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Comparing deliantra/server/include/object.h (file contents):
Revision 1.1.1.1 by root, Fri Feb 3 07:12:50 2006 UTC vs.
Revision 1.218 by root, Mon Nov 9 03:08:24 2009 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 1.1.1.1 2006/02/03 07:12:50 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
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 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
33//+GPL
34
32typedef uint32 tag_t; 35typedef int tag_t;
36
37enum {
38 body_skill,
39 body_combat,
40 body_range,
41 body_shield,
42 body_arm,
43 body_torso,
44 body_head,
45 body_neck,
46 body_finger,
47 body_shoulder,
48 body_foot,
49 body_hand,
50 body_wrist,
51 body_waist,
33#define NUM_BODY_LOCATIONS 12 52 NUM_BODY_LOCATIONS
34#define BODY_ARMS 1 53};
54
55enum slottype_t
56{
57 slot_none,
58 slot_combat,
59 slot_ranged,
60};
35 61
36/* See common/item.c */ 62/* See common/item.c */
37 63
38typedef struct Body_Locations { 64typedef struct Body_Locations
65{
39 char *save_name; /* Name used to load/save it to disk */ 66 keyword save_name; /* Name used to load/save it to disk */
40 char *use_name; /* Name used when describing an item we can use */ 67 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 */ 68 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 69} Body_Locations;
43 70
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45 72
46typedef struct _event 73#define NUM_COINS 4 /* number of coin types */
47{ 74extern const char *const coins[NUM_COINS + 1];
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 75
55/* 76/*
56 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 79 *
59 * key and value are shared-strings. 80 * key and value are shared-strings.
60 * 81 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
62 * accessing the list directly. 83 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
64 */ 85 */
65typedef struct _key_value { 86struct key_value : slice_allocated
66 const char * key; 87{
67 const char * value;
68 struct _key_value * next; 88 key_value *next;
69} key_value; 89 shstr key, value;
90};
70 91
92//-GPL
93
94struct UUID
95{
96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
103
104 UUID () { }
105 UUID (uint64 seq) : seq(seq) { }
106 operator uint64() { return seq; }
107 void operator =(uint64 seq) { this->seq = seq; }
108
109 bool parse (const char *s);
110 char *append (char *buf) const;
111 char *c_str () const;
112};
113
114//+GPL
71 115
72/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 117 * 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 118 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 119 * can_apply and will_apply?
76 */ 120 */
77#define WILL_APPLY_HANDLE 0x1 121#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 122#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 123#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 124#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
82 126
127struct body_slot
128{
129 signed char used:4; /* Calculated value based on items equipped */
130 signed char info:4; /* body info as loaded from the file */
131};
83 132
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 * don't just want it copied, so you'll need to add to common/object.c,
91 * e.g. copy-object
92 *
93 * I've tried to clean up this structure a bit (in terms of formatting)
94 * by making it more consistent. I've also tried to locate some of the fields
95 * more logically together (put the item related ones together, the monster
96 * related ones, etc.
97 * This structure is best viewed with about a 100 width screen.
