONS
36#define BODY_ARMS 1 50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
37 58
38/* See common/item.c */ 59/* See common/item.c */
39 60
40typedef struct Body_Locations { 61typedef struct Body_Locations
62{
41 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
42 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 */
43 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 */
44} Body_Locations; 66} Body_Locations;
45 67
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47 69
48typedef struct _event 70#define NUM_COINS 4 /* number of coin types */
49{ 71extern const char *const coins[NUM_COINS + 1];
50 int type;
51 const char *hook;
52 const char *plugin;
53 const char *options;
54 struct _event *next;
55} event;
56 72
57/* 73/*
58 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
59 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
60 * 76 *
62 * 78 *
63 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
64 * accessing the list directly. 80 * accessing the list directly.
65 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
66 */ 82 */
67typedef struct _key_value { 83struct key_value
68 const char * key; 84{
69 const char * value;
70 struct _key_value * next; 85 key_value *next;
71} key_value; 86 shstr key, value;
87};
72 88
89struct UUID
90{
91 uint64 seq;
92
93 UUID () { }
94 UUID (uint64 seq) : seq(seq) { }
95 operator uint64() { return seq; }
96 void operator =(uint64 seq) { this->seq = seq; }
97};
98
99extern void init_uuid ();
100extern UUID gen_uuid ();
101extern const uint64 UUID_SKIP;
73 102
74/* Definition for WILL_APPLY values. Replaces having harcoded values 103/* Definition for WILL_APPLY values. Replaces having harcoded values
75 * sprinkled in the code. Note that some of these also replace fields 104 * sprinkled in the code. Note that some of these also replace fields
76 * that were in the can_apply area. What is the point of having both 105 * that were in the can_apply area. What is the point of having both
77 * can_apply and will_apply? 106 * can_apply and will_apply?
78 */ 107 */
79#define WILL_APPLY_HANDLE 0x1 108#define WILL_APPLY_HANDLE 0x01
80#define WILL_APPLY_TREASURE 0x2 109#define WILL_APPLY_TREASURE 0x02
81#define WILL_APPLY_EARTHWALL 0x4 110#define WILL_APPLY_EARTHWALL 0x04
82#define WILL_APPLY_DOOR 0x8 111#define WILL_APPLY_DOOR 0x08
83#define WILL_APPLY_FOOD 0x10 112#define WILL_APPLY_FOOD 0x10
84 113
114struct body_slot
115{
116 signed char info:4; /* body info as loaded from the file */
117 signed char used:4; /* Calculated value based on items equipped */
118};
85 119
86/* Note that the ordering of this structure is sort of relevent - 120INTERFACE_CLASS (object)
87 * copy_object copies everything over beyond 'name' using memcpy. 121// these are being copied
88 * Thus, values that need to be copied need to be located beyond that 122struct object_copy : attachable
89 * point. 123{
90 * 124 typedef bitset<NUM_FLAGS> flags_t;
91 * However, if you're keeping a pointer of some sort, you probably 125
92 * don't just want it copied, so you'll need to add to common/object.c, 126 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
93 * e.g. copy-object 127
94 * 128 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
95 * I've tried to clean up this structure a bit (in terms of formatting) 129 uint8 ACC (RW, subtype); /* subtype of object */
96 * by making it more consistent. I've also tried to locate some of the fields 130 sint8 ACC (RW, direction); /* Means the object is moving that way. */
97 * more logically together (put the item related ones together, the monster 131 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
98 * related ones, etc. 132
99 * This structure is best viewed with about a 100 width screen. 133 shstr ACC (RW, name); /* The name of the object, obviously... */
100 * MSW 2002-07-05 134 shstr ACC (RW, name_pl); /* The plural name of the object */
135 shstr ACC (RW, title); /* Of foo, etc */
136 shstr ACC (RW, race); /* human, goblin, dragon, etc */
137 shstr ACC (RW, slaying); /* Which race to do double damage to */
138 /* If this is an exit, this is the filename */
139 shstr ACC (RW, tag); // a tag used to tracking this object
140 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
141 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
142 shstr ACC (RW, lore); /* Obscure information about this object, */
143 /* To get put into books and the like. */
144 shstr ACC (RW, materialname); /* specific material name */
145 shstr ACC (RW, custom_name); /* Custom name assigned by player */
146// materialtype_t *ACC (RW, material); /* What material this object consists of */
147 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
148 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
149 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
150 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
151 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
152 object_ptr ACC (RW, spell); /* Spell that was being cast */
153 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
154 arch_ptr ACC (RW, arch); /* Pointer to archetype */
155 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
156
157 float ACC (RW, speed); /* The overall speed of this object */
158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
159 uint32 ACC (RW, nrof); /* How many of the objects */
160
161 /* This next big block are basically used for monsters and equipment */
162 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163
164 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 ACC (RW, materials); /* What materials this object consists of */
170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp.
