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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 1.189 by root, Tue Dec 23 00:39:48 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 1.11 2006/08/29 05:03:55 root 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
32#include "cfperl.h" 29#include "cfperl.h"
33#include "shstr.h" 30#include "shstr.h"
34 31
35typedef 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,
36#define NUM_BODY_LOCATIONS 12 49 NUM_BODY_LOCATIONS
37#define BODY_ARMS 1 50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
38 58
39/* See common/item.c */ 59/* See common/item.c */
40 60
41typedef struct Body_Locations { 61typedef struct Body_Locations
62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 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 */
44 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 */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 69
49typedef struct _event 70#define NUM_COINS 4 /* number of coin types */
50{ 71extern const char *const coins[NUM_COINS + 1];
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 72
58/* 73/*
59 * 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
60 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 76 *
62 * key and value are shared-strings. 77 * key and value are shared-strings.
63 * 78 *
64 * 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
65 * accessing the list directly. 80 * accessing the list directly.
66 * 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.
67 */ 82 */
68typedef struct _key_value { 83struct key_value : slice_allocated
69 const char * key; 84{
70 const char * value;
71 struct _key_value * next; 85 key_value *next;
72} key_value; 86 shstr key, value;
87};
73 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};
74 123
75/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * 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
77 * 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
78 * can_apply and will_apply? 127 * can_apply and will_apply?
79 */ 128 */
80#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
85 134
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};
86 140
87/* Note that the ordering of this structure is sort of relevent - 141INTERFACE_CLASS (object)
88 * copy_object copies everything over beyond 'name' using memcpy. 142// these are being copied
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
93 * don't just want it copied, so you'll need to add to common/object.c,
94 * e.g. copy-object
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 */
103
104struct object_simple : attachable<object> { 143struct object_copy : attachable
105 static data_type get_dt () { return DT_OBJECT; } 144{
145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
106 146
147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
148 uint8 ACC (RW, subtype); /* subtype of object */
149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151
152 shstr ACC (RW, name); /* The name of the object, obviously... */
153 shstr ACC (RW, name_pl); /* The plural name of the object */
154 shstr ACC (RW, title); /* Of foo, etc */
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.
198 */
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{
107 /* These variables are not changed by copy_object() */ 285 // These variables are not changed by ->copy_to
108 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 */
109 struct object *next; /* Pointer to the next object in the free/used list */ 287
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
111 struct object *active_next; /* Next & previous object in the 'active' */ 289 int ACC (RO, count);
112 struct object *active_prev; /* List. This is used in process_events */ 290 object_vector_index ACC (RO, index); // index into objects
113 /* so that the entire object list does not */ 291 object_vector_index ACC (RO, active); // index into actives
114 /* 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
115 struct object *below; /* Pointer to the object stacked below this one */ 295 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 296 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 297 /* Note: stacked in the *same* environment */
118 struct object *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
119 struct object *container; /* Current container being used. I think this 301 object_ptr ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 302 * is only used by the player right now.
121 */ 303 */
122 struct object *env; /* Pointer to the object which is the environment. 304 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 305 * This is typically the container that the object is in.
124 */ 306 */
125 struct object *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 */
126 struct object *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
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 309 client_container *seen_by; // seen by which player/container currently?
310 key_value *key_values; /* Fields not explictly known by the loader. */
128 311
129 tag_t count; /* Unique object number for this object */ 312 // privates / perl
130 uint16 refcount; /* How many objects points to this object */ 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);
316
317 // custom extra fields management
318 struct key_value_access_proxy
319 {
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 object *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 MTH bool affects_los () const
544 {
545 return glow_radius || flag [FLAG_BLOCKSVIEW];
546 }
547
548 // returns the player that cna see this object, if any
549 MTH object *visible_to () const;
550
551 MTH std::string long_desc (object *who = 0);
552 MTH std::string describe_monster (object *who = 0);
553 MTH std::string describe_item (object *who = 0);
554 MTH std::string describe (object *who = 0);
555
556 // If this object has no extra parts but should have them,
557 // add them, effectively expanding heads into multipart
558 // objects. This method only works on objects not inserted
559 // anywhere.
