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Comparing deliantra/server/include/object.h (file contents):
Revision 1.11 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.123 by root, Thu May 17 20:27:01 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * CrossFire, A Multiplayer Online RPG
3 * "$Id: object.h,v 1.11 2006/08/29 05:03:55 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de
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
32#include "cfperl.h" 30#include "cfperl.h"
33#include "shstr.h" 31#include "shstr.h"
34 32
35typedef uint32 tag_t; 33typedef int tag_t;
34
35enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
36#define NUM_BODY_LOCATIONS 12 50 NUM_BODY_LOCATIONS
37#define BODY_ARMS 1 51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
38 59
39/* See common/item.c */ 60/* See common/item.c */
40 61
41typedef struct Body_Locations { 62typedef struct Body_Locations
63{
42 const char *save_name; /* Name used to load/save it to disk */ 64 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 65 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 66 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 67} Body_Locations;
46 68
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 69extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 70
58/* 71/*
59 * Each object (this also means archetypes!) could have a few of these 72 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 73 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 74 *
63 * 76 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 77 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 78 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 79 * Exception is if you want to walk this list for some reason.
67 */ 80 */
68typedef struct _key_value { 81struct key_value
69 const char * key; 82{
70 const char * value;
71 struct _key_value * next; 83 key_value *next;
72} key_value; 84 shstr key, value;
85};
73 86
87struct UUID
88{
89 uint64 seq;
90
91 UUID () { }
92 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; }
95};
96
97extern void init_uuid ();
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
74 100
75/* Definition for WILL_APPLY values. Replaces having harcoded values 101/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 102 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both 103 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 104 * can_apply and will_apply?
79 */ 105 */
80#define WILL_APPLY_HANDLE 0x1 106#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 107#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 108#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 109#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 110#define WILL_APPLY_FOOD 0x10
85 111
86
87/* Note that the ordering of this structure is sort of relevent -
88 * copy_object copies everything over beyond 'name' using memcpy.
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * However, if you're keeping a pointer of some sort, you probably 112/* However, if you're keeping a pointer of some sort, you probably
93 * don't just want it copied, so you'll need to add to common/object.c, 113 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 114 * e.g. ->copy_to ()
95 *
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */ 115 */
103 116
117struct body_slot
118{
119 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121};
122
123INTERFACE_CLASS (object)
124// these are being copied
104struct object_simple : attachable<object> { 125struct object_copy : attachable
105 static data_type get_dt () { return DT_OBJECT; } 126{
127 typedef bitset<NUM_FLAGS> flags_t;
106 128
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
136 shstr ACC (RW, name); /* The name of the object, obviously... */
137 shstr ACC (RW, name_pl); /* The plural name of the object */
138 shstr ACC (RW, title); /* Of foo, etc */
139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140 shstr ACC (RW, slaying); /* Which race to do double damage to */
141 /* If this is an exit, this is the filename */
142 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
144 shstr ACC (RW, lore); /* Obscure information about this object, */
145 /* To get put into books and the like. */
146 shstr ACC (RW, materialname); /* specific material name */
147 shstr ACC (RW, custom_name); /* Custom name assigned by player */
148// materialtype_t *ACC (RW, material); /* What material this object consists of */
149 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
150 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
151 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
152 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
154 object_ptr ACC (RW, spell); /* Spell that was being cast */
155 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
156 arch_ptr ACC (RW, arch); /* Pointer to archetype */
157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
158
159 float ACC (RW, speed); /* The overall speed of this object */
160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
161 uint32 ACC (RW, nrof); /* How many of the objects */
162
163 /* This next big block are basically used for monsters and equipment */
164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
171 uint16 ACC (RW, materials); /* What materials this object consists of */
172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
175 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp.
177 */
178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 ACC (RW, last_eat); /* How long since we last ate */
182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
183 sint16 ACC (RW, level); /* Level of creature or object */
184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
185 sint8 ACC (RW, item_power); /* power rating of the object */
186 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
188 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 body_slot slot [NUM_BODY_LOCATIONS];
195 faceidx ACC (RW, face); /* Face with colors */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */
198
199 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201
202 /* allows different movement patterns for attackers */
203 sint32 ACC (RW, move_status); /* What stage in attack mode */
204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 /* races/classes can need less/more exp to gain levels */
208
209 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically
211 * only used in spells.
