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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 1.233 by root, Sun Apr 4 02:51:56 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
32#include "cfperl.h" 30#include "cfperl.h"
33#include "shstr.h" 31#include "shstr.h"
34 32
33//+GPL
34
35typedef uint32 tag_t; 35typedef int tag_t;
36
37// also see common/item.C
38enum {
39 body_skill,
40 body_combat,
41 body_range,
42 body_shield,
43 body_arm,
44 body_torso,
45 body_head,
46 body_neck,
47 body_finger,
48 body_shoulder,
49 body_foot,
50 body_hand,
51 body_wrist,
52 body_waist,
36#define NUM_BODY_LOCATIONS 12 53 NUM_BODY_LOCATIONS
37#define BODY_ARMS 1 54};
38 55
39/* See common/item.c */ 56/* See common/item.c */
40 57
41typedef struct Body_Locations { 58typedef struct Body_Locations
59{
42 const char *save_name; /* Name used to load/save it to disk */ 60 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 */ 61 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 */ 62 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 63} Body_Locations;
46 64
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 65extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 66
49typedef struct _event 67#define NUM_COINS 4 /* number of coin types */
50{ 68extern 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 69
58/* 70/*
59 * Each object (this also means archetypes!) could have a few of these 71 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 72 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 73 *
62 * key and value are shared-strings. 74 * key and value are shared-strings.
63 * 75 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 76 * Please use kv_get/kv_set/kv_del from object rather than
65 * accessing the list directly. 77 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 78 * Exception is if you want to walk this list for some reason.
67 */ 79 */
68typedef struct _key_value { 80struct key_value : slice_allocated
69 const char * key; 81{
70 const char * value;
71 struct _key_value * next; 82 key_value *next;
72} key_value; 83 shstr key, value;
84};
73 85
86//-GPL
87
88struct UUID
89{
90 uint64 seq;
91
92 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
93
94 static UUID cur; // last uuid generated
95 static void init ();
96 static UUID gen ();
97
98 UUID () { }
99 UUID (uint64 seq) : seq(seq) { }
100 operator uint64() { return seq; }
101 void operator =(uint64 seq) { this->seq = seq; }
102
103 bool parse (const char *s);
104 char *append (char *buf) const;
105 char *c_str () const;
106};
107
108//+GPL
74 109
75/* Definition for WILL_APPLY values. Replaces having harcoded values 110/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 111 * 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 112 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 113 * can_apply and will_apply?
79 */ 114 */
80#define WILL_APPLY_HANDLE 0x1 115#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 116#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 117#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 118#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 119#define WILL_APPLY_FOOD 0x10
85 120
121struct body_slot
122{
123 signed char used:4; /* Calculated value based on items equipped */
124 signed char info:4; /* body info as loaded from the file */
125};
86 126
87/* Note that the ordering of this structure is sort of relevent - 127typedef struct oblnk
88 * copy_object copies everything over beyond 'name' using memcpy. 128{ /* Used to link together several objects */
89 * Thus, values that need to be copied need to be located beyond that 129 object_ptr ob;
90 * point. 130 struct oblnk *next;
91 * 131} objectlink;
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 */
103 132
133typedef struct oblinkpt
134{ /* Used to link together several object links */
135 struct oblnk *link;
136 struct oblinkpt *next;
137 shstr id; /* Used as connected value in buttons/gates */
138} oblinkpt;
139
140INTERFACE_CLASS (object)
141// these are being copied
104struct object_simple : attachable<object> { 142struct object_copy : attachable
105 static data_type get_dt () { return DT_OBJECT; } 143{
144 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
106 145
146 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
147 uint8 ACC (RW, subtype); /* subtype of object */
148 sint8 ACC (RW, direction); /* Means the object is moving that way. */
149 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
150
151 shstr ACC (RW, name); /* The name of the object, obviously... */
152 shstr ACC (RW, name_pl); /* The plural name of the object */
153 shstr ACC (RW, title); /* Of foo, etc */
154 shstr ACC (RW, race); /* human, goblin, dragon, etc */
155 shstr ACC (RW, slaying); /* Which race to do double damage to */
156 /* If this is an exit, this is the filename */
157
158 typedef bitset<NUM_FLAGS> flags_t;
159 flags_t flag; /* various flags */
160#if FOR_PERL
161 bool ACC (RW, flag[NUM_FLAGS]);
162#endif
163
164 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
165 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
166 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
167 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
168 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
169 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
170 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
171 object_ptr ACC (RW, spell); /* Spell that was being cast */
172 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
173 arch_ptr ACC (RW, arch); /* Pointer to archetype */
174 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
175
176 float ACC (RW, speed); /* The overall speed of this object */
177 float ACC (RW, speed_left); /* How much speed is left to spend this round */
178
179 sint32 ACC (RW, nrof); /* How many of the objects */
180 /* This next big block is basically used for monsters and equipment */
181 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
182 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
183
184 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
185 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
186 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
187 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
188
189 uint16 ACC (RW, materials); /* What materials this object consists of */
190 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
191 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
192 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
193
194 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp.
