/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
#ifndef OBJECT_H
#define OBJECT_H
#include
#include "cfperl.h"
#include "shstr.h"
typedef int tag_t;
enum {
body_skill,
body_combat,
body_range,
body_shield,
body_arm,
body_torso,
body_head,
body_neck,
body_finger,
body_shoulder,
body_foot,
body_hand,
body_wrist,
body_waist,
NUM_BODY_LOCATIONS
};
enum slottype_t
{
slot_none,
slot_combat,
slot_ranged,
};
/* See common/item.c */
typedef struct Body_Locations
{
keyword save_name; /* Name used to load/save it to disk */
const char *use_name; /* Name used when describing an item we can use */
const char *nonuse_name; /* Name to describe objects we can't use */
} Body_Locations;
extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
#define NUM_COINS 4 /* number of coin types */
extern const char *const coins[NUM_COINS + 1];
/*
* Each object (this also means archetypes!) could have a few of these
* "dangling" from it; this could also end up containing 'parse errors'.
*
* key and value are shared-strings.
*
* Please use kv_get/kv_set/kv_del from object rather than
* accessing the list directly.
* Exception is if you want to walk this list for some reason.
*/
struct key_value : slice_allocated
{
key_value *next;
shstr key, value;
};
struct UUID
{
uint64 seq;
static UUID cur; // last uuid generated
static void init ();
static UUID gen ();
UUID () { }
UUID (uint64 seq) : seq(seq) { }
operator uint64() { return seq; }
void operator =(uint64 seq) { this->seq = seq; }
typedef char BUF [32];
bool parse (const char *s)
{
return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
}
const char *c_str (char *buf, int len) const
{
snprintf (buf, len, "<1.%" PRIx64 ">", seq);
return buf;
}
const char *c_str () const
{
static BUF buf;
return c_str (buf, sizeof (buf));
}
};
/* Definition for WILL_APPLY values. Replaces having harcoded values
* sprinkled in the code. Note that some of these also replace fields
* that were in the can_apply area. What is the point of having both
* can_apply and will_apply?
*/
#define WILL_APPLY_HANDLE 0x01
#define WILL_APPLY_TREASURE 0x02
#define WILL_APPLY_EARTHWALL 0x04
#define WILL_APPLY_DOOR 0x08
#define WILL_APPLY_FOOD 0x10
struct body_slot
{
signed char info:4; /* body info as loaded from the file */
signed char used:4; /* Calculated value based on items equipped */
};
INTERFACE_CLASS (object)
// these are being copied
struct object_copy : attachable
{
typedef bitset flags_t;
sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
uint8 ACC (RW, subtype); /* subtype of object */
sint8 ACC (RW, direction); /* Means the object is moving that way. */
sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
shstr ACC (RW, name); /* The name of the object, obviously... */
shstr ACC (RW, name_pl); /* The plural name of the object */
shstr ACC (RW, title); /* Of foo, etc */
shstr ACC (RW, race); /* human, goblin, dragon, etc */
shstr ACC (RW, slaying); /* Which race to do double damage to */
/* If this is an exit, this is the filename */
shstr ACC (RW, tag); // a tag used to tracking this object
shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
shstr ACC (RW, lore); /* Obscure information about this object, */
/* To get put into books and the like. */
shstr ACC (RW, materialname); /* specific material name */
shstr ACC (RW, custom_name); /* Custom name assigned by player */
// materialtype_t *ACC (RW, material); /* What material this object consists of */
object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
object_ptr ACC (RW, spell); /* Spell that was being cast */
object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
arch_ptr ACC (RW, arch); /* Pointer to archetype */
arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
float ACC (RW, speed); /* The overall speed of this object */
float ACC (RW, speed_left); /* How much speed is left to spend this round */
sint32 ACC (RW, nrof); /* How many of the objects */
/* This next big block is basically used for monsters and equipment */
uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
uint16 ACC (RW, materials); /* What materials this object consists of */
sint8 ACC (RW, magic); /* Any magical bonuses to this item */
uint8 ACC (RW, state); /* How the object was last drawn (animation) */
sint32 ACC (RW, value); /* How much money it is worth (or contains) */
/* Note that the last_.. values are sometimes used for non obvious
* meanings by some objects, eg, sp penalty, permanent exp.