101 */ 175 */
176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
177 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
178 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
179 sint16 ACC (RW, last_eat); /* How long since we last ate */
180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 sint16 ACC (RW, level); /* Level of creature or object */
182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
183 sint8 ACC (RW, item_power); /* power rating of the object */
184 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
186 sint32 ACC (RW, weight); /* Attributes of the object */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 body_slot slot [NUM_BODY_LOCATIONS];
193 faceidx ACC (RW, face); /* the graphical face */
194 faceidx ACC (RW, sound); /* the sound face */
195 faceidx ACC (RW, sound_destroy); /* played on destroy */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */
102 198
103struct object_simple { 199 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201
202 /* allows different movement patterns for attackers */
203 sint32 ACC (RW, move_status); /* What stage in attack mode */
204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 /* races/classes can need less/more exp to gain levels */
208
209 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically
211 * only used in spells.
212 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
216 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
220 sint8 ACC (RW, range); /* Range of the spell */
221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231
232 char *ACC (RW, spellarg);
233
234 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */
236 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */
238#if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240#endif
241 uint16 ACC (RW, animation_id);/* An index into the animation array */
242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */
247};
248
249struct object : zero_initialised, object_copy
250{
104 /* These variables are not changed by copy_object() */ 251 // These variables are not changed by ->copy_to
105 struct pl *contr; /* Pointer to the player which control this object */ 252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
106 struct object *next; /* Pointer to the next object in the free/used list */ 253
107 struct object *prev; /* Pointer to the previous object in the free/used list*/ 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
108 struct object *active_next; /* Next & previous object in the 'active' */ 255 int ACC (RO, count);
109 struct object *active_prev; /* List. This is used in process_events */ 256 object_vector_index ACC (RO, index); // index into objects
110 /* so that the entire object list does not */ 257 object_vector_index ACC (RO, active); // index into actives
111 /* need to be gone through. */ 258
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260
112 struct object *below; /* Pointer to the object stacked below this one */ 261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */ 262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/ 263 /* Note: stacked in the *same* environment */
115 struct object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
265
266 //TODO: container must move into client
116 struct object *container; /* Current container being used. I think this 267 object_ptr ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now. 268 * is only used by the player right now.
118 */ 269 */
119 struct object *env; /* Pointer to the object which is the environment. 270 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 271 * This is typically the container that the object is in.
121 */ 272 */
122 struct object *more; /* Pointer to the rest of a large body of objects */ 273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 struct object *head; /* Points to the main object of a large body */ 274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 struct mapstruct *map; /* Pointer to the map in which this object is present */ 275 client_container *seen_by; // seen by which player/container currently?
125
126 tag_t count; /* Unique object number for this object */
127 uint16 refcount; /* How many objects points to this object */
128};
129
130struct object_special : extendable<object> {
131 data_type get_dt () const { return DT_OBJECT; }
132
133 /* These get an extra add_refcount(), after having been copied by memcpy().
