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Comparing deliantra/server/include/object.h (file contents):
Revision 1.3 by elmex, Wed Feb 22 18:53:48 2006 UTC vs.
Revision 1.108 by root, Tue Apr 17 18:40:31 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * CrossFire, A Multiplayer Online RPG
3 * "$Id: object.h,v 1.3 2006/02/22 18:53:48 elmex Exp $";
4 */ 3 *
5 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 23 */
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
30#include "cfperl.h"
31#include "shstr.h"
32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
38typedef struct Body_Locations { 39typedef struct Body_Locations
40{
39 const char *save_name; /* Name used to load/save it to disk */ 41 const char *save_name; /* Name used to load/save it to disk */
40 const char *use_name; /* Name used when describing an item we can use */ 42 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 */ 43 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 44} Body_Locations;
43 45
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 46extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45
46typedef struct _event
47{
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 47
55/* 48/*
56 * Each object (this also means archetypes!) could have a few of these 49 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 50 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 51 *
60 * 53 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 55 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 56 * Exception is if you want to walk this list for some reason.
64 */ 57 */
65typedef struct _key_value { 58struct key_value
66 const char * key; 59{
67 const char * value;
68 struct _key_value * next; 60 key_value *next;
69} key_value; 61 shstr key, value;
62};
70 63
64struct UUID
65{
66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
72};
73
74extern void init_uuid ();
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
71 77
72/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 79 * 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 80 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 81 * can_apply and will_apply?
76 */ 82 */
77#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
82 88
83
84/* Note that the ordering of this structure is sort of relevent -
85 * copy_object copies everything over beyond 'name' using memcpy.
86 * Thus, values that need to be copied need to be located beyond that
87 * point.
88 *
89 * However, if you're keeping a pointer of some sort, you probably 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, 90 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. copy-object 91 * e.g. ->copy_to ()
92 * 92 */
93 * I've tried to clean up this structure a bit (in terms of formatting) 93
94 * by making it more consistent. I've also tried to locate some of the fields 94INTERFACE_CLASS (object)
95 * more logically together (put the item related ones together, the monster 95// these are being copied
96 * related ones, etc. 96struct object_copy : attachable
97 * This structure is best viewed with about a 100 width screen. 97{
98 * MSW 2002-07-05 98 typedef bitset<NUM_FLAGS> flags_t;
99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
103 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125
126 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */
129
130 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp.
99 */ 145 */
100typedef struct obj { 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
156 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 faceidx ACC (RW, face); /* Face with colors */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */
167
168 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
170
171 /* allows different movement patterns for attackers */
172 sint32 ACC (RW, move_status); /* What stage in attack mode */
173 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
174 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
175 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
176 /* races/classes can need less/more exp to gain levels */
177
178 /* Spell related information, may be useful elsewhere
179 * Note that other fields are used - these files are basically
180 * only used in spells.
181 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */
184 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
187 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197
198 char *ACC (RW, spellarg);
199
200 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213};
214
215struct object : zero_initialised, object_copy
216{
101 /* These variables are not changed by copy_object() */ 217 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
224
102 struct pl *contr; /* Pointer to the player which control this object */ 225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
103 struct obj *next; /* Pointer to the next object in the free/used list */ 226
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/
105 struct obj *active_next; /* Next & previous object in the 'active' */
106 struct obj *active_prev; /* List. This is used in process_events */
107 /* so that the entire object list does not */
108 /* need to be gone through. */
109 struct obj *below; /* Pointer to the object stacked below this one */ 227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 229 /* Note: stacked in the *same* environment */
112 struct obj *inv; /* Pointer to the first object in the inventory */ 230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
113 struct obj *container; /* Current container being used. I think this 233 object_ptr ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now. 234 * is only used by the player right now.