212 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
216 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
220 sint8 ACC (RW, range); /* Range of the spell */
221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231
232 char *ACC (RW, spellarg);
233
234 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */
236 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */
238#if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240#endif
241 uint16 ACC (RW, animation_id);/* An index into the animation array */
242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */
247};
248
249struct object : zero_initialised, object_copy
250{
107 /* These variables are not changed by copy_object() */ 251 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
253
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count);
256 int ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives
258
108 struct pl *contr; /* Pointer to the player which control this object */ 259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
109 struct object *next; /* Pointer to the next object in the free/used list */ 260
110 struct object *prev; /* Pointer to the previous object in the free/used list*/
111 struct object *active_next; /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */
113 /* so that the entire object list does not */
114 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 263 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
265
266 //TODO: container must move into client
119 struct object *container; /* Current container being used. I think this 267 object_ptr ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 268 * is only used by the player right now.
121 */ 269 */
122 struct object *env; /* Pointer to the object which is the environment. 270 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 271 * This is typically the container that the object is in.
124 */ 272 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */ 274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 275 client_container *seen_by; // seen by which player/container currently?
128
129 tag_t count; /* Unique object number for this object */
130 uint16 refcount; /* How many objects points to this object */
131};
132
133struct object_special {
134 /* These get an extra add_refcount(), after having been copied by memcpy().
135 * All fields beow this point are automatically copied by memcpy. If
136 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object()
139 */
140 const char *name; /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */
142 const char *title; /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */
149 /* To get put into books and the like. */
150
151 sint16 x,y; /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */
159
160 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp.
177 */
178 sint32 last_heal; /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */
183 uint8 pick_up; /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */
191 sint64 perm_exp; /* Permanent exp */
192 struct object *current_weapon; /* Pointer to the weapon currently used */
193 uint32 weapontype; /* type of weapon */
194 uint32 tooltype; /* type of tool or build facility */
195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
197 /* See the doc/Developers/objects for more info about body locations */
198
199 /* Following mostly refers to fields only used for monsters */
200 struct object *owner; /* Pointer to the object which controls this one */
201 /* Owner should not be referred to directly - */
202 /* get_owner should be used instead. */
203 tag_t ownercount; /* What count the owner had (in case owner */
204 /* has been freed) */
205 struct object *enemy; /* Monster/player to follow even if not closest */
206 struct object *attacked_by; /* This object start to attack us! only player & monster */
207 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
208 struct treasureliststruct *randomitems; /* Items to be generated */
209 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
210 struct object *chosen_skill; /* the skill chosen to use */
211 uint32 hide; /* The object is hidden, not invisible */
212 /* changes made by kholland@sunlab.cit.cornell.edu */
213 /* allows different movement patterns for attackers */
214 sint32 move_status; /* What stage in attack mode */
215 uint16 attack_movement;/* What kind of attack movement */
216 uint8 will_apply; /* See crossfire.doc */
217 struct object *spellitem; /* Spell ability monster is choosing to use */
218 double expmul; /* needed experience = (calc_exp*expmul) - means some */
219 /* races/classes can need less/more exp to gain levels */
220
221 /* Spell related information, may be useful elsewhere
222 * Note that other fields are used - these files are basically
223 * only used in spells.