98 * MSW 2002-07-05
99 */
100typedef struct obj { 133typedef struct oblnk
134{ /* Used to link together several objects */
135 object_ptr ob;
136 struct oblnk *next;
137} objectlink;
138
139typedef struct oblinkpt
140{ /* Used to link together several object links */
141 struct oblnk *link;
142 struct oblinkpt *next;
143 shstr id; /* Used as connected value in buttons/gates */
144} oblinkpt;
145
146INTERFACE_CLASS (object)
147// these are being copied
148struct object_copy : attachable
149{
150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
151
152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
153 uint8 ACC (RW, subtype); /* subtype of object */
154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
156
157 shstr ACC (RW, name); /* The name of the object, obviously... */
158 shstr ACC (RW, name_pl); /* The plural name of the object */
159 shstr ACC (RW, title); /* Of foo, etc */
160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
161 shstr ACC (RW, slaying); /* Which race to do double damage to */
162 /* If this is an exit, this is the filename */
163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 shstr ACC (RW, materialname); /* specific material name */
171 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
172// materialtype_t *ACC (RW, material); /* What material this object consists of */
173 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
174 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
175 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
176 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
177 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
178 object_ptr ACC (RW, spell); /* Spell that was being cast */
179 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
180 arch_ptr ACC (RW, arch); /* Pointer to archetype */
181 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
182
183 float ACC (RW, speed); /* The overall speed of this object */
184 float ACC (RW, speed_left); /* How much speed is left to spend this round */
185
186 sint32 ACC (RW, nrof); /* How many of the objects */
187 /* This next big block is basically used for monsters and equipment */
188 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
189 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
190
191 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
192 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
193 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
194 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
195
196 uint16 ACC (RW, materials); /* What materials this object consists of */
197 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
198 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
199 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
200
201 /* Note that the last_.. values are sometimes used for non obvious
202 * meanings by some objects, eg, sp penalty, permanent exp.
203 */
204 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
205 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
206 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
207 sint16 ACC (RW, last_eat); /* How long since we last ate */
208
209 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
210 sint16 ACC (RW, level); /* Level of creature or object */
211
212 uint8 ACC (RW, pick_up); /* See crossfire.doc */
213 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
214 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
215 uint8 ACC (RW, weapontype); /* type of weapon */
216
217 body_slot slot [NUM_BODY_LOCATIONS];
218
219 faceidx ACC (RW, face); /* the graphical face */
220
221 faceidx ACC (RW, sound); /* the sound face */
222 faceidx ACC (RW, sound_destroy); /* played on destroy */
223
224 sint32 ACC (RW, weight); /* Attributes of the object */
225 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
226
227 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
228
229 sint64 ACC (RW, perm_exp); /* Permanent exp */
230 living ACC (RO, stats); /* Str, Con, Dex, etc */
231 /* See the pod/objects.pod for more info about body locations */
232
233 /* Following mostly refers to fields only used for monsters */
234
235 /* Spell related information, may be useful elsewhere
236 * Note that other fields are used - these files are basically
237 * only used in spells.
238 */
239 sint16 ACC (RW, duration); /* How long the spell lasts */
240 uint8 ACC (RW, casting_time); /* time left before spell goes off */
241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
242
243 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
244 sint8 ACC (RW, range); /* Range of the spell */
245 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
246 sint8 ACC (RW, item_power); /* power rating of the object */
247
248 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
249 MoveType ACC (RW, move_type); /* Type of movement this object uses */
250 MoveType ACC (RW, move_block);/* What movement types this blocks */
251 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
252
253 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
254 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
255 MoveType ACC (RW, move_slow); /* Movement types this slows down */
256
257 // 8 free bits
258
259 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
260 // /* races/classes can need less/more exp to gain levels */
261 static const float expmul = 1.0;//D
262 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
263
264 /* Following are values used by any object */
265 /* this objects turns into or what this object creates */
266 treasurelist *ACC (RW, randomitems); /* Items to be generated */
267
268 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
269 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
270 uint8 ACC (RW, will_apply); /* See crossfire.doc */
271 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
272 uint16 ACC (RW, animation_id);/* An index into the animation array */
273 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
274
275 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
276 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
277 /* allows different movement patterns for attackers */
278 uint8 ACC (RW, move_status); /* What stage in attack mode */
279 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
280
281 //16+ free bits
282
283 // rarely-accessed members should be at the end
284 shstr ACC (RW, tag); // a tag used to tracking this object
285 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
286 shstr ACC (RW, lore); /* Obscure information about this object, */
287 /* To get put into books and the like. */
288 shstr ACC (RW, custom_name); /* Custom name assigned by player */
289};
290
291const char *query_weight (const object *op);
292const char *query_short_name (const object *op);
293const char *query_name (const object *op);
294const char *query_base_name (const object *op, int plural);
295
296struct object : zero_initialised, object_copy
297{
101 /* These variables are not changed by copy_object() */ 298 // These variables are not changed by ->copy_to
102 struct pl *contr; /* Pointer to the player which control this object */ 299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
103 struct obj *next; /* Pointer to the next object in the free/used list */ 300
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/ 301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
105 struct obj *active_next; /* Next & previous object in the 'active' */ 302 int ACC (RO, count);
106 struct obj *active_prev; /* List. This is used in process_events */ 303 object_vector_index ACC (RO, index); // index into objects
107 /* so that the entire object list does not */ 304 object_vector_index ACC (RO, active); // index into actives
108 /* need to be gone through. */ 305
306 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
307
109 struct obj *below; /* Pointer to the object stacked below this one */ 308 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 309 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 310 /* Note: stacked in the *same* environment */
112 struct obj *inv; /* Pointer to the first object in the inventory */ 311 object *inv; /* Pointer to the first object in the inventory */
113 struct obj *container; /* Current container being used. I think this 312
313 //TODO: container must move into client
314 object_ptr ACC (RW, container);/* Currently opened container. I think this
114 * is only used by the player right now. 315 * is only used by the player right now.