134 * All fields beow this point are automatically copied by memcpy. If
135 * adding something that needs a refcount updated, make sure you modify
136 * copy_object to do so. Everything below here also gets cleared
137 * by clear_object()
138 */
139 const char *name; /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */
141 const char *title; /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */
146 const char *msg; /* If this is a book/sign/magic mouth/etc */
147 const char *lore; /* Obscure information about this object, */
148 /* To get put into books and the like. */
149
150 sint16 x,y; /* Position in the map for this object */
151 sint16 ox,oy; /* For debugging: Where it was last inserted */
152 float speed; /* The overall speed of this object */
153 float speed_left; /* How much speed is left to spend this round */
154 uint32 nrof; /* How many of the objects */
155 New_Face *face; /* Face with colors */
156 sint8 direction; /* Means the object is moving that way. */
157 sint8 facing; /* Object is oriented/facing that way. */
158
159 /* This next big block are basically used for monsters and equipment */
160 uint8 type; /* PLAYER, BULLET, etc. See define.h */
161 uint8 subtype; /* subtype of object */
162 uint16 client_type; /* Public type information. see doc/Developers/objects */
163 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164 uint32 attacktype; /* Bitmask of attacks this object does */
165 uint32 path_attuned; /* Paths the object is attuned to */
166 uint32 path_repelled; /* Paths the object is repelled from */
167 uint32 path_denied; /* Paths the object is denied access to */
168 uint16 material; /* What materials this object consist of */
169 const char *materialname; /* specific material name */
170 sint8 magic; /* Any magical bonuses to this item */
171 uint8 state; /* How the object was last drawn (animation) */
172 sint32 value; /* How much money it is worth (or contains) */
173 sint16 level; /* Level of creature or object */
174 /* Note that the last_.. values are sometimes used for non obvious
175 * meanings by some objects, eg, sp penalty, permanent exp.
176 */
177 sint32 last_heal; /* Last healed. Depends on constitution */
178 sint32 last_sp; /* As last_heal, but for spell points */
179 sint16 last_grace; /* as last_sp, except for grace */
180 sint16 last_eat; /* How long since we last ate */
181 sint16 invisible; /* How much longer the object will be invis */
182 uint8 pick_up; /* See crossfire.doc */
183 sint8 item_power; /* power rating of the object */
184 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
185 sint32 weight; /* Attributes of the object */
186 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */
189 living stats; /* Str, Con, Dex, etc */
190 sint64 perm_exp; /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */
196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 /* See the doc/Developers/objects for more info about body locations */
199
200 /* Following mostly refers to fields only used for monsters */
201 struct object *owner; /* Pointer to the object which controls this one */
202 /* Owner should not be referred to directly - */
203 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *attacked_by; /* This object start to attack us! only player & monster */
208 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209 struct treasureliststruct *randomitems; /* Items to be generated */
210 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 struct object *chosen_skill; /* the skill chosen to use */
212 uint32 hide; /* The object is hidden, not invisible */
213 /* changes made by kholland@sunlab.cit.cornell.edu */
214 /* allows different movement patterns for attackers */
215 sint32 move_status; /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */
218 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */
221
222 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically
224 * only used in spells.
225 */
226 sint16 duration; /* How long the spell lasts */
227 uint8 duration_modifier; /* how level modifies duration */
228 sint16 casting_time; /* time left before spell goes off */
229 struct object *spell; /* Spell that was being cast */
230 uint16 start_holding;
231 char *spellarg;
232 uint8 dam_modifier; /* How going up in level effects damage */
233 sint8 range; /* Range of the spell */
234 uint8 range_modifier; /* How going up in level effects range */
235
236 /* Following are values used by any object */
237 struct archt *arch; /* Pointer to archetype */
238 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
239 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */
241 uint16 animation_id; /* An index into the animation array */
242 uint8 anim_speed; /* ticks between animation-frames */
243 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */
245 uint8 smoothlevel; /* how to smooth this square around*/
246
247 MoveType move_type; /* Type of movement this object uses */
248 MoveType move_block; /* What movement types this blocks */
249 MoveType move_allow; /* What movement types explicitly allowd */
250 MoveType move_on; /* Move types affected moving on to this space */
251 MoveType move_off; /* Move types affected moving off this space */