224 */
225 sint16 duration; /* How long the spell lasts */
226 uint8 duration_modifier; /* how level modifies duration */
227 sint16 casting_time; /* time left before spell goes off */
228 struct object *spell; /* Spell that was being cast */
229 uint16 start_holding;
230 char *spellarg;
231 uint8 dam_modifier; /* How going up in level effects damage */
232 sint8 range; /* Range of the spell */
233 uint8 range_modifier; /* How going up in level effects range */
234
235 /* Following are values used by any object */
236 struct archt *arch; /* Pointer to archetype */
237 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
238 /* this objects turns into or what this object creates */
239 uint32 flags[4]; /* various flags */
240 uint16 animation_id; /* An index into the animation array */
241 uint8 anim_speed; /* ticks between animation-frames */
242 uint8 last_anim; /* last sequence used to draw face */
243 sint32 elevation; /* elevation of this terrain - not currently used */
244 uint8 smoothlevel; /* how to smooth this square around*/
245
246 MoveType move_type; /* Type of movement this object uses */
247 MoveType move_block; /* What movement types this blocks */
248 MoveType move_allow; /* What movement types explicitly allowd */
249 MoveType move_on; /* Move types affected moving on to this space */
250 MoveType move_off; /* Move types affected moving off this space */
251 MoveType move_slow; /* Movement types this slows down */
252 float move_slow_penalty; /* How much this slows down the object */
253
254 event *events;
255
256 const char *custom_name; /* Custom name assigned by player */
257 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
258};
259 277
260struct object : object_special, object_simple { 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
261 void clone (object *destination) 279 void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f);
282
283 MTH int slottype () const;
284 MTH static object *create ();
285 object &operator =(const object &src);
286 MTH void copy_to (object *dst);
287 MTH object *clone (); // create + copy_to
288 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const;
290 MTH void destroy (bool destroy_inventory = false);
291
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false);
294 MTH object *insert (object *item); // insert into inventory
295 void do_remove ();
296 MTH void remove ()
297 {
298 if (!flag [FLAG_REMOVED])
299 do_remove ();
300 }
301
302 // move this object to the top of its env's inventory to speed up
303 // searches for it.
304 MTH object *inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310
311 above = 0;
312 below = env->inv;
313 below->above = this;
314 env->inv = this;
315 }
316
317 return this;
318 }
319
320 static bool can_merge_slow (object *op1, object *op2);
321
322 // this is often used in time-critical code, so optimise
323 MTH static bool can_merge (object *op1, object *op2)
324 {
325 return op1->value == op2->value
326 && op1->name == op2->name
327 && can_merge_slow (op1, op2);
328 }
329
330 MTH void set_owner (object *owner);
331 MTH void set_speed (float speed);
332 MTH bool change_weapon (object *ob);
333 MTH bool change_skill (object *ob);
334
335 MTH void open_container (object *new_container);
336 MTH void close_container ()
337 {
338 open_container (0);
339 }
340
341 MTH void instantiate ();
342
343 // recalculate all stats
344 MTH void update_stats ();
345 MTH void roll_stats ();
346 MTH void swap_stats (int a, int b);
347 MTH void add_statbonus ();
348 MTH void remove_statbonus ();
349 MTH void drain_stat ();
350 MTH void drain_specific_stat (int deplete_stats);
351 MTH void change_luck (int value);
352
353 // info must hold 256 * 3 bytes currently
354 const char *debug_desc (char *info) const;
355 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
356 const char *flag_desc (char *desc, int len) const;
357
358 int number_of () const
359 {
360 return nrof ? nrof : 1;
361 }
362
363 uint64 total_weight () const
364 {
365 return weight * number_of ();
366 }
367
368 // return the dominant material of this item, always return something
369 const materialtype_t *dominant_material () const;
370
371 // return the volume of this object in cm³
372 uint64 volume () const
373 {
374 return total_weight ()
375 * 1000
376 * (type == CONTAINER ? 1000 : 1)
377 / dominant_material ()->density;
378 }
379
380 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
381 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
382 || type == CLOAK || type == BOOTS || type == GLOVES
383 || type == BRACERS || type == GIRDLE; }
384 MTH bool is_alive () const { return (type == PLAYER
385 || flag [FLAG_MONSTER]
386 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
387 && !flag [FLAG_IS_A_TEMPLATE]; }
388 MTH bool is_arrow () const { return type == ARROW
389 || (type == SPELL_EFFECT
390 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
391 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
392
393 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
394
395 // temporary: wether the object can be saved in a map file
396 // contr => is a player
397 // head => only save head of a multitile object
398 // owner => can not reference owner yet
399 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
400
401 /* This return true if object has still randomitems which
402 * could be expanded.
403 */
404 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
405
406 // returns the player that has this object in his inventory, or 0
407 MTH object *in_player () const
408 {
409 for (object *op = env; op; op = op->env)
410 if (op->type == PLAYER)
411 return op;
412
413 return 0;
414 }
415
416 // "temporary" helper function
417 MTH object *head_ ()
418 {
419 return head ? head : this;
420 }
421
422 MTH std::string long_desc (object *who = 0);
423 MTH std::string describe_monster (object *who = 0);
424 MTH std::string describe_item (object *who = 0);
425 MTH std::string describe (object *who = 0);
426
427 // If this object has no extra parts but should have them,
428 // add them, effectively expanding heads into multipart
429 // objects. This method only works on objects not inserted
430 // anywhere.