196 */
197 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */
201
202 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
203 sint16 ACC (RW, level); /* Level of creature or object */
204
205 uint8 ACC (RW, pick_up); /* See crossfire.doc */
206 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
207 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
208 uint8 ACC (RW, weapontype); /* type of weapon */
209
210 body_slot slot [NUM_BODY_LOCATIONS];
211
212 faceidx ACC (RW, face); /* the graphical face */
213
214 faceidx ACC (RW, sound); /* the sound face */
215 faceidx ACC (RW, sound_destroy); /* played on destroy */
216
217 sint32 ACC (RW, weight); /* Attributes of the object */
218 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
219
220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
221
222 sint64 ACC (RW, perm_exp); /* Permanent exp */
223 living ACC (RO, stats); /* Str, Con, Dex, etc */
224 /* See the pod/objects.pod for more info about body locations */
225
226 /* Following mostly refers to fields only used for monsters */
227
228 /* Spell related information, may be useful elsewhere
229 * Note that other fields are used - these files are basically
230 * only used in spells.
231 */
232 sint16 ACC (RW, duration); /* How long the spell lasts */
233 uint8 ACC (RW, casting_time); /* time left before spell goes off */
234 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
235
236 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
237 sint8 ACC (RW, range); /* Range of the spell */
238 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
239 sint8 ACC (RW, item_power); /* power rating of the object */
240
241 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
242 MoveType ACC (RW, move_type); /* Type of movement this object uses */
243 MoveType ACC (RW, move_block);/* What movement types this blocks */
244 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
245
246 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
247 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
248 MoveType ACC (RW, move_slow); /* Movement types this slows down */
249
250 // 8 free bits
251
252 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
253 // /* races/classes can need less/more exp to gain levels */
254 static const float expmul = 1.0;//D
255 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
256
257 /* Following are values used by any object */
258 /* this objects turns into or what this object creates */
259 treasurelist *ACC (RW, randomitems); /* Items to be generated */
260
261 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
262 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
263 uint8 ACC (RW, will_apply); /* See crossfire.doc */
264 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
265 uint16 ACC (RW, animation_id);/* An index into the animation array */
266 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
267
268 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
269 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
270 /* allows different movement patterns for attackers */
271 uint8 ACC (RW, move_status); /* What stage in attack mode */
272 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
273
274 //16+ free bits
275
276 // rarely-accessed members should be at the end
277 shstr ACC (RW, tag); // a tag used to tracking this object
278 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
279 shstr ACC (RW, lore); /* Obscure information about this object, */
280 /* To get put into books and the like. */
281 shstr ACC (RW, custom_name); /* Custom name assigned by player */
282};
283
284const_utf8_string query_weight (const object *op);
285const_utf8_string query_short_name (const object *op);
286const_utf8_string query_name (const object *op);
287const_utf8_string query_base_name (const object *op, int plural);
288sint64 query_cost (const object *tmp, object *who, int flag);
289const char *query_cost_string (const object *tmp, object *who, int flag);
290
291int change_ability_duration (object *spell, object *caster);
292int min_casting_level (object *caster, object *spell);
293int casting_level (object *caster, object *spell);
294sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
295int SP_level_dam_adjust (object *caster, object *spob);
296int SP_level_duration_adjust (object *caster, object *spob);
297int SP_level_range_adjust (object *caster, object *spob);
298
299struct object : zero_initialised, object_copy
300{
107 /* These variables are not changed by copy_object() */ 301 // These variables are not changed by ->copy_to
108 struct pl *contr; /* Pointer to the player which control this object */ 302 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 */ 303
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 304 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
111 struct object *active_next; /* Next & previous object in the 'active' */ 305 int ACC (RO, count);
112 struct object *active_prev; /* List. This is used in process_events */ 306 object_vector_index ACC (RO, index); // index into objects
113 /* so that the entire object list does not */ 307 object_vector_index ACC (RO, active); // index into actives
114 /* need to be gone through. */ 308
309 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
310
115 struct object *below; /* Pointer to the object stacked below this one */ 311 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 312 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 313 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 314 object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 315
316 //TODO: container must move into client
317 object_ptr ACC (RW, container);/* Currently opened container. I think this
120 * is only used by the player right now. 318 * is only used by the player right now.
121 */ 319 */
122 struct object *env; /* Pointer to the object which is the environment. 320 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 321 * This is typically the container that the object is in.