252 MoveType move_slow; /* Movement types this slows down */
253 float move_slow_penalty; /* How much this slows down the object */
254
255 event *events;
256
257 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
259};
260 277
261struct object : object_special, object_simple { 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
262}; 279 MTH void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f);
263 282
264typedef struct oblnk { /* Used to link together several objects */ 283 MTH int slottype () const;
284 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos);
286 object &operator =(const object &src);
287 MTH void copy_to (object *dst);
288 MTH object *clone (); // create + copy_to
289 void do_destroy ();
290 void gather_callbacks (AV *&callbacks, event_type event) const;
291 MTH void destroy (bool destroy_inventory = false);
292
293 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
294 MTH void destroy_inv (bool drop_to_ground = false);
295 MTH object *insert (object *item); // insert into inventory
296 MTH void play_sound (faceidx sound) const;
297
298 void do_remove ();
299 MTH void remove ()
300 {
301 if (!flag [FLAG_REMOVED])
302 do_remove ();
303 }
304
305 MTH bool blocked (maptile *m, int x, int y) const;
306
307 void move_to (const mapxy &pos)
308 {
309 remove ();
310 *this = pos;
311 insert_at (this, this);
312 }
313
314 static bool can_merge_slow (object *op1, object *op2);
315
316 // this is often used in time-critical code, so optimise
317 MTH static bool can_merge (object *op1, object *op2)
318 {
319 return op1->value == op2->value
320 && op1->name == op2->name
321 && can_merge_slow (op1, op2);
322 }
323
324 MTH void set_owner (object *owner);
325 MTH void set_speed (float speed);
326 MTH bool change_weapon (object *ob);
327 MTH bool change_skill (object *ob);
328
329 MTH void open_container (object *new_container);
330 MTH void close_container ()
331 {
332 open_container (0);
333 }
334
335 MTH object *force_find (const shstr name);
336 MTH void force_add (const shstr name, int duration = 0);
337
338 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
339 bool should_invoke (event_type event)
340 {
341 return ev_want_event [event] || ev_want_type [type] || cb;
342 }
343
344 MTH void instantiate ();
345
346 // recalculate all stats
347 MTH void update_stats ();
348 MTH void roll_stats ();
349 MTH void swap_stats (int a, int b);
350 MTH void add_statbonus ();
351 MTH void remove_statbonus ();
352 MTH void drain_stat ();
353 MTH void drain_specific_stat (int deplete_stats);
354 MTH void change_luck (int value);
355
356 // info must hold 256 * 3 bytes currently
357 const char *debug_desc (char *info) const;
358 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
359 const char *flag_desc (char *desc, int len) const;
360
361 int number_of () const
362 {
363 return nrof ? nrof : 1;
364 }
365
366 uint64 total_weight () const
367 {
368 return weight * number_of ();
369 }
370
371 // return the dominant material of this item, always return something
372 const materialtype_t *dominant_material () const;
373
374 // return the volume of this object in cm³
375 uint64 volume () const
376 {
377 return total_weight ()
378 * 1000
379 * (type == CONTAINER ? 1000 : 1)
380 / dominant_material ()->density;
381 }
382
383 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
384 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
385 || type == CLOAK || type == BOOTS || type == GLOVES
386 || type == BRACERS || type == GIRDLE; }
387 MTH bool is_alive () const { return (type == PLAYER
388 || flag [FLAG_MONSTER]
389 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
390 && !flag [FLAG_IS_A_TEMPLATE]; }
391 MTH bool is_arrow () const { return type == ARROW
392 || (type == SPELL_EFFECT
393 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
394 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
395
396 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
397
398 // temporary: wether the object can be saved in a map file
399 // contr => is a player
400 // head => only save head of a multitile object
401 // owner => can not reference owner yet
402 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
403
404 /* This return true if object has still randomitems which
405 * could be expanded.
406 */
407 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
408
409 // returns the player that has this object in his inventory, or 0
410 MTH object *in_player () const
411 {
412 for (object *op = env; op; op = op->env)
413 if (op->type == PLAYER)
414 return op;
415
416 return 0;
417 }
418
419 // "temporary" helper function
420 MTH object *head_ ()
421 {
422 return head ? head : this;
423 }
424
425 MTH bool is_head ()
426 {
427 return head_ () == this;
428 }
429
430 MTH std::string long_desc (object *who = 0);
431 MTH std::string describe_monster (object *who = 0);
432 MTH std::string describe_item (object *who = 0);
433 MTH std::string describe (object *who = 0);
434
435 // If this object has no extra parts but should have them,
436 // add them, effectively expanding heads into multipart
437 // objects. This method only works on objects not inserted
438 // anywhere.