115 */ 316 */
116 struct obj *env; /* Pointer to the object which is the environment. 317 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 318 * This is typically the container that the object is in.
118 */ 319 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 320 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 */ 321 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 */
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. */ 322 key_value *key_values; /* Fields not explictly known by the loader. */
251 323
252} object; 324 // privates / perl
325 shstr_tmp kv_get (shstr_tmp key) const;
326 void kv_del (shstr_tmp key);
327 void kv_set (shstr_tmp key, shstr_tmp value);
253 328
254typedef struct oblnk { /* Used to link together several objects */ 329//-GPL
330
331 // custom extra fields management
332 struct key_value_access_proxy
333 {
255 object *ob; 334 object &ob;
256 struct oblnk *next; 335 shstr_tmp key;
257 tag_t id;
258} objectlink;
259 336
260typedef struct oblinkpt { /* Used to link together several object links */ 337 key_value_access_proxy (object &ob, shstr_tmp key)
261 struct oblnk *link; 338 : ob (ob), key (key)
262 long value; /* Used as connected value in buttons/gates */ 339 {
263 struct oblinkpt *next; 340 }
264} oblinkpt; 341
342 const key_value_access_proxy &operator =(shstr_tmp value) const
343 {
344 ob.kv_set (key, value);
345 return *this;
346 }
347
348 operator const shstr_tmp () const { return ob.kv_get (key); }
349 operator const char *() const { return ob.kv_get (key); }
350
351 private:
352 void operator =(int);
353 };
354
355 // operator [] is too annoying to use
356 const key_value_access_proxy kv (shstr_tmp key)
357 {
358 return key_value_access_proxy (*this, key);
359 }
360
361 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
362 MTH void post_load_check (); // do some adjustments after parsing
363 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
364 bool write (object_freezer &f);
365
366 MTH int slottype () const;
367 MTH static object *create ();
368 const mapxy &operator =(const mapxy &pos);
369 MTH void copy_to (object *dst);
370 MTH object *clone (); // create + copy_to a single object
371 MTH object *deep_clone (); // copy whole more chain and inventory
372 void do_destroy ();
373 void gather_callbacks (AV *&callbacks, event_type event) const;
374 MTH void destroy ();
375 MTH void drop_and_destroy ()
376 {
377 destroy_inv (true);
378 destroy ();
379 }
380
381 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
382 MTH void destroy_inv (bool drop_to_ground = false);
383 MTH object *insert (object *item); // insert into inventory
384 MTH void play_sound (faceidx sound) const;
385 MTH void say_msg (const char *msg) const;
386
387 void do_remove ();
388 MTH void remove ()
389 {
390 if (!flag [FLAG_REMOVED])
391 do_remove ();
392 }
393
394 MTH bool blocked (maptile *m, int x, int y) const;
395
396 void move_to (const mapxy &pos)
397 {
398 remove ();
399 *this = pos;
400 insert_at (this, this);
401 }
402
403 // high-level move functions, return true if successful
404 int move (int dir, object *originator);
405
406 int move (int dir)
407 {
408 return move (dir, this);
409 }
410
411 static bool can_merge_slow (object *op1, object *op2);
412
413 // this is often used in time-critical code, so optimise
414 MTH static bool can_merge (object *op1, object *op2)
415 {
416 return op1->value == op2->value
417 && op1->name == op2->name
418 && can_merge_slow (op1, op2);
419 }
420