*/
sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
sint16 ACC (RW, last_eat); /* How long since we last ate */
sint16 ACC (RW, invisible); /* How much longer the object will be invis */
sint16 ACC (RW, level); /* Level of creature or object */
uint8 ACC (RW, pick_up); /* See crossfire.doc */
sint8 ACC (RW, item_power); /* power rating of the object */
sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
sint32 ACC (RW, weight); /* Attributes of the object */
sint32 ACC (RW, weight_limit);/* Weight-limit of object */
sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
sint64 ACC (RW, perm_exp); /* Permanent exp */
uint32 ACC (RW, weapontype); /* type of weapon */
uint32 ACC (RW, tooltype); /* type of tool or build facility */
body_slot slot [NUM_BODY_LOCATIONS];
faceidx ACC (RW, face); /* the graphical face */
faceidx ACC (RW, sound); /* the sound face */
faceidx ACC (RW, sound_destroy); /* played on destroy */
living ACC (RO, stats); /* Str, Con, Dex, etc */
/* See the pod/objects.pod for more info about body locations */
/* Following mostly refers to fields only used for monsters */
uint32 ACC (RW, hide); /* The object is hidden, not invisible */
/* allows different movement patterns for attackers */
sint32 ACC (RW, move_status); /* What stage in attack mode */
uint16 ACC (RW, attack_movement); /* What kind of attack movement */
uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
/* races/classes can need less/more exp to gain levels */
/* Spell related information, may be useful elsewhere
* Note that other fields are used - these files are basically
* only used in spells.
*/
sint16 ACC (RW, duration); /* How long the spell lasts */
sint16 ACC (RW, casting_time);/* time left before spell goes off */
uint16 ACC (RW, start_holding);
uint8 ACC (RW, duration_modifier); /* how level modifies duration */
uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
sint8 ACC (RW, range); /* Range of the spell */
uint8 ACC (RW, range_modifier); /* How going up in level effects range */
MoveType ACC (RW, move_type); /* Type of movement this object uses */
MoveType ACC (RW, move_block);/* What movement types this blocks */
MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
MoveType ACC (RW, move_off); /* Move types affected moving off this space */
MoveType ACC (RW, move_slow); /* Movement types this slows down */
float ACC (RW, move_slow_penalty); /* How much this slows down the object */
char *ACC (RW, spellarg);
/* Following are values used by any object */
/* this objects turns into or what this object creates */
treasurelist *ACC (RW, randomitems); /* Items to be generated */
flags_t flag; /* various flags */
#if FOR_PERL
bool ACC (RW, flag[NUM_FLAGS]);
#endif
uint16 ACC (RW, animation_id);/* An index into the animation array */
uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
uint8 ACC (RW, last_anim); /* last sequence used to draw face */
uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
uint8 ACC (RW, will_apply); /* See crossfire.doc */
uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
};
struct object : zero_initialised, object_copy
{
// These variables are not changed by ->copy_to
maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
int ACC (RO, count);
object_vector_index ACC (RO, index); // index into objects
object_vector_index ACC (RO, active); // index into actives
player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
object *ACC (RW, below); /* Pointer to the object stacked below this one */
object *ACC (RW, above); /* Pointer to the object stacked above this one */
/* Note: stacked in the *same* environment */
object *inv; /* Pointer to the first object in the inventory */
//TODO: container must move into client
object_ptr ACC (RW, container); /* Current container being used. I think this
* is only used by the player right now.
*/
object *ACC (RW, env); /* Pointer to the object which is the environment.
* This is typically the container that the object is in.
*/
object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
client_container *seen_by; // seen by which player/container currently?
