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Comparing deliantra/server/include/object.h (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:58 2006 UTC vs.
Revision 1.188 by root, Sun Nov 16 03:52:12 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 1.1.1.2 2006/02/22 18:01:58 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 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
29#include "cfperl.h"
30#include "shstr.h"
31
32typedef 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,
33#define NUM_BODY_LOCATIONS 12 49 NUM_BODY_LOCATIONS
34#define BODY_ARMS 1 50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
35 58
36/* See common/item.c */ 59/* See common/item.c */
37 60
38typedef struct Body_Locations { 61typedef struct Body_Locations
62{
39 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
40 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 */
41 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 */
42} Body_Locations; 66} Body_Locations;
43 67
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45 69
46typedef struct _event 70#define NUM_COINS 4 /* number of coin types */
47{ 71extern 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 72
55/* 73/*
56 * 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
57 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 76 *
59 * key and value are shared-strings. 77 * key and value are shared-strings.
60 * 78 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
62 * accessing the list directly. 80 * accessing the list directly.
63 * 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.
64 */ 82 */
65typedef struct _key_value { 83struct key_value : slice_allocated
66 const char * key; 84{
67 const char * value;
68 struct _key_value * next; 85 key_value *next;
69} key_value; 86 shstr key, value;
87};
70 88
89struct UUID
90{
91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
71 123
72/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 125 * 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 126 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 127 * can_apply and will_apply?
76 */ 128 */
77#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
82 134
135struct body_slot
136{
137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139};
83 140
84/* Note that the ordering of this structure is sort of relevent - 141INTERFACE_CLASS (object)
85 * copy_object copies everything over beyond 'name' using memcpy. 142// these are being copied
86 * Thus, values that need to be copied need to be located beyond that 143struct object_copy : attachable
87 * point. 144{
88 * 145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
89 * However, if you're keeping a pointer of some sort, you probably 146
90 * don't just want it copied, so you'll need to add to common/object.c, 147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
91 * e.g. copy-object 148 uint8 ACC (RW, subtype); /* subtype of object */
92 * 149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
93 * I've tried to clean up this structure a bit (in terms of formatting) 150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
94 * by making it more consistent. I've also tried to locate some of the fields 151
95 * more logically together (put the item related ones together, the monster 152 shstr ACC (RW, name); /* The name of the object, obviously... */
96 * related ones, etc. 153 shstr ACC (RW, name_pl); /* The plural name of the object */
97 * This structure is best viewed with about a 100 width screen. 154 shstr ACC (RW, title); /* Of foo, etc */
98 * MSW 2002-07-05 155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
156 shstr ACC (RW, slaying); /* Which race to do double damage to */
157 /* If this is an exit, this is the filename */
158
159 typedef bitset<NUM_FLAGS> flags_t;
160 flags_t flag; /* various flags */
161#if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]);
163#endif
164
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
173 object_ptr ACC (RW, spell); /* Spell that was being cast */
174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177
178 float ACC (RW, speed); /* The overall speed of this object */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190
191 uint16 ACC (RW, materials); /* What materials this object consists of */
192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
196 /* Note that the last_.. values are sometimes used for non obvious
197 * meanings by some objects, eg, sp penalty, permanent exp.
99 */ 198 */
100typedef struct obj { 199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
202 sint16 ACC (RW, last_eat); /* How long since we last ate */
203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
204 sint16 ACC (RW, level); /* Level of creature or object */
205
206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 uint8 ACC (RW, weapontype); /* type of weapon */
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 sint32 ACC (RW, weight); /* Attributes of the object */
219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
221 sint64 ACC (RW, perm_exp); /* Permanent exp */
222 living ACC (RO, stats); /* Str, Con, Dex, etc */
223 /* See the pod/objects.pod for more info about body locations */
224
225 /* Following mostly refers to fields only used for monsters */
226
227 /* allows different movement patterns for attackers */
228 sint32 ACC (RW, move_status); /* What stage in attack mode */
229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
231 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
232 /* races/classes can need less/more exp to gain levels */
233
234 /* Spell related information, may be useful elsewhere
235 * Note that other fields are used - these files are basically
236 * only used in spells.