431 MTH void expand_tail ();
432
433 MTH void create_treasure (treasurelist *tl, int flags = 0);
434
435 // insert object at same map position as 'where'
436 // handles both inventory and map "positions"
437 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
438
439 MTH void activate ();
440 MTH void deactivate ();
441 MTH void activate_recursive ();
442 MTH void deactivate_recursive ();
443
444 // set the givne flag on all objects in the inventory recursively
445 MTH void set_flag_inv (int flag, int value = 1);
446
447 void enter_exit (object *exit);//Perl
448 MTH void enter_map (maptile *newmap, int x, int y);
449
450 // returns the mapspace this object is in
451 mapspace &ms () const;
452
453 // fully recursive iterator
454 struct iterator_base
455 {
456 object *item;
457
458 iterator_base (object *container)
459 : item (container)
262 { 460 {
263 if (attach) 461 }
264 destination->attach = add_refcount (attach);
265 462
266 if (self || cb) 463 operator object *() const { return item; }
267 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 464
465 object *operator ->() const { return item; }
466 object &operator * () const { return *item; }
268 } 467 };
269};
270 468
271typedef struct oblnk { /* Used to link together several objects */ 469 MTH unsigned int random_seed () const
470 {
471 return (unsigned int)uuid.seq;
472 }
473
474 // depth-first recursive iterator
475 struct depth_iterator : iterator_base
476 {
477 depth_iterator (object *container);
478 void next ();
479 object *operator ++( ) { next (); return item; }
480 object *operator ++(int) { object *i = item; next (); return i; }
481 };
482
483 object *begin ()
484 {
485 return this;
486 }
487
488 object *end ()
489 {
490 return this;
491 }
492
493 /* This returns TRUE if the object is something that
494 * should be displayed in the floorbox/inventory window
495 */
496 MTH bool client_visible () const
497 {
498 return !invisible && type != PLAYER;
499 }
500
501 MTH struct region *region () const;
502
503protected:
504 friend struct archetype;
505
506 void link ();
507 void unlink ();
508
272 object *ob; 509 object ();
510 ~object ();
511};
512
513typedef object_vector<object, &object::index > objectvec;
514typedef object_vector<object, &object::active> activevec;
515
516extern objectvec objects;
517extern activevec actives;
518
519#define for_all_objects(var) \
520 for (unsigned _i = 0; _i < objects.size (); ++_i) \
521 declvar (object *, var, objects [_i])
522
523#define for_all_actives(var) \
524 for (unsigned _i = 0; _i < actives.size (); ++_i) \
525 declvar (object *, var, actives [_i])
526
527typedef struct oblnk
528{ /* Used to link together several objects */
529 object_ptr ob;
273 struct oblnk *next; 530 struct oblnk *next;
274 tag_t id;
275} objectlink; 531} objectlink;
276 532
277typedef struct oblinkpt { /* Used to link together several object links */ 533typedef struct oblinkpt
534{ /* Used to link together several object links */
278 struct oblnk *link; 535 struct oblnk *link;
279 long value; /* Used as connected value in buttons/gates */ 536 long value; /* Used as connected value in buttons/gates */
280 struct oblinkpt *next; 537 struct oblinkpt *next;
281} oblinkpt; 538} oblinkpt;
539
540object *find_skill_by_name (object *who, const char *name);
541object *find_skill_by_name (object *who, const shstr &sh);
542object *find_skill_by_number (object *who, int skillno);
282 543
283/* 544/*
284 * The archetype structure is a set of rules on how to generate and manipulate 545 * The archetype structure is a set of rules on how to generate and manipulate
285 * objects which point to archetypes. 546 * objects which point to archetypes.