key_value *key_values; /* Fields not explictly known by the loader. */
// privates / perl
const shstr &kv_get (const shstr &key) const;
void kv_del (const shstr &key);
void kv_set (const shstr &key, const shstr &value);
// custom extra fields management
struct key_value_access_proxy
{
object &ob;
shstr key;
key_value_access_proxy (object &ob, const shstr &key)
: ob (ob), key (key)
{
}
const key_value_access_proxy &operator =(const shstr &value) const
{
ob.kv_set (key, value);
return *this;
}
operator const shstr &() const { return ob.kv_get (key); }
operator const char *() const { return ob.kv_get (key); }
private:
void operator =(int);
};
// operator [] is too annoying to use
const key_value_access_proxy kv (const shstr &key)
{
return key_value_access_proxy (*this, key);
}
bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
MTH void post_load_check (); // do some adjustments after parsing
static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
bool write (object_freezer &f);
MTH int slottype () const;
MTH static object *create ();
const mapxy &operator =(const mapxy &pos);
MTH void copy_to (object *dst);
MTH object *clone (); // create + copy_to a single object
MTH object *deep_clone (); // copy whole more chain and inventory
void do_destroy ();
void gather_callbacks (AV *&callbacks, event_type event) const;
MTH void destroy (bool destroy_inventory = false);
// recursively destroy all objects in inventory, optionally dropping them to the ground instead
MTH void destroy_inv (bool drop_to_ground = false);
MTH object *insert (object *item); // insert into inventory
MTH void play_sound (faceidx sound);
void do_remove ();
MTH void remove ()
{
if (!flag [FLAG_REMOVED])
do_remove ();
}
MTH bool blocked (maptile *m, int x, int y) const;
void move_to (const mapxy &pos)
{
remove ();
*this = pos;
insert_at (this, this);
}
static bool can_merge_slow (object *op1, object *op2);
// this is often used in time-critical code, so optimise
MTH static bool can_merge (object *op1, object *op2)
{
return op1->value == op2->value
&& op1->name == op2->name
&& can_merge_slow (op1, op2);
}
MTH void set_owner (object *owner);
MTH void set_speed (float speed);
MTH bool change_weapon (object *ob);
MTH bool change_skill (object *ob);
MTH void open_container (object *new_container);
MTH void close_container ()
{
open_container (0);
}
MTH object *force_find (const shstr name);
MTH void force_add (const shstr name, int duration = 0);
// overwrite the attachable should_invoke function with a version that also checks ev_want_type
bool should_invoke (event_type event)
{
return ev_want_event [event] || ev_want_type [type] || cb;
}
MTH void instantiate ();
// recalculate all stats
MTH void update_stats ();
MTH void roll_stats ();
MTH void swap_stats (int a, int b);
MTH void add_statbonus ();
MTH void remove_statbonus ();
MTH void drain_stat ();
MTH void drain_specific_stat (int deplete_stats);
MTH void change_luck (int value);
// info must hold 256 * 3 bytes currently
const char *debug_desc (char *info) const;
MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
const char *flag_desc (char *desc, int len) const;
MTH bool decrease (sint32 nr = 1); // returns true if anything is left
MTH object *split (sint32 nr = 1); // return 0 on failure
MTH int number_of () const
{
return nrof ? nrof : 1;
}
MTH sint32 total_weight () const
{
return (weight + carrying) * number_of ();
}
MTH void update_weight ();
// return the dominant material of this item, always return something
const materialtype_t *dominant_material () const;
// return the volume of this object in cm³
MTH uint64 volume () const
{
return total_weight ()
* 1000
* (type == CONTAINER ? 1000 : 1)
/ dominant_material ()->density;
}
MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
|| type == CLOAK || type == BOOTS || type == GLOVES
|| type == BRACERS || type == GIRDLE; }
MTH bool is_alive () const { return (type == PLAYER
|| flag [FLAG_MONSTER]
|| (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
&& !flag [FLAG_IS_A_TEMPLATE]; }
MTH bool is_arrow () const { return type == ARROW
|| (type == SPELL_EFFECT
&& (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
// temporary: wether the object can be saved in a map file
// contr => is a player
// head => only save head of a multitile object
// owner => can not reference owner yet
MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
/* This return true if object has still randomitems which
* could be expanded.
*/
MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
MTH bool has_dialogue () const { return *&msg == '@'; }
// returns the outermost owner, never returns 0
MTH object *outer_owner ()
{
for (object *op = this; ; op = op->owner)
if (!op->owner)
return op;
}
// returns the outermost environment, never returns 0
MTH object *outer_env ()
{
for (object *op = this; ; op = op->env)
if (!op->env)
return op;
}
// returns the player that has this object in his inventory, or 0
// we assume the player is always the outer env
MTH object *in_player ()
{
object *op = outer_env ();
return op->type == PLAYER ? op : 0;
}
// "temporary" helper function
MTH object *head_ ()
{
return head ? head : this;
}
MTH bool is_head ()
{
return head_ () == this;
}
MTH bool is_on_map () const
{
return !env && !flag [FLAG_REMOVED];
}
// returns the player that cna see this object, if any
MTH object *visible_to () const;
MTH std::string long_desc (object *who = 0);
MTH std::string describe_monster (object *who = 0);
MTH std::string describe_item (object *who = 0);
MTH std::string describe (object *who = 0);
// If this object has no extra parts but should have them,
// add them, effectively expanding heads into multipart
// objects. This method only works on objects not inserted
// anywhere.