421 MTH void set_owner (object *owner);
422 MTH void set_speed (float speed);
423 MTH void set_glow_radius (sint8 rad);
424 MTH bool change_weapon (object *ob);
425 MTH bool change_skill (object *ob);
426
427 MTH void open_container (object *new_container);
428 MTH void close_container ()
429 {
430 open_container (0);
431 }
432
433 // potential future accessor for "container"
434 MTH object *container_ () const
435 {
436 return container;
437 }
438
439 MTH bool is_open_container () const
440 {
441 // strangely enough, using ?: here causes code to inflate
442 return type == CONTAINER
443 && ((env && env->container_ () == this)
444 || (!env && flag [FLAG_APPLIED]));
445 }
446
447 MTH object *force_find (shstr_tmp name);
448 MTH void force_set_timer (int duration);
449 MTH object *force_add (shstr_tmp name, int duration = 0);
450
451 oblinkpt *find_link () const;
452 MTH void add_link (maptile *map, shstr_tmp id);
453 MTH void remove_link ();
454
455 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
456 bool should_invoke (event_type event)
457 {
458 return ev_want_event [event] || ev_want_type [type] || cb;
459 }
460
461 MTH void instantiate ();
462
463 // recalculate all stats
464 MTH void update_stats ();
465 MTH void roll_stats ();
466 MTH void swap_stats (int a, int b);
467 MTH void add_statbonus ();
468 MTH void remove_statbonus ();
469 MTH void drain_stat ();
470 MTH void drain_specific_stat (int deplete_stats);
471 MTH void change_luck (int value);
472
473 // info must hold 256 * 3 bytes currently
474 const char *debug_desc (char *info) const;
475 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
476 const char *flag_desc (char *desc, int len) const;
477
478 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
479 MTH object *split (sint32 nr = 1); // return 0 on failure
480
481 MTH int number_of () const
482 {
483 return nrof ? nrof : 1;
484 }
485
486 MTH sint32 total_weight () const
487 {
488 return (weight + carrying) * number_of ();
489 }
490
491 MTH void update_weight ();
492
493 // return the dominant material of this item, always return something
494 const materialtype_t *dominant_material () const;
495
496 // return the volume of this object in cm³
497 MTH uint64 volume () const
498 {
499 return (uint64)total_weight ()
500 * 1000
501 * (type == CONTAINER ? 1000 : 1)
502 / dominant_material ()->density;
503 }
504
505 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
506
507 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
508 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
509 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
510 || type == CLOAK || type == BOOTS || type == GLOVES
511 || type == BRACERS || type == GIRDLE; }
512 MTH bool is_alive () const { return (type == PLAYER
513 || flag [FLAG_MONSTER]
514 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
515 && !flag [FLAG_IS_A_TEMPLATE]; }
516 MTH bool is_arrow () const { return type == ARROW
517 || (type == SPELL_EFFECT
518 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
519 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
520
521 MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
522
523 // temporary: wether the object can be saved in a map file
524 // contr => is a player
525 // head => only save head of a multitile object
526 // owner => can not reference owner yet
527 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
528
529 /* This return true if object has still randomitems which
530 * could be expanded.