237 */
238 sint16 ACC (RW, duration); /* How long the spell lasts */
239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
240
241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
243 sint8 ACC (RW, range); /* Range of the spell */
244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245
246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
247 MoveType ACC (RW, move_block);/* What movement types this blocks */
248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
258 char *ACC (RW, spellarg);
259
260 /* Following are values used by any object */
261 /* this objects turns into or what this object creates */
262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
263
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
267
268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
281};
282
283struct object : zero_initialised, object_copy
284{
101 /* These variables are not changed by copy_object() */ 285 // These variables are not changed by ->copy_to
102 struct pl *contr; /* Pointer to the player which control this object */ 286 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 */ 287
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/ 288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
105 struct obj *active_next; /* Next & previous object in the 'active' */ 289 int ACC (RO, count);
106 struct obj *active_prev; /* List. This is used in process_events */ 290 object_vector_index ACC (RO, index); // index into objects
107 /* so that the entire object list does not */ 291 object_vector_index ACC (RO, active); // index into actives
108 /* need to be gone through. */ 292
293 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
294
109 struct obj *below; /* Pointer to the object stacked below this one */ 295 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 296 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 297 /* Note: stacked in the *same* environment */
112 struct obj *inv; /* Pointer to the first object in the inventory */ 298 object *inv; /* Pointer to the first object in the inventory */
299
300 //TODO: container must move into client
113 struct obj *container; /* Current container being used. I think this 301 object_ptr ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now. 302 * is only used by the player right now.
115 */ 303 */
116 struct obj *env; /* Pointer to the object which is the environment. 304 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 305 * This is typically the container that the object is in.
118 */ 306 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 307 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 */ 308 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 */ 309 client_container *seen_by; // seen by which player/container currently?
122
123 tag_t count; /* Unique object number for this object */
124 uint16 refcount; /* How many objects points to this object */
125
126 /* These get an extra add_refcount(), after having been copied by memcpy().
127 * All fields beow this point are automatically copied by memcpy. If
128 * adding something that needs a refcount updated, make sure you modify
129 * copy_object to do so. Everything below here also gets cleared
130 * by clear_object()
131 */
132 const char *name; /* The name of the object, obviously... */
133 const char *name_pl; /* The plural name of the object */
134 const char *title; /* Of foo, etc */
135 const char *race; /* human, goblin, dragon, etc */
136 const char *slaying; /* Which race to do double damage to */
137 /* If this is an exit, this is the filename */
138 const char *skill; /* Name of the skill this object uses/grants */
139 const char *msg; /* If this is a book/sign/magic mouth/etc */
140 const char *lore; /* Obscure information about this object, */
141 /* To get put into books and the like. */
142
143 sint16 x,y; /* Position in the map for this object */
144 sint16 ox,oy; /* For debugging: Where it was last inserted */
145 float speed; /* The overall speed of this object */
146 float speed_left; /* How much speed is left to spend this round */
147 uint32 nrof; /* How many of the objects */
148 New_Face *face; /* Face with colors */
149 sint8 direction; /* Means the object is moving that way. */
150 sint8 facing; /* Object is oriented/facing that way. */
151
152 /* This next big block are basically used for monsters and equipment */
153 uint8 type; /* PLAYER, BULLET, etc. See define.h */
154 uint8 subtype; /* subtype of object */
155 uint16 client_type; /* Public type information. see doc/Developers/objects */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
157 uint32 attacktype; /* Bitmask of attacks this object does */
158 uint32 path_attuned; /* Paths the object is attuned to */
159 uint32 path_repelled; /* Paths the object is repelled from */
160 uint32 path_denied; /* Paths the object is denied access to */
161 uint16 material; /* What materials this object consist of */
162 const char *materialname; /* specific material name */
163 sint8 magic; /* Any magical bonuses to this item */
164 uint8 state; /* How the object was last drawn (animation) */
165 sint32 value; /* How much money it is worth (or contains) */
166 sint16 level; /* Level of creature or object */
167 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp.