MTH void expand_tail ();
MTH void create_treasure (treasurelist *tl, int flags = 0);
// insert object at same map position as 'where'
// handles both inventory and map "positions"
MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
MTH void drop_unpaid_items ();
MTH void activate ();
MTH void deactivate ();
MTH void activate_recursive ();
MTH void deactivate_recursive ();
// set the given flag on all objects in the inventory recursively
MTH void set_flag_inv (int flag, int value = 1);
void enter_exit (object *exit);//Perl
MTH void enter_map (maptile *newmap, int x, int y);
void player_goto (const char *path, int x, int y); // only for players
// returns the mapspace this object is in
mapspace &ms () const;
// fully recursive iterator
struct iterator_base
{
object *item;
iterator_base (object *container)
: item (container)
{
}
operator object *() const { return item; }
object *operator ->() const { return item; }
object &operator * () const { return *item; }
};
MTH unsigned int random_seed () const
{
return (unsigned int)uuid.seq;
}
// depth-first recursive iterator
struct depth_iterator : iterator_base
{
depth_iterator (object *container);
void next ();
object *operator ++( ) { next (); return item; }
object *operator ++(int) { object *i = item; next (); return i; }
};
object *begin ()
{
return this;
}
object *end ()
{
return this;
}
/* This returns TRUE if the object is something that
* a client might want to know about.
*/
MTH bool client_visible () const
{
return !invisible && type != PLAYER;
}
// the client does nrof * this weight
MTH sint32 client_weight () const
{
return weight + carrying;
}
MTH struct region *region () const;
void statusmsg (const char *msg, int color = NDI_BLACK);
void failmsg (const char *msg, int color = NDI_RED);
const char *query_inventory (object *who = 0, const char *indent = "");
MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
protected:
void link ();
void unlink ();
object ();
~object ();
private:
object &operator =(const object &);
object (const object &);
};
// move this object to the top of its env's inventory to speed up
// searches for it.
static object *
splay (object *ob)
{
if (ob->env && ob->env->inv != ob)
{
if (ob->above) ob->above->below = ob->below;
if (ob->below) ob->below->above = ob->above;
ob->above = 0;
ob->below = ob->env->inv;
ob->below->above = ob;
ob->env->inv = ob;
}
return ob;
}
typedef struct oblnk
{ /* Used to link together several objects */
object_ptr ob;
struct oblnk *next;
} objectlink;
typedef struct oblinkpt
{ /* Used to link together several object links */
struct oblnk *link;
sint32 value; /* Used as connected value in buttons/gates */
struct oblinkpt *next;
} oblinkpt;
object *find_skill_by_name (object *who, const char *name);
object *find_skill_by_name (object *who, const shstr &sh);
object *find_skill_by_number (object *who, int skillno);
/*
* The archetype structure is a set of rules on how to generate and manipulate
* objects which point to archetypes.
* This probably belongs in arch.h, but there really doesn't appear to
* be much left in the archetype - all it really is is a holder for the
* object and pointers. This structure should get removed, and just replaced
* by the object structure
*/
INTERFACE_CLASS (archetype)
struct archetype : object
{
static arch_ptr empty; // the empty_archetype
MTH static void gc ();
archetype (const char *name);
~archetype ();
void gather_callbacks (AV *&callbacks, event_type event) const;
MTH static archetype *find (const_utf8_string name);
MTH void link ();
MTH void unlink ();
MTH static object *get (const char *name); // (find() || singularity)->instance()
MTH object *instance ();
object_vector_index ACC (RW, archid); // index in archvector
shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
sint8 ACC (RW, max_x), ACC (RW, max_y);
// support for archetype loading
static archetype *read (object_thawer &f);
MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
};
// compatbiility, remove once replaced by ->instance
inline object *
arch_to_object (archetype *at)
{
return at->instance ();
}
inline void
object_freezer::put (keyword k, archetype *v)
{
put (k, v ? &v->archname : (const char *)0);
}
typedef object_vector