115 */ 235 */
116 struct obj *env; /* Pointer to the object which is the environment. 236 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
118 */ 238 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 239 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 */ 240 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 */ 241 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. */ 242 key_value *key_values; /* Fields not explictly known by the loader. */
252} object;
253 243
254typedef struct oblnk { /* Used to link together several objects */ 244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f);
247
248 MTH static object *create ();
249 object &operator =(const object &src);
250 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false);
255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH object *insert (object *item); // insert into inventory
259 void do_remove ();
260 MTH void remove ()
261 {
262 if (!flag [FLAG_REMOVED])
263 do_remove ();
264 }
265
266 static bool can_merge_slow (object *op1, object *op2);
267
268 // this is often used in time-critical code, so optimise
269 MTH static bool can_merge (object *op1, object *op2)
270 {
271 return op1->value == op2->value
272 && op1->name == op2->name
273 && can_merge_slow (op1, op2);
274 }
275
276 MTH void set_owner (object *owner);
277 MTH void set_speed (float speed);
278
279 MTH void open_container (object *new_container);
280 MTH void close_container ()
281 {
282 open_container (0);
283 }
284
285 MTH void instantiate ();
286
287 // recalculate all stats
288 MTH void update_stats ();
289 MTH void roll_stats ();
290 MTH void swap_stats (int a, int b);
291 MTH void add_statbonus ();
292 MTH void remove_statbonus ();
293 MTH void drain_stat ();
294 MTH void drain_specific_stat (int deplete_stats);
295 MTH void change_luck (int value);
296
297 // info must hold 256 * 3 bytes currently
298 const char *debug_desc (char *info) const;
299 MTH const char *debug_desc () const;
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
301 const char *flag_desc (char *desc, int len) const;
302
303 int number_of () const
304 {
305 return nrof ? nrof : 1;
306 }
307
308 uint64 total_weight () const
309 {
310 return weight * number_of ();
311 }
312
313 // return the dominant material of this item, always return something
314 const materialtype_t *dominant_material () const;
315
316 // return the volume of this object in cm³
317 uint64 volume () const
318 {
319 return total_weight ()
320 * 1000
321 * (type == CONTAINER ? 1000 : 1)
322 / dominant_material ()->density;
323 }
324
325 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
327 || type == CLOAK || type == BOOTS || type == GLOVES
328 || type == BRACERS || type == GIRDLE; }
329 MTH bool is_alive () const { return (type == PLAYER
330 || flag [FLAG_MONSTER]
331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
332 && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH bool is_arrow () const { return type == ARROW
334 || (type == SPELL_EFFECT
335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
336
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338
339 // temporary: wether the object can be saved in a map file
340 // contr => is a player
341 // head => only save head of a multitile object
342 // owner => can not reference owner yet
343 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
344
345 /* This return true if object has still randomitems which
346 * could be expanded.
347 */
348 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
349
350 // returns the player that has this object in his inventory, or 0
351 MTH object *in_player () const
352 {
353 for (object *op = env; op; op = op->env)
354 if (op->type == PLAYER)
355 return op;
356
357 return 0;
358 }
359
360 // "temporary" helper function
361 MTH object *head_ ()
362 {
363 return head ? head : this;
364 }
365
366 // insert object at same map position as 'where'
367 // handles both inventory and map "positions"
368 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
369
370 MTH void activate ();
371 MTH void deactivate ();
372 MTH void activate_recursive ();
373 MTH void deactivate_recursive ();
374
375 // set the givne flag on all objects in the inventory recursively
376 MTH void set_flag_inv (int flag, int value = 1);
377
378 void enter_exit (object *exit);//PERL
379 MTH void enter_map (maptile *newmap, int x, int y);
380
381 // returns the mapspace this object is in
382 mapspace &ms () const;
383
384 // fully recursive iterator
385 struct iterator_base
386 {
387 object *item;
388
389 iterator_base (object *container)
390 : item (container)
391 {
392 }
393
394 operator object *() const { return item; }
395
396 object *operator ->() const { return item; }
397 object &operator * () const { return *item; }
398 };
399
400 MTH unsigned int random_seed () const
401 {
402 return (unsigned int)uuid.seq;
403 }
404
405 // depth-first recursive iterator
406 struct depth_iterator : iterator_base
407 {
408 depth_iterator (object *container);
409 void next ();
410 object *operator ++( ) { next (); return item; }
411 object *operator ++(int) { object *i = item; next (); return i; }
412 };
413
414 object *begin ()
415 {
416 return this;
417 }
418
419 object *end ()
420 {
421 return this;
422 }
423
424 /* This returns TRUE if the object is something that
425 * should be displayed in the floorbox/inventory window
426 */
427 MTH bool client_visible () const
428 {
429 return !invisible && type != PLAYER;
430 }
431
432 MTH struct region *region () const;
433
434protected:
435 friend struct archetype;
436
437 void link ();
438 void unlink ();
439
255 object *ob; 440 object ();
441 ~object ();
442};
443
444typedef object_vector<object, &object::index > objectvec;