169 */
170 sint32 last_heal; /* Last healed. Depends on constitution */
171 sint32 last_sp; /* As last_heal, but for spell points */
172 sint16 last_grace; /* as last_sp, except for grace */
173 sint16 last_eat; /* How long since we last ate */
174 sint16 invisible; /* How much longer the object will be invis */
175 uint8 pick_up; /* See crossfire.doc */
176 sint8 item_power; /* power rating of the object */
177 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
178 sint32 weight; /* Attributes of the object */
179 sint32 weight_limit; /* Weight-limit of object */
180 sint32 carrying; /* How much weight this object contains */
181 sint8 glow_radius; /* indicates the glow radius of the object */
182 living stats; /* Str, Con, Dex, etc */
183 sint64 perm_exp; /* Permanent exp */
184 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
185 /* each time the object attacks something */
186 struct obj *current_weapon; /* Pointer to the weapon currently used */
187 uint32 weapontype; /* type of weapon */
188 uint32 tooltype; /* type of tool or build facility */
189 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
190 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
191 /* See the doc/Developers/objects for more info about body locations */
192
193 /* Following mostly refers to fields only used for monsters */
194 struct obj *owner; /* Pointer to the object which controls this one */
195 /* Owner should not be referred to directly - */
196 /* get_owner should be used instead. */
197 tag_t ownercount; /* What count the owner had (in case owner */
198 /* has been freed) */
199 struct obj *enemy; /* Monster/player to follow even if not closest */
200 struct obj *attacked_by; /* This object start to attack us! only player & monster */
201 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
202 struct treasureliststruct *randomitems; /* Items to be generated */
203 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
204 struct obj *chosen_skill; /* the skill chosen to use */
205 uint32 hide; /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */
207 /* allows different movement patterns for attackers */
208 sint32 move_status; /* What stage in attack mode */
209 uint16 attack_movement;/* What kind of attack movement */
210 uint8 will_apply; /* See crossfire.doc */
211 struct obj *spellitem; /* Spell ability monster is choosing to use */
212 double expmul; /* needed experience = (calc_exp*expmul) - means some */
213 /* races/classes can need less/more exp to gain levels */
214
215 /* Spell related information, may be useful elsewhere
216 * Note that other fields are used - these files are basically
217 * only used in spells.
218 */
219 sint16 duration; /* How long the spell lasts */
220 uint8 duration_modifier; /* how level modifies duration */
221 sint16 casting_time; /* time left before spell goes off */
222 struct obj *spell; /* Spell that was being cast */
223 uint16 start_holding;
224 char *spellarg;
225 uint8 dam_modifier; /* How going up in level effects damage */
226 sint8 range; /* Range of the spell */
227 uint8 range_modifier; /* How going up in level effects range */
228
229 /* Following are values used by any object */
230 struct archt *arch; /* Pointer to archetype */
231 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
232 /* this objects turns into or what this object creates */
233 uint32 flags[4]; /* various flags */
234 uint16 animation_id; /* An index into the animation array */
235 uint8 anim_speed; /* ticks between animation-frames */
236 uint8 last_anim; /* last sequence used to draw face */
237 sint32 elevation; /* elevation of this terrain - not currently used */
238 uint8 smoothlevel; /* how to smooth this square around*/
239
240 MoveType move_type; /* Type of movement this object uses */
241 MoveType move_block; /* What movement types this blocks */
242 MoveType move_allow; /* What movement types explicitly allowd */
243 MoveType move_on; /* Move types affected moving on to this space */
244 MoveType move_off; /* Move types affected moving off this space */
245 MoveType move_slow; /* Movement types this slows down */
246 float move_slow_penalty; /* How much this slows down the object */
247
248 event *events;
249
250 const char *custom_name; /* Custom name assigned by player */
251 key_value *key_values; /* Fields not explictly known by the loader. */ 310 key_value *key_values; /* Fields not explictly known by the loader. */
252 311
253} object; 312 // privates / perl
313 const shstr &kv_get (const shstr &key) const;
314 void kv_del (const shstr &key);
315 void kv_set (const shstr &key, const shstr &value);
254 316
255typedef struct oblnk { /* Used to link together several objects */ 317 // custom extra fields management
318 struct key_value_access_proxy
319 {
256 object *ob; 320 object &ob;
321 shstr key;
322
323 key_value_access_proxy (object &ob, const shstr &key)