560 MTH void expand_tail ();
561
562 MTH void create_treasure (treasurelist *tl, int flags = 0);
563
564 // insert object at same map position as 'where'
565 // handles both inventory and map "positions"
566 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
567 MTH void drop_unpaid_items ();
568
569 MTH void activate ();
570 MTH void deactivate ();
571 MTH void activate_recursive ();
572 MTH void deactivate_recursive ();
573
574 // set the given flag on all objects in the inventory recursively
575 MTH void set_flag_inv (int flag, int value = 1);
576
577 void enter_exit (object *exit);//Perl
578 MTH void enter_map (maptile *newmap, int x, int y);
579 void player_goto (const char *path, int x, int y); // only for players
580
581 // returns the mapspace this object is in
582 mapspace &ms () const;
583
584 // fully recursive iterator
585 struct iterator_base
586 {
587 object *item;
588
589 iterator_base (object *container)
590 : item (container)
591 {
592 }
593
594 operator object *() const { return item; }
595
596 object *operator ->() const { return item; }
597 object &operator * () const { return *item; }
598 };
599
600 MTH unsigned int random_seed () const
601 {
602 return (unsigned int)uuid.seq;
603 }
604
605 // depth-first recursive iterator
606 struct depth_iterator : iterator_base
607 {
608 depth_iterator (object *container);
609 void next ();
610 object *operator ++( ) { next (); return item; }
611 object *operator ++(int) { object *i = item; next (); return i; }
612 };
613
614 object *begin ()
615 {
616 return this;
617 }
618
619 object *end ()
620 {
621 return this;
622 }
623
624 /* This returns TRUE if the object is something that
625 * a client might want to know about.
626 */
627 MTH bool client_visible () const
628 {
629 return !invisible && type != PLAYER;
630 }
631
632 // the client does nrof * this weight
633 MTH sint32 client_weight () const
634 {
635 return weight + carrying;
636 }
637
638 MTH struct region *region () const;
639
640 void statusmsg (const char *msg, int color = NDI_BLACK);
641 void failmsg (const char *msg, int color = NDI_RED);
642
643 const char *query_inventory (object *who = 0, const char *indent = "");
644
645 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
646 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
647
648 // make some noise with given item into direction dir,
649 // currently only used for players to make them temporarily visible
650 // when they are invisible.
651 MTH void make_noise ();
652
653protected:
654 void link ();
655 void unlink ();
656
657 object ();
658 ~object ();
659
660private:
661 object &operator =(const object &);
662 object (const object &);
131}; 663};
132 664
133struct object_special { 665// move this object to the top of its env's inventory to speed up
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 666// searches for it.
135 * All fields beow this point are automatically copied by memcpy. If 667static object *
136 * adding something that needs a refcount updated, make sure you modify 668splay (object *ob)
137 * copy_object to do so. Everything below here also gets cleared 669{
138 * by clear_object() 670 if (ob->env && ob->env->inv != ob)
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. */
258};
259
260struct object : object_special, object_simple {
261 void clone (object *destination)
262 { 671 {
263 if (attach) 672 if (ob->above) ob->above->below = ob->below;
264 destination->attach = add_refcount (attach); 673 if (ob->below) ob->below->above = ob->above;
265 674
266 if (self || cb) 675 ob->above = 0;
267 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 676 ob->below = ob->env->inv;
677 ob->below->above = ob;
678 ob->env->inv = ob;
268 } 679 }
269};
270 680
681 return ob;
682}
683
684typedef struct oblnk
271typedef struct oblnk { /* Used to link together several objects */ 685{ /* Used to link together several objects */
272 object *ob; 686 object_ptr ob;
273 struct oblnk *next; 687 struct oblnk *next;
274 tag_t id;
275} objectlink; 688} objectlink;
276 689
277typedef struct oblinkpt { /* Used to link together several object links */ 690typedef struct oblinkpt
691{ /* Used to link together several object links */
278 struct oblnk *link; 692 struct oblnk *link;
279 long value; /* Used as connected value in buttons/gates */ 693 sint32 value; /* Used as connected value in buttons/gates */
280 struct oblinkpt *next; 694 struct oblinkpt *next;
281} oblinkpt; 695} oblinkpt;
696
697object *find_skill_by_name (object *who, const char *name);
698object *find_skill_by_name (object *who, const shstr &sh);
699object *find_skill_by_number (object *who, int skillno);
282 700
283/* 701/*
284 * The archetype structure is a set of rules on how to generate and manipulate 702 * The archetype structure is a set of rules on how to generate and manipulate
285 * objects which point to archetypes. 703 * objects which point to archetypes.
286 * This probably belongs in arch.h, but there really doesn't appear to 704 * 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 705 * 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 706 * object and pointers. This structure should get removed, and just replaced
289 * by the object structure 707 * by the object structure
290 */ 708 */
291 709
292typedef struct archt { 710INTERFACE_CLASS (archetype)
711struct archetype : object
712{
713 static arch_ptr empty; // the empty_archetype
714 MTH static void gc ();
715
716 archetype (const char *name);
717 ~archetype ();
718 void gather_callbacks (AV *&callbacks, event_type event) const;
719
720 MTH static archetype *find (const_utf8_string name);
721
722 MTH void link ();
723 MTH void unlink ();
724
725 MTH static object *get (const char *name); // (find() || singularity)->instance()
726 MTH object *instance ();
727
728 object_vector_index ACC (RW, archid); // index in archvector
293 const char *name; /* More definite name, like "generate_kobold" */ 729 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
294 struct archt *next; /* Next archetype in a linked list */
295 struct archt *head; /* The main part of a linked object */
296 struct archt *more; /* Next part of a linked object */
297 object clone; /* An object from which to do copy_object() */
298 uint32 editable; /* editable flags (mainly for editor) */
299 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
300 * in comparison to the head.