445typedef object_vector<object, &object::active> activevec;
446
447extern objectvec objects;
448extern activevec actives;
449
450#define for_all_objects(var) \
451 for (unsigned _i = 0; _i < objects.size (); ++_i) \
452 declvar (object *, var, objects [_i])
453
454#define for_all_actives(var) \
455 for (unsigned _i = 0; _i < actives.size (); ++_i) \
456 declvar (object *, var, actives [_i])
457
458typedef struct oblnk
459{ /* Used to link together several objects */
460 object_ptr ob;
256 struct oblnk *next; 461 struct oblnk *next;
257 tag_t id;
258} objectlink; 462} objectlink;
259 463
260typedef struct oblinkpt { /* Used to link together several object links */ 464typedef struct oblinkpt
465{ /* Used to link together several object links */
261 struct oblnk *link; 466 struct oblnk *link;
262 long value; /* Used as connected value in buttons/gates */ 467 long value; /* Used as connected value in buttons/gates */
263 struct oblinkpt *next; 468 struct oblinkpt *next;
264} oblinkpt; 469} oblinkpt;
265 470
266/* 471/*
267 * The archetype structure is a set of rules on how to generate and manipulate 472 * The archetype structure is a set of rules on how to generate and manipulate
270 * be much left in the archetype - all it really is is a holder for the 475 * 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 476 * object and pointers. This structure should get removed, and just replaced
272 * by the object structure 477 * by the object structure
273 */ 478 */
274 479
275typedef struct archt { 480INTERFACE_CLASS (archetype)
481struct archetype : zero_initialised, attachable
482{
483 archetype ();
484 ~archetype ();
485 void gather_callbacks (AV *&callbacks, event_type event) const;
486
487 static archetype *read (object_thawer &f);
488 static archetype *get (const char *name); // find or create
489 static archetype *find (const char *name);
490
491 void hash_add (); // add to hashtable
492 void hash_del (); // remove from hashtable
493
276 const char *name; /* More definite name, like "generate_kobold" */ 494 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
277 struct archt *next; /* Next archetype in a linked list */ 495 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
278 struct archt *head; /* The main part of a linked object */ 496 struct archetype *ACC (RW, head); /* The main part of a linked object */
279 struct archt *more; /* Next part of a linked object */ 497 struct archetype *ACC (RW, more); /* Next part of a linked object */
280 object clone; /* An object from which to do copy_object() */ 498 object ACC (RO, clone); /* An object from which to do ->copy_to () */
281 uint32 editable; /* editable flags (mainly for editor) */ 499 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
500 bool ACC (RW, linked); // linked into list of heads
282 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 501 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
283 * in comparison to the head. 502 * in comparison to the head.
284 */ 503 */
285} archetype; 504};
286
287extern object *objects;
288extern object *active_objects;
289extern object *free_objects;
290extern object objarray[STARTMAX];
291
292extern int nrofallocobjects;
293extern int nroffreeobjects;
294
295/* This returns TRUE if the object is somethign that
296 * should be displayed in the look window
297 */
298#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
299 505
300/* Used by update_object to know if the object being passed is 506/* Used by update_object to know if the object being passed is
301 * being added or removed. 507 * being added or removed.
302 */ 508 */
303#define UP_OBJ_INSERT 1 509#define UP_OBJ_INSERT 1
304#define UP_OBJ_REMOVE 2 510#define UP_OBJ_REMOVE 2
305#define UP_OBJ_CHANGE 3 511#define UP_OBJ_CHANGE 3
306#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 512#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
307 513
308/* These are flags passed to insert_ob_in_map and 514/* These are flags passed to insert_ob_in_map and
309 * insert_ob_in_ob. Note that all flags may not be meaningful 515 * insert_ob_in_ob. Note that all flags may not be meaningful
310 * for both functions. 516 * for both functions.
311 * Most are fairly explanatory: 517 * Most are fairly explanatory:
330 * are mutually exclusive. The behaviour for passing more than one 536 * are mutually exclusive. The behaviour for passing more than one
331 * should be considered undefined - while you may notice what happens 537 * should be considered undefined - while you may notice what happens
332 * right now if you pass more than one, that could very well change 538 * right now if you pass more than one, that could very well change
333 * in future revisions of the code. 539 * in future revisions of the code.
334 */ 540 */
335#define INS_NO_MERGE 0x0001 541#define INS_NO_MERGE 0x0001
336#define INS_ABOVE_FLOOR_ONLY 0x0002 542#define INS_ABOVE_FLOOR_ONLY 0x0002
337#define INS_NO_WALK_ON 0x0004 543#define INS_NO_WALK_ON 0x0004
338#define INS_ON_TOP 0x0008 544#define INS_ON_TOP 0x0008
339#define INS_BELOW_ORIGINATOR 0x0010 545#define INS_BELOW_ORIGINATOR 0x0010
340#define INS_MAP_LOAD 0x0020 546#define INS_MAP_LOAD 0x0020
341 547
342#define ARCH_SINGULARITY "singularity" 548#define ARCH_SINGULARITY "singularity"
343#define ARCH_SINGULARITY_LEN 11 549#define ARCH_SINGULARITY_LEN 11
344#define ARCH_DETECT_MAGIC "detect_magic" 550#define ARCH_DETECT_MAGIC "detect_magic"
345#define ARCH_DEPLETION "depletion" 551#define ARCH_DEPLETION "depletion"
346#define ARCH_SYMPTOM "symptom" 552#define ARCH_SYMPTOM "symptom"
347 553
348extern void (*object_free_callback)(object *ob); // called for every object_free
349
350#endif 554#endif
555

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