324 : ob (ob), key (key)
325 {
326 }
327
328 const key_value_access_proxy &operator =(const shstr &value) const
329 {
330 ob.kv_set (key, value);
331 return *this;
332 }
333
334 operator const shstr &() const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); }
336
337 private:
338 void operator =(int);
339 };
340
341 // operator [] is too annoying to use
342 const key_value_access_proxy kv (const shstr &key)
343 {
344 return key_value_access_proxy (*this, key);
345 }
346
347 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
348 MTH void post_load_check (); // do some adjustments after parsing
349 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
350 bool write (object_freezer &f);
351
352 MTH int slottype () const;
353 MTH static object *create ();
354 const mapxy &operator =(const mapxy &pos);
355 MTH void copy_to (object *dst);
356 MTH object *clone (); // create + copy_to a single object
357 MTH object *deep_clone (); // copy whole more chain and inventory
358 void do_destroy ();
359 void gather_callbacks (AV *&callbacks, event_type event) const;
360 MTH void destroy ();
361 MTH void drop_and_destroy ()
362 {
363 destroy_inv (true);
364 destroy ();
365 }
366
367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
368 MTH void destroy_inv (bool drop_to_ground = false);
369 MTH object *insert (object *item); // insert into inventory
370 MTH void play_sound (faceidx sound);
371
372 void do_remove ();
373 MTH void remove ()
374 {
375 if (!flag [FLAG_REMOVED])
376 do_remove ();
377 }
378
379 MTH bool blocked (maptile *m, int x, int y) const;
380
381 void move_to (const mapxy &pos)
382 {
383 remove ();
384 *this = pos;
385 insert_at (this, this);
386 }
387
388 static bool can_merge_slow (object *op1, object *op2);
389
390 // this is often used in time-critical code, so optimise
391 MTH static bool can_merge (object *op1, object *op2)
392 {
393 return op1->value == op2->value
394 && op1->name == op2->name
395 && can_merge_slow (op1, op2);
396 }
397
398 MTH void set_owner (object *owner);
399 MTH void set_speed (float speed);
400 MTH bool change_weapon (object *ob);
401 MTH bool change_skill (object *ob);
402
403 MTH void open_container (object *new_container);
404 MTH void close_container ()
405 {
406 open_container (0);
407 }
408
409 MTH object *force_find (const shstr name);
410 MTH void force_add (const shstr name, int duration = 0);
411
412 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
413 bool should_invoke (event_type event)
414 {
415 return ev_want_event [event] || ev_want_type [type] || cb;
416 }
417
418 MTH void instantiate ();
419
420 // recalculate all stats
421 MTH void update_stats ();
422 MTH void roll_stats ();
423 MTH void swap_stats (int a, int b);
424 MTH void add_statbonus ();
425 MTH void remove_statbonus ();
426 MTH void drain_stat ();
427 MTH void drain_specific_stat (int deplete_stats);
428 MTH void change_luck (int value);
429
430 // info must hold 256 * 3 bytes currently
431 const char *debug_desc (char *info) const;
432 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
433 const char *flag_desc (char *desc, int len) const;
434
435 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
436 MTH object *split (sint32 nr = 1); // return 0 on failure
437
438 MTH int number_of () const
439 {
440 return nrof ? nrof : 1;
441 }
442
443 MTH sint32 total_weight () const
444 {
445 return (weight + carrying) * number_of ();
446 }
447
448 MTH void update_weight ();
449
450 // return the dominant material of this item, always return something
451 const materialtype_t *dominant_material () const;
452
453 // return the volume of this object in cm³
454 MTH uint64 volume () const
455 {
456 return total_weight ()
457 * 1000
458 * (type == CONTAINER ? 1000 : 1)
459 / dominant_material ()->density;
460 }
461
462 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
463 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
464 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
465 || type == CLOAK || type == BOOTS || type == GLOVES
466 || type == BRACERS || type == GIRDLE; }
467 MTH bool is_alive () const { return (type == PLAYER
468 || flag [FLAG_MONSTER]
469 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
470 && !flag [FLAG_IS_A_TEMPLATE]; }
471 MTH bool is_arrow () const { return type == ARROW
472 || (type == SPELL_EFFECT
473 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
474 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
475
476 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
477
478 // temporary: wether the object can be saved in a map file
479 // contr => is a player
480 // head => only save head of a multitile object
481 // owner => can not reference owner yet
482 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
483
484 /* This return true if object has still randomitems which
485 * could be expanded.