531 */
532 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
533
534 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
535
536 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
537
538 // returns the outermost owner, never returns 0
539 MTH object *outer_owner ()
540 {
541 object *op;
542
543 for (op = this; op->owner; op = op->owner)
544 ;
545
546 return op;
547 }
548
549 // returns the outermost environment, never returns 0
550 MTH object *outer_env_or_self () const
551 {
552 const object *op;
553
554 for (op = this; op->env; op = op->env)
555 ;
556
557 return const_cast<object *>(op);
558 }
559
560 // returns the outermost environment, may return 0
561 MTH object *outer_env () const
562 {
563 return env ? outer_env_or_self () : 0;
564 }
565
566 // returns the player that has this object in his inventory, or 0
567 // we assume the player is always the outer env
568 MTH object *in_player () const
569 {
570 object *op = outer_env_or_self ();
571
572 return op->type == PLAYER ? op : 0;
573 }
574
575 // "temporary" helper function
576 MTH object *head_ () const
577 {
578 return head ? head : const_cast<object *>(this);
579 }
580
581 MTH bool is_head () const
582 {
583 return head_ () == this;
584 }
585
586 MTH bool is_on_map () const
587 {
588 return !env && !flag [FLAG_REMOVED];
589 }
590
591 MTH bool is_inserted () const
592 {
593 return !flag [FLAG_REMOVED];
594 }
595
596 MTH bool is_player () const
597 {
598 return !!contr;
599 }
600
601 MTH bool affects_los () const
602 {
603 return glow_radius || flag [FLAG_BLOCKSVIEW];
604 }
605
606 MTH bool has_carried_lights () const
607 {
608 return glow_radius;
609 }
610
611 // returns the player that cna see this object, if any
612 MTH object *visible_to () const;
613
614 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
615 MTH std::string describe_monster (object *who = 0);
616 MTH std::string describe_item (object *who = 0);
617 MTH std::string describe (object *who = 0); // long description, without name
618
619 MTH const char *query_weight () { return ::query_weight (this); }
620 MTH const char *query_name () { return ::query_name (this); }
621 MTH const char *query_short_name () { return ::query_short_name (this); }
622 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
623
624 // If this object has no extra parts but should have them,
625 // add them, effectively expanding heads into multipart
626 // objects. This method only works on objects not inserted
627 // anywhere.
628 MTH void expand_tail ();
629
630 MTH void create_treasure (treasurelist *tl, int flags = 0);
631
632 // insert object at same map position as 'where'
633 // handles both inventory and map "positions"
634 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
635 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
636 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
637 MTH void drop_unpaid_items ();
638
639 MTH void activate ();
640 MTH void deactivate ();
641 MTH void activate_recursive ();
642 MTH void deactivate_recursive ();
643
644 // set the given flag on all objects in the inventory recursively
645 MTH void set_flag_inv (int flag, int value = 1);
646
647 void enter_exit (object *exit);//Perl
648 MTH void enter_map (maptile *newmap, int x, int y);
649 void player_goto (const char *path, int x, int y); // only for players
650
651 // returns the mapspace this object is in
652 mapspace &ms () const;
653
654 // fully recursive iterator
655 struct iterator_base
656 {
657 object *item;
658
659 iterator_base (object *container)
660 : item (container)
661 {
662 }
663
664 operator object *() const { return item; }
665
666 object *operator ->() const { return item; }
667 object &operator * () const { return *item; }
668 };
669
670 MTH unsigned int random_seed () const
671 {
672 return (unsigned int)uuid.seq;
673 }
674
675 // depth-first recursive iterator
676 struct depth_iterator : iterator_base
677 {
678 depth_iterator (object *container);
679 void next ();
680 object *operator ++( ) { next (); return item; }
681 object *operator ++(int) { object *i = item; next (); return i; }
682 };
683
684 object *begin ()
685 {
686 return this;
687 }
688
689 object *end ()
690 {
691 return this;
692 }
693
694 /* This returns TRUE if the object is something that
695 * a client might want to know about.
696 */
697 MTH bool client_visible () const
698 {
699 return !invisible && type != PLAYER;
700 }
701
702 // the client does nrof * this weight
703 MTH sint32 client_weight () const
704 {
705 return weight + carrying;
706 }
707
708 MTH struct region *region () const;
709
710 void statusmsg (const char *msg, int color = NDI_BLACK);
711 void failmsg (const char *msg, int color = NDI_RED);
712
713 const char *query_inventory (object *who = 0, const char *indent = "");
714
715 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
716 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
717
718 // make some noise with given item into direction dir,
719 // currently only used for players to make them temporarily visible
720 // when they are invisible.