301 */
302} archetype;
303 730
731 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
732 sint8 ACC (RW, max_x), ACC (RW, max_y);
733
734 // support for archetype loading
735 static archetype *read (object_thawer &f);
736 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
737 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
738};
739
740// compatbiility, remove once replaced by ->instance
741inline object *
742arch_to_object (archetype *at)
743{
744 return at->instance ();
745}
746
747inline void
748object_freezer::put (keyword k, archetype *v)
749{
750 put (k, v ? &v->archname : (const char *)0);
751}
752
753typedef object_vector<object, &object::index > objectvec;
754typedef object_vector<object, &object::active> activevec;
755typedef object_vector<archetype, &archetype::archid> archvec;
756
304extern object *objects; 757extern objectvec objects;
305extern object *active_objects; 758extern activevec actives;
306extern object *free_objects; 759extern archvec archetypes;
307extern object objarray[STARTMAX];
308 760
309extern int nrofallocobjects; 761// "safely" iterate over inv in a way such that the current item is removable
310extern int nroffreeobjects; 762// quite horrible, thats why its hidden in some macro
763#define for_inv_removable(op,var) \
764 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
311 765
312/* This returns TRUE if the object is somethign that 766#define for_all_objects(var) \
313 * should be displayed in the look window 767 for (unsigned _i = 0; _i < objects.size (); ++_i) \
314 */ 768 statementvar (object *, var, objects [_i])
315#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 769
770#define for_all_actives(var) \
771 for (unsigned _i = 0; _i < actives.size (); ++_i) \
772 statementvar (object *, var, actives [_i])
773
774#define for_all_archetypes(var) \
775 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
776 statementvar (archetype *, var, archetypes [_i])
316 777
317/* Used by update_object to know if the object being passed is 778/* Used by update_object to know if the object being passed is
318 * being added or removed. 779 * being added or removed.
319 */ 780 */
320#define UP_OBJ_INSERT 1 781#define UP_OBJ_INSERT 1
321#define UP_OBJ_REMOVE 2 782#define UP_OBJ_REMOVE 2
322#define UP_OBJ_CHANGE 3 783#define UP_OBJ_CHANGE 3
323#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 784#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
324 785
325/* These are flags passed to insert_ob_in_map and 786/* These are flags passed to insert_ob_in_map and
326 * insert_ob_in_ob. Note that all flags may not be meaningful 787 * insert_ob_in_ob. Note that all flags may not be meaningful
327 * for both functions. 788 * for both functions.
328 * Most are fairly explanatory: 789 * Most are fairly explanatory:
337 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 798 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
338 * Use for treasure chests so the new object is the highest thing 799 * Use for treasure chests so the new object is the highest thing
339 * beneath the player, but not actually above it. Note - the 800 * beneath the player, but not actually above it. Note - the
340 * map and x,y coordinates for the object to be inserted must 801 * map and x,y coordinates for the object to be inserted must
341 * match the originator. 802 * match the originator.
342 * INS_MAP_LOAD: disable lots of checkings done at insertion to
343 * speed up map loading process, as we assume the ordering in
344 * loaded map is correct.
345 * 803 *
346 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 804 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
347 * are mutually exclusive. The behaviour for passing more than one 805 * are mutually exclusive. The behaviour for passing more than one
348 * should be considered undefined - while you may notice what happens 806 * should be considered undefined - while you may notice what happens
349 * right now if you pass more than one, that could very well change 807 * right now if you pass more than one, that could very well change
350 * in future revisions of the code. 808 * in future revisions of the code.
351 */ 809 */
352#define INS_NO_MERGE 0x0001 810#define INS_NO_MERGE 0x0001
353#define INS_ABOVE_FLOOR_ONLY 0x0002 811#define INS_ABOVE_FLOOR_ONLY 0x0002
354#define INS_NO_WALK_ON 0x0004 812#define INS_NO_WALK_ON 0x0004
355#define INS_ON_TOP 0x0008 813#define INS_ON_TOP 0x0008
356#define INS_BELOW_ORIGINATOR 0x0010 814#define INS_BELOW_ORIGINATOR 0x0010
357#define INS_MAP_LOAD 0x0020
358 815
359#define ARCH_SINGULARITY "singularity"
360#define ARCH_SINGULARITY_LEN 11
361#define ARCH_DETECT_MAGIC "detect_magic"
362#define ARCH_DEPLETION "depletion" 816#define ARCH_DEPLETION "depletion"
363#define ARCH_SYMPTOM "symptom"
364 817
365#endif 818#endif
819

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