486 */
487 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
488
489 MTH bool has_dialogue () const { return *&msg == '@'; }
490
491 // returns the outermost owner, never returns 0
492 MTH object *outer_owner ()
493 {
494 object *op;
495
496 for (op = this; op->owner; op = op->owner)
497 ;
498
499 return op;
500 }
501
502 // returns the outermost environment, never returns 0
503 MTH object *outer_env ()
504 {
505 object *op;
506
507 for (op = this; op->env; op = op->env)
508 ;
509
510 return op;
511 }
512
513 // returns the player that has this object in his inventory, or 0
514 // we assume the player is always the outer env
515 MTH object *in_player ()
516 {
517 object *op = outer_env ();
518
519 return op->type == PLAYER ? op : 0;
520 }
521
522 // "temporary" helper function
523 MTH object *head_ ()
524 {
525 return head ? head : this;
526 }
527
528 MTH bool is_head ()
529 {
530 return head_ () == this;
531 }
532
533 MTH bool is_on_map () const
534 {
535 return !env && !flag [FLAG_REMOVED];
536 }
537
538 MTH bool is_inserted () const
539 {
540 return !flag [FLAG_REMOVED];
541 }
542
543 // returns the player that cna see this object, if any
544 MTH object *visible_to () const;
545
546 MTH std::string long_desc (object *who = 0);
547 MTH std::string describe_monster (object *who = 0);
548 MTH std::string describe_item (object *who = 0);
549 MTH std::string describe (object *who = 0);
550
551 // If this object has no extra parts but should have them,
552 // add them, effectively expanding heads into multipart
553 // objects. This method only works on objects not inserted
554 // anywhere.
555 MTH void expand_tail ();
556
557 MTH void create_treasure (treasurelist *tl, int flags = 0);
558
559 // insert object at same map position as 'where'
560 // handles both inventory and map "positions"
561 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
562 MTH void drop_unpaid_items ();
563
564 MTH void activate ();
565 MTH void deactivate ();
566 MTH void activate_recursive ();
567 MTH void deactivate_recursive ();
568
569 // set the given flag on all objects in the inventory recursively
570 MTH void set_flag_inv (int flag, int value = 1);
571
572 void enter_exit (object *exit);//Perl
573 MTH void enter_map (maptile *newmap, int x, int y);
574 void player_goto (const char *path, int x, int y); // only for players
575
576 // returns the mapspace this object is in
577 mapspace &ms () const;
578
579 // fully recursive iterator
580 struct iterator_base
581 {
582 object *item;
583
584 iterator_base (object *container)
585 : item (container)
586 {
587 }
588
589 operator object *() const { return item; }
590
591 object *operator ->() const { return item; }
592 object &operator * () const { return *item; }
593 };
594
595 MTH unsigned int random_seed () const
596 {
597 return (unsigned int)uuid.seq;
598 }
599
600 // depth-first recursive iterator
601 struct depth_iterator : iterator_base
602 {
603 depth_iterator (object *container);
604 void next ();
605 object *operator ++( ) { next (); return item; }
606 object *operator ++(int) { object *i = item; next (); return i; }
607 };
608
609 object *begin ()
610 {
611 return this;
612 }
613
614 object *end ()
615 {
616 return this;
617 }
618
619 /* This returns TRUE if the object is something that
620 * a client might want to know about.