286 * This probably belongs in arch.h, but there really doesn't appear to 547 * This probably belongs in arch.h, but there really doesn't appear to
287 * be much left in the archetype - all it really is is a holder for the 548 * be much left in the archetype - all it really is is a holder for the
288 * object and pointers. This structure should get removed, and just replaced 549 * object and pointers. This structure should get removed, and just replaced
289 * by the object structure 550 * by the object structure
290 */ 551 */
291 552
292typedef struct archt { 553INTERFACE_CLASS (archetype)
554struct archetype : zero_initialised, attachable
555{
556 archetype ();
557 ~archetype ();
558 void gather_callbacks (AV *&callbacks, event_type event) const;
559
560 static archetype *read (object_thawer &f);
561 static archetype *get (const char *name); // find or create
562 static archetype *find (const char *name);
563
564 void hash_add (); // add to hashtable
565 void hash_del (); // remove from hashtable
566
293 const char *name; /* More definite name, like "generate_kobold" */ 567 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
294 struct archt *next; /* Next archetype in a linked list */ 568 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
295 struct archt *head; /* The main part of a linked object */ 569 struct archetype *ACC (RW, head); /* The main part of a linked object */
296 struct archt *more; /* Next part of a linked object */ 570 struct archetype *ACC (RW, more); /* Next part of a linked object */
297 object clone; /* An object from which to do copy_object() */ 571 object ACC (RO, clone); /* An object from which to do ->copy_to () */
298 uint32 editable; /* editable flags (mainly for editor) */ 572 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
573 bool ACC (RW, linked); // linked into list of heads
299 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 574 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
300 * in comparison to the head. 575 * in comparison to the head.
301 */ 576 */
302} archetype; 577};
303
304extern object *objects;
305extern object *active_objects;
306extern object *free_objects;
307extern object objarray[STARTMAX];
308
309extern int nrofallocobjects;
310extern int nroffreeobjects;
311
312/* This returns TRUE if the object is somethign that
313 * should be displayed in the look window
314 */
315#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
316 578
317/* Used by update_object to know if the object being passed is 579/* Used by update_object to know if the object being passed is
318 * being added or removed. 580 * being added or removed.
319 */ 581 */
320#define UP_OBJ_INSERT 1 582#define UP_OBJ_INSERT 1
321#define UP_OBJ_REMOVE 2 583#define UP_OBJ_REMOVE 2
322#define UP_OBJ_CHANGE 3 584#define UP_OBJ_CHANGE 3
323#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 585#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
324 586
325/* These are flags passed to insert_ob_in_map and 587/* These are flags passed to insert_ob_in_map and
326 * insert_ob_in_ob. Note that all flags may not be meaningful 588 * insert_ob_in_ob. Note that all flags may not be meaningful
327 * for both functions. 589 * for both functions.
328 * Most are fairly explanatory: 590 * Most are fairly explanatory:
347 * are mutually exclusive. The behaviour for passing more than one 609 * are mutually exclusive. The behaviour for passing more than one
348 * should be considered undefined - while you may notice what happens 610 * should be considered undefined - while you may notice what happens
349 * right now if you pass more than one, that could very well change 611 * right now if you pass more than one, that could very well change
350 * in future revisions of the code. 612 * in future revisions of the code.
351 */ 613 */
352#define INS_NO_MERGE 0x0001 614#define INS_NO_MERGE 0x0001
353#define INS_ABOVE_FLOOR_ONLY 0x0002 615#define INS_ABOVE_FLOOR_ONLY 0x0002
354#define INS_NO_WALK_ON 0x0004 616#define INS_NO_WALK_ON 0x0004
355#define INS_ON_TOP 0x0008 617#define INS_ON_TOP 0x0008
356#define INS_BELOW_ORIGINATOR 0x0010 618#define INS_BELOW_ORIGINATOR 0x0010
357#define INS_MAP_LOAD 0x0020 619#define INS_MAP_LOAD 0x0020
358 620
359#define ARCH_SINGULARITY "singularity" 621#define ARCH_SINGULARITY "singularity"
360#define ARCH_SINGULARITY_LEN 11
361#define ARCH_DETECT_MAGIC "detect_magic" 622#define ARCH_DETECT_MAGIC "detect_magic"
362#define ARCH_DEPLETION "depletion" 623#define ARCH_DEPLETION "depletion"
363#define ARCH_SYMPTOM "symptom" 624#define ARCH_SYMPTOM "symptom"
364 625
365#endif 626#endif
627

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