439 MTH void expand_tail ();
440
441 MTH void create_treasure (treasurelist *tl, int flags = 0);
442
443 // insert object at same map position as 'where'
444 // handles both inventory and map "positions"
445 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
446 MTH void drop_unpaid_items ();
447
448 MTH void activate ();
449 MTH void deactivate ();
450 MTH void activate_recursive ();
451 MTH void deactivate_recursive ();
452
453 // set the givne flag on all objects in the inventory recursively
454 MTH void set_flag_inv (int flag, int value = 1);
455
456 void enter_exit (object *exit);//Perl
457 MTH void enter_map (maptile *newmap, int x, int y);
458
459 // returns the mapspace this object is in
460 mapspace &ms () const;
461
462 // fully recursive iterator
463 struct iterator_base
464 {
465 object *item;
466
467 iterator_base (object *container)
468 : item (container)
469 {
470 }
471
472 operator object *() const { return item; }
473
474 object *operator ->() const { return item; }
475 object &operator * () const { return *item; }
476 };
477
478 MTH unsigned int random_seed () const
479 {
480 return (unsigned int)uuid.seq;
481 }
482
483 // depth-first recursive iterator
484 struct depth_iterator : iterator_base
485 {
486 depth_iterator (object *container);
487 void next ();
488 object *operator ++( ) { next (); return item; }
489 object *operator ++(int) { object *i = item; next (); return i; }
490 };
491
492 object *begin ()
493 {
494 return this;
495 }
496
497 object *end ()
498 {
499 return this;
500 }
501
502 /* This returns TRUE if the object is something that
503 * should be displayed in the floorbox/inventory window
504 */
505 MTH bool client_visible () const
506 {
507 return !invisible && type != PLAYER;
508 }
509
510 MTH struct region *region () const;
511
512 void statusmsg (const char *msg, int color = NDI_BLACK);
513 void failmsg (const char *msg, int color = NDI_RED);
514
515 const char *query_inventory (object *who = 0, const char *indent = "");
516
517 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
518 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
519
520protected:
521 void link ();
522 void unlink ();
523
265 object *ob; 524 object ();
525 ~object ();
526};
527
528// move this object to the top of its env's inventory to speed up
529// searches for it.
530static object *
531splay (object *ob)
532{
533 if (ob->env && ob->env->inv != ob)
534 {
535 if (ob->above) ob->above->below = ob->below;
536 if (ob->below) ob->below->above = ob->above;
537
538 ob->above = 0;
539 ob->below = ob->env->inv;
540 ob->below->above = ob;
541 ob->env->inv = ob;
542 }
543
544 return ob;
545}
546
547typedef struct oblnk
548{ /* Used to link together several objects */
549 object_ptr ob;
266 struct oblnk *next; 550 struct oblnk *next;
267 tag_t id;
268} objectlink; 551} objectlink;
269 552
270typedef struct oblinkpt { /* Used to link together several object links */ 553typedef struct oblinkpt
554{ /* Used to link together several object links */
271 struct oblnk *link; 555 struct oblnk *link;
272 long value; /* Used as connected value in buttons/gates */ 556 long value; /* Used as connected value in buttons/gates */
273 struct oblinkpt *next; 557 struct oblinkpt *next;
274} oblinkpt; 558} oblinkpt;
559
560object *find_skill_by_name (object *who, const char *name);
561object *find_skill_by_name (object *who, const shstr &sh);
562object *find_skill_by_number (object *who, int skillno);
275 563
276/* 564/*
277 * The archetype structure is a set of rules on how to generate and manipulate 565 * The archetype structure is a set of rules on how to generate and manipulate
278 * objects which point to archetypes. 566 * objects which point to archetypes.
279 * This probably belongs in arch.h, but there really doesn't appear to 567 * This probably belongs in arch.h, but there really doesn't appear to
280 * be much left in the archetype - all it really is is a holder for the 568 * be much left in the archetype - all it really is is a holder for the
281 * object and pointers. This structure should get removed, and just replaced 569 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure 570 * by the object structure
283 */ 571 */
284 572
285typedef struct archt { 573INTERFACE_CLASS (archetype)
574struct archetype : object
575{
576 archetype (const char *name);
577 ~archetype ();
578 void gather_callbacks (AV *&callbacks, event_type event) const;
579
580 static archetype *read (object_thawer &f);
581
582 MTH static archetype *get (const_utf8_string name); // find or create
583 MTH static archetype *find (const_utf8_string name);
584
585 MTH void link ();
586 MTH void unlink ();
587
588 MTH object *instance ();
589
590 object_vector_index ACC (RW, archid); // index in archvector
286 const char *name; /* More definite name, like "generate_kobold" */ 591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
287 struct archt *next; /* Next archetype in a linked list */ 592 bool ACC (RW, stub); // if true, this is an invalid archetype
288 struct archt *head; /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */
291 uint32 editable; /* editable flags (mainly for editor) */
292 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
293 * in comparison to the head.