621 */
622 MTH bool client_visible () const
623 {
624 return !invisible && type != PLAYER;
625 }
626
627 // the client does nrof * this weight
628 MTH sint32 client_weight () const
629 {
630 return weight + carrying;
631 }
632
633 MTH struct region *region () const;
634
635 void statusmsg (const char *msg, int color = NDI_BLACK);
636 void failmsg (const char *msg, int color = NDI_RED);
637
638 const char *query_inventory (object *who = 0, const char *indent = "");
639
640 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
641 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
642
643protected:
644 void link ();
645 void unlink ();
646
647 object ();
648 ~object ();
649
650private:
651 object &operator =(const object &);
652 object (const object &);
653};
654
655// move this object to the top of its env's inventory to speed up
656// searches for it.
657static object *
658splay (object *ob)
659{
660 if (ob->env && ob->env->inv != ob)
661 {
662 if (ob->above) ob->above->below = ob->below;
663 if (ob->below) ob->below->above = ob->above;
664
665 ob->above = 0;
666 ob->below = ob->env->inv;
667 ob->below->above = ob;
668 ob->env->inv = ob;
669 }
670
671 return ob;
672}
673
674typedef struct oblnk
675{ /* Used to link together several objects */
676 object_ptr ob;
257 struct oblnk *next; 677 struct oblnk *next;
258 tag_t id;
259} objectlink; 678} objectlink;
260 679
261typedef struct oblinkpt { /* Used to link together several object links */ 680typedef struct oblinkpt
681{ /* Used to link together several object links */
262 struct oblnk *link; 682 struct oblnk *link;
263 long value; /* Used as connected value in buttons/gates */ 683 sint32 value; /* Used as connected value in buttons/gates */
264 struct oblinkpt *next; 684 struct oblinkpt *next;
265} oblinkpt; 685} oblinkpt;
686
687object *find_skill_by_name (object *who, const char *name);
688object *find_skill_by_name (object *who, const shstr &sh);
689object *find_skill_by_number (object *who, int skillno);
266 690
267/* 691/*
268 * The archetype structure is a set of rules on how to generate and manipulate 692 * The archetype structure is a set of rules on how to generate and manipulate
269 * objects which point to archetypes. 693 * objects which point to archetypes.
270 * This probably belongs in arch.h, but there really doesn't appear to 694 * This probably belongs in arch.h, but there really doesn't appear to
271 * be much left in the archetype - all it really is is a holder for the 695 * be much left in the archetype - all it really is is a holder for the
272 * object and pointers. This structure should get removed, and just replaced 696 * object and pointers. This structure should get removed, and just replaced
273 * by the object structure 697 * by the object structure
274 */ 698 */
275 699
276typedef struct archt { 700INTERFACE_CLASS (archetype)
701struct archetype : object
702{
703 static arch_ptr empty; // the empty_archetype
704 MTH static void gc ();
705
706 archetype (const char *name);
707 ~archetype ();
708 void gather_callbacks (AV *&callbacks, event_type event) const;
709
710 MTH static archetype *find (const_utf8_string name);
711
712 MTH void link ();
713 MTH void unlink ();
714
715 MTH static object *get (const char *name); // (find() || singularity)->instance()
716 MTH object *instance ();
717
718 object_vector_index ACC (RW, archid); // index in archvector
277 const char *name; /* More definite name, like "generate_kobold" */ 719 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
278 struct archt *next; /* Next archetype in a linked list */
279 struct archt *head; /* The main part of a linked object */
280 struct archt *more; /* Next part of a linked object */
281 object clone; /* An object from which to do copy_object() */
282 uint32 editable; /* editable flags (mainly for editor) */
283 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
284 * in comparison to the head.