721 MTH void make_noise ();
722
723 /* animation */
724 MTH bool has_anim () const { return animation_id; }
725 const animation &anim () const { return animations [animation_id]; }
726 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
727 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
728 /* anim_frames () returns the number of animations allocated. The last
729 * usuable animation will be anim_frames () - 1 (for example, if an object
730 * has 8 animations, anim_frames () will return 8, but the values will
731 * range from 0 through 7.
732 */
733 MTH int anim_frames () const { return anim ().num_animations; }
734 MTH int anim_facings () const { return anim ().facings; }
735
736 MTH char *as_string ();
737
738protected:
739 void link ();
740 void unlink ();
741
742 object ();
743 ~object ();
744
745private:
746 object &operator =(const object &);
747 object (const object &);
748};
749
750// move this object to the top of its env's inventory to speed up
751// searches for it.
752static inline object *
753splay (object *ob)
754{
755 if (ob->above && ob->env)
756 {
757 if (ob->above) ob->above->below = ob->below;
758 if (ob->below) ob->below->above = ob->above;
759
760 ob->above = 0;
761 ob->below = ob->env->inv;
762 ob->below->above = ob;
763 ob->env->inv = ob;
764 }
765
766 return ob;
767}
768
769//+GPL
770
771object *find_skill_by_name_fuzzy (object *who, const char *name);
772object *find_skill_by_name (object *who, shstr_cmp sh);
773object *find_skill_by_number (object *who, int skillno);
265 774
266/* 775/*
267 * The archetype structure is a set of rules on how to generate and manipulate 776 * The archetype structure is a set of rules on how to generate and manipulate
268 * objects which point to archetypes. 777 * objects which point to archetypes.
269 * This probably belongs in arch.h, but there really doesn't appear to 778 * This probably belongs in arch.h, but there really doesn't appear to
270 * be much left in the archetype - all it really is is a holder for the 779 * 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 780 * object and pointers. This structure should get removed, and just replaced
272 * by the object structure 781 * by the object structure
273 */ 782 */
274 783
275typedef struct archt { 784//-GPL
785
786INTERFACE_CLASS (archetype)
787struct archetype : object
788{
789 static arch_ptr empty; // the empty_archetype
790 MTH static void gc ();
791
792 archetype (const char *name);
793 ~archetype ();
794 void gather_callbacks (AV *&callbacks, event_type event) const;
795
796 MTH static archetype *find (const_utf8_string name);
797
798 MTH void link ();
799 MTH void unlink ();
800
801 MTH static object *get (const char *name); // (find() || singularity)->instance()
802 MTH object *instance ();
803
804 MTH void post_load_check (); // do some adjustments after parsing
805
806 object_vector_index ACC (RW, archid); // index in archvector
276 const char *name; /* More definite name, like "generate_kobold" */ 807 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
277 struct archt *next; /* Next archetype in a linked list */
278 struct archt *head; /* The main part of a linked object */
279 struct archt *more; /* Next part of a linked object */
280 object clone; /* An object from which to do copy_object() */
281 uint32 editable; /* editable flags (mainly for editor) */
282 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
283 * in comparison to the head.