294 */
295} archetype;
296 593
594 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
595 sint8 ACC (RW, max_x), ACC (RW, max_y);
596};
597
598inline void
599object_freezer::put (keyword k, archetype *v)
600{
601 put (k, v ? &v->archname : (const char *)0);
602}
603
604typedef object_vector<object, &object::index > objectvec;
605typedef object_vector<object, &object::active> activevec;
606typedef object_vector<archetype, &archetype::archid> archvec;
607
297extern object *objects; 608extern objectvec objects;
298extern object *active_objects; 609extern activevec actives;
299extern object *free_objects; 610extern archvec archetypes;
300extern object objarray[STARTMAX];
301 611
302extern int nrofallocobjects; 612#define for_all_objects(var) \
303extern int nroffreeobjects; 613 for (unsigned _i = 0; _i < objects.size (); ++_i) \
614 statementvar (object *, var, objects [_i])
304 615
305/* This returns TRUE if the object is somethign that 616#define for_all_actives(var) \
306 * should be displayed in the look window 617 for (unsigned _i = 0; _i < actives.size (); ++_i) \
307 */ 618 statementvar (object *, var, actives [_i])
308#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 619
620#define for_all_archetypes(var) \
621 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
622 statementvar (archetype *, var, archetypes [_i])
309 623
310/* Used by update_object to know if the object being passed is 624/* Used by update_object to know if the object being passed is
311 * being added or removed. 625 * being added or removed.
312 */ 626 */
313#define UP_OBJ_INSERT 1 627#define UP_OBJ_INSERT 1
314#define UP_OBJ_REMOVE 2 628#define UP_OBJ_REMOVE 2
315#define UP_OBJ_CHANGE 3 629#define UP_OBJ_CHANGE 3
316#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 630#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
317 631
318/* These are flags passed to insert_ob_in_map and 632/* These are flags passed to insert_ob_in_map and
319 * insert_ob_in_ob. Note that all flags may not be meaningful 633 * insert_ob_in_ob. Note that all flags may not be meaningful
320 * for both functions. 634 * for both functions.
321 * Most are fairly explanatory: 635 * Most are fairly explanatory:
330 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 644 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
331 * Use for treasure chests so the new object is the highest thing 645 * Use for treasure chests so the new object is the highest thing
332 * beneath the player, but not actually above it. Note - the 646 * beneath the player, but not actually above it. Note - the
333 * map and x,y coordinates for the object to be inserted must 647 * map and x,y coordinates for the object to be inserted must
334 * match the originator. 648 * match the originator.
335 * INS_MAP_LOAD: disable lots of checkings done at insertion to
336 * speed up map loading process, as we assume the ordering in
337 * loaded map is correct.
338 * 649 *
339 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 650 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
340 * are mutually exclusive. The behaviour for passing more than one 651 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens 652 * should be considered undefined - while you may notice what happens
342 * right now if you pass more than one, that could very well change 653 * right now if you pass more than one, that could very well change
343 * in future revisions of the code. 654 * in future revisions of the code.
344 */ 655 */
345#define INS_NO_MERGE 0x0001 656#define INS_NO_MERGE 0x0001
346#define INS_ABOVE_FLOOR_ONLY 0x0002 657#define INS_ABOVE_FLOOR_ONLY 0x0002
347#define INS_NO_WALK_ON 0x0004 658#define INS_NO_WALK_ON 0x0004
348#define INS_ON_TOP 0x0008 659#define INS_ON_TOP 0x0008
349#define INS_BELOW_ORIGINATOR 0x0010 660#define INS_BELOW_ORIGINATOR 0x0010
350#define INS_MAP_LOAD 0x0020
351 661
352#define ARCH_SINGULARITY "singularity"
353#define ARCH_SINGULARITY_LEN 11
354#define ARCH_DETECT_MAGIC "detect_magic"
355#define ARCH_DEPLETION "depletion" 662#define ARCH_DEPLETION "depletion"
356#define ARCH_SYMPTOM "symptom"
357 663
358#endif 664#endif
665

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