285 */
286} archetype;
287 720
721 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
722 sint8 ACC (RW, max_x), ACC (RW, max_y);
723
724 // support for archetype loading
725 static archetype *read (object_thawer &f);
726 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
727 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
728};
729
730// compatbiility, remove once replaced by ->instance
731inline object *
732arch_to_object (archetype *at)
733{
734 return at->instance ();
735}
736
737inline void
738object_freezer::put (keyword k, archetype *v)
739{
740 put (k, v ? &v->archname : (const char *)0);
741}
742
743typedef object_vector<object, &object::index > objectvec;
744typedef object_vector<object, &object::active> activevec;
745typedef object_vector<archetype, &archetype::archid> archvec;
746
288extern object *objects; 747extern objectvec objects;
289extern object *active_objects; 748extern activevec actives;
290extern object *free_objects; 749extern archvec archetypes;
291extern object objarray[STARTMAX];
292 750
293extern int nrofallocobjects; 751// "safely" iterate over inv in a way such that the current item is removable
294extern int nroffreeobjects; 752// quite horrible, thats why its hidden in some macro
753#define for_inv_removable(op,var) \
754 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
295 755
296/* This returns TRUE if the object is somethign that 756#define for_all_objects(var) \
297 * should be displayed in the look window 757 for (unsigned _i = 0; _i < objects.size (); ++_i) \
298 */ 758 statementvar (object *, var, objects [_i])
299#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 759
760#define for_all_actives(var) \
761 for (unsigned _i = 0; _i < actives.size (); ++_i) \
762 statementvar (object *, var, actives [_i])
763
764#define for_all_archetypes(var) \
765 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
766 statementvar (archetype *, var, archetypes [_i])
300 767
301/* Used by update_object to know if the object being passed is 768/* Used by update_object to know if the object being passed is
302 * being added or removed. 769 * being added or removed.
303 */ 770 */
304#define UP_OBJ_INSERT 1 771#define UP_OBJ_INSERT 1
305#define UP_OBJ_REMOVE 2 772#define UP_OBJ_REMOVE 2
306#define UP_OBJ_CHANGE 3 773#define UP_OBJ_CHANGE 3
307#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 774#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
308 775
309/* These are flags passed to insert_ob_in_map and 776/* These are flags passed to insert_ob_in_map and
310 * insert_ob_in_ob. Note that all flags may not be meaningful 777 * insert_ob_in_ob. Note that all flags may not be meaningful
311 * for both functions. 778 * for both functions.
312 * Most are fairly explanatory: 779 * Most are fairly explanatory:
321 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 788 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
322 * Use for treasure chests so the new object is the highest thing 789 * Use for treasure chests so the new object is the highest thing
323 * beneath the player, but not actually above it. Note - the 790 * beneath the player, but not actually above it. Note - the
324 * map and x,y coordinates for the object to be inserted must 791 * map and x,y coordinates for the object to be inserted must
325 * match the originator. 792 * match the originator.
326 * INS_MAP_LOAD: disable lots of checkings done at insertion to
327 * speed up map loading process, as we assume the ordering in
328 * loaded map is correct.
329 * 793 *
330 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 794 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
331 * are mutually exclusive. The behaviour for passing more than one 795 * are mutually exclusive. The behaviour for passing more than one
332 * should be considered undefined - while you may notice what happens 796 * should be considered undefined - while you may notice what happens
333 * right now if you pass more than one, that could very well change 797 * right now if you pass more than one, that could very well change
334 * in future revisions of the code. 798 * in future revisions of the code.
335 */ 799 */
336#define INS_NO_MERGE 0x0001 800#define INS_NO_MERGE 0x0001
337#define INS_ABOVE_FLOOR_ONLY 0x0002 801#define INS_ABOVE_FLOOR_ONLY 0x0002
338#define INS_NO_WALK_ON 0x0004 802#define INS_NO_WALK_ON 0x0004
339#define INS_ON_TOP 0x0008 803#define INS_ON_TOP 0x0008
340#define INS_BELOW_ORIGINATOR 0x0010 804#define INS_BELOW_ORIGINATOR 0x0010
341#define INS_MAP_LOAD 0x0020
342 805
343#define ARCH_SINGULARITY "singularity"
344#define ARCH_SINGULARITY_LEN 11
345#define ARCH_DETECT_MAGIC "detect_magic"
346#define ARCH_DEPLETION "depletion" 806#define ARCH_DEPLETION "depletion"
347#define ARCH_SYMPTOM "symptom"
348 807
349#endif 808#endif
809

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