284 */
285} archetype;
286 808
809 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
810 sint8 ACC (RW, max_x), ACC (RW, max_y);
811
812 // support for archetype loading
813 static archetype *read (object_thawer &f);
814 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
815 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
816};
817
818// compatbiility, remove once replaced by ->instance
819inline object *
820arch_to_object (archetype *at)
821{
822 return at->instance ();
823}
824
825inline void
826object_freezer::put (keyword k, archetype *v)
827{
828 put (k, v ? &v->archname : (const char *)0);
829}
830
831typedef object_vector<object, &object::index > objectvec;
832typedef object_vector<object, &object::active> activevec;
833typedef object_vector<archetype, &archetype::archid> archvec;
834
287extern object *objects; 835extern objectvec objects;
288extern object *active_objects; 836extern activevec actives;
289extern object *free_objects; 837extern archvec archetypes;
290extern object objarray[STARTMAX];
291 838
292extern int nrofallocobjects; 839// "safely" iterate over inv in a way such that the current item is removable
293extern int nroffreeobjects; 840// quite horrible, that's why its hidden in some macro
841#define for_inv_removable(op,var) \
842 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
294 843
295/* This returns TRUE if the object is somethign that 844#define for_all_objects(var) \
296 * should be displayed in the look window 845 for (unsigned _i = 0; _i < objects.size (); ++_i) \
297 */ 846 statementvar (object *, var, objects [_i])
298#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 847
848#define for_all_actives(var) \
849 for (unsigned _i = 0; _i < actives.size (); ++_i) \
850 statementvar (object *, var, actives [_i])
851
852#define for_all_archetypes(var) \
853 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
854 statementvar (archetype *, var, archetypes [_i])
855
856//+GPL
299 857
300/* Used by update_object to know if the object being passed is 858/* Used by update_object to know if the object being passed is
301 * being added or removed. 859 * being added or removed.
302 */ 860 */
303#define UP_OBJ_INSERT 1 861#define UP_OBJ_INSERT 1
304#define UP_OBJ_REMOVE 2 862#define UP_OBJ_REMOVE 2
305#define UP_OBJ_CHANGE 3 863#define UP_OBJ_CHANGE 3
306#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 864#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
307 865
308/* These are flags passed to insert_ob_in_map and 866/* These are flags passed to insert_ob_in_map and
309 * insert_ob_in_ob. Note that all flags may not be meaningful 867 * insert_ob_in_ob. Note that all flags may not be meaningful
310 * for both functions. 868 * for both functions.
311 * Most are fairly explanatory: 869 * Most are fairly explanatory:
320 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 878 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
321 * Use for treasure chests so the new object is the highest thing 879 * Use for treasure chests so the new object is the highest thing
322 * beneath the player, but not actually above it. Note - the 880 * beneath the player, but not actually above it. Note - the
323 * map and x,y coordinates for the object to be inserted must 881 * map and x,y coordinates for the object to be inserted must
324 * match the originator. 882 * match the originator.
325 * INS_MAP_LOAD: disable lots of checkings done at insertion to
326 * speed up map loading process, as we assume the ordering in
327 * loaded map is correct.
328 * 883 *
329 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 884 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
330 * are mutually exclusive. The behaviour for passing more than one 885 * are mutually exclusive. The behaviour for passing more than one
331 * should be considered undefined - while you may notice what happens 886 * should be considered undefined - while you may notice what happens
332 * right now if you pass more than one, that could very well change 887 * right now if you pass more than one, that could very well change
333 * in future revisions of the code. 888 * in future revisions of the code.
334 */ 889 */
335#define INS_NO_MERGE 0x0001 890#define INS_NO_MERGE 0x0001
336#define INS_ABOVE_FLOOR_ONLY 0x0002 891#define INS_ABOVE_FLOOR_ONLY 0x0002
337#define INS_NO_WALK_ON 0x0004 892#define INS_NO_WALK_ON 0x0004
338#define INS_ON_TOP 0x0008 893#define INS_ON_TOP 0x0008
339#define INS_BELOW_ORIGINATOR 0x0010 894#define INS_BELOW_ORIGINATOR 0x0010
340#define INS_MAP_LOAD 0x0020
341 895
342#define ARCH_SINGULARITY "singularity" 896//-GPL
343#define ARCH_SINGULARITY_LEN 11
344#define ARCH_DETECT_MAGIC "detect_magic"
345#define ARCH_DEPLETION "depletion"
346#define ARCH_SYMPTOM "symptom"
347 897
348#endif 898#endif
899

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