124 */ 322 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 323 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 */ 324 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 */ 325 key_value *key_values; /* Fields not explictly known by the loader. */
128 326
129 tag_t count; /* Unique object number for this object */ 327 // privates / perl
130 uint16 refcount; /* How many objects points to this object */ 328 shstr_tmp kv_get (shstr_tmp key) const;
329 void kv_del (shstr_tmp key);
330 void kv_set (shstr_tmp key, shstr_tmp value);
331
332//-GPL
333
334 // custom extra fields management
335 struct key_value_access_proxy
336 {
337 object &ob;
338 shstr_tmp key;
339
340 key_value_access_proxy (object &ob, shstr_tmp key)
341 : ob (ob), key (key)
342 {
343 }
344
345 const key_value_access_proxy &operator =(shstr_tmp value) const
346 {
347 ob.kv_set (key, value);
348 return *this;
349 }
350
351 operator const shstr_tmp () const { return ob.kv_get (key); }
352 operator const char *() const { return ob.kv_get (key); }
353
354 private:
355 void operator =(int);
356 };
357
358 // operator [] is too annoying to use
359 const key_value_access_proxy kv (shstr_tmp key)
360 {
361 return key_value_access_proxy (*this, key);
362 }
363
364 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
365 MTH void post_load_check (); // do some adjustments after parsing
366 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
367 bool write (object_freezer &f);
368
369 MTH static object *create ();
370 const mapxy &operator =(const mapxy &pos);
371 MTH void copy_to (object *dst);
372 MTH object *clone (); // create + copy_to a single object
373 MTH object *deep_clone (); // copy whole more chain and inventory
374 void do_destroy ();
375 void gather_callbacks (AV *&callbacks, event_type event) const;
376 MTH void destroy ();
377 MTH void drop_and_destroy ()
378 {
379 destroy_inv (true);
380 destroy ();
381 }
382
383 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
384 MTH void destroy_inv (bool drop_to_ground = false);
385 MTH object *insert (object *item); // insert into inventory
386 MTH void play_sound (faceidx sound) const;
387 MTH void say_msg (const_utf8_string msg) const;
388
389 void do_remove ();
390 MTH void remove ()
391 {
392 if (!flag [FLAG_REMOVED])
393 do_remove ();
394 }
395
396 MTH bool blocked (maptile *m, int x, int y) const;
397
398 void move_to (const mapxy &pos)
399 {
400 remove ();
401 *this = pos;
402 insert_at (this, this);
403 }
404
405 // high-level move method.
406 // object op is trying to move in direction dir.
407 // originator is typically the same as op, but
408 // can be different if originator is causing op to
409 // move (originator is pushing op)
410 // returns 0 if the object is not able to move to the
411 // desired space, 1 otherwise (in which case we also
412 // move the object accordingly. This function is
413 // very similiar to move_object.
414 int move (int dir, object *originator);
415
416 int move (int dir)
417 {
418 return move (dir, this);
419 }
420
421 // changes move_type to a new value - handles move_on/move_off effects
422 MTH void change_move_type (MoveType mt);
423
424 static bool can_merge_slow (object *op1, object *op2);
425
426 // this is often used in time-critical code, so optimise
427 MTH static bool can_merge (object *op1, object *op2)
428 {
429 return op1->value == op2->value
430 && op1->name == op2->name
431 && can_merge_slow (op1, op2);
432 }
433
434 MTH void set_owner (object *owner);
435 MTH void set_speed (float speed);
436 MTH void set_glow_radius (sint8 rad);
437 MTH bool change_skill (object *ob); // deprecated?
438
439 MTH void open_container (object *new_container);
440 MTH void close_container ()
441 {
442 open_container (0);
443 }
444
445 // potential future accessor for "container"
446 MTH object *container_ () const
447 {
448 return container;
449 }
450
451 MTH bool is_open_container () const
452 {
453 // strangely enough, using ?: here causes code to inflate
454 return type == CONTAINER
455 && ((env && env->container_ () == this)
456 || (!env && flag [FLAG_APPLIED]));
457 }
458
459 MTH object *force_find (shstr_tmp name);
460 MTH void force_set_timer (int duration);
461 MTH object *force_add (shstr_tmp name, int duration = 0);
462
463 oblinkpt *find_link () const;
464 MTH void add_link (maptile *map, shstr_tmp id);
465 MTH void remove_link ();
466
467 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
468 bool should_invoke (event_type event)
469 {
470 return ev_want_event [event] || ev_want_type [type] || cb;
471 }
472
473 MTH void instantiate ();
474
475 // recalculate all stats
476 MTH void update_stats ();
477 MTH void roll_stats ();
478 MTH void swap_stats (int a, int b);
479 MTH void add_statbonus ();
480 MTH void remove_statbonus ();
481 MTH void drain_stat ();
482 MTH void drain_specific_stat (int deplete_stats);
483 MTH void change_luck (int value);
484
485 // info must hold 256 * 3 bytes currently
486 const_utf8_string debug_desc (char *info) const;
487 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
488 const_utf8_string flag_desc (char *desc, int len) const;
489
490 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
491 MTH object *split (sint32 nr = 1); // return 0 on failure
492
493 MTH int number_of () const
494 {
495 return nrof ? nrof : 1;
496 }
497
498 MTH sint32 total_weight () const
499 {
500 return (weight + carrying) * number_of ();
501 }
502
503 MTH void update_weight ();
504
505 // return the dominant material of this item, always return something
506 const materialtype_t *dominant_material () const
507 {
508 return material;
509 }
510
511 // return the volume of this object in cm³
512 MTH uint64 volume () const
513 {
514 return (uint64)total_weight ()
515 * 1024 // 1000 actually
516 * (type == CONTAINER ? 128 : 1)
517 / dominant_material ()->density; // ugh, division
518 }
519
520 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
521
522 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
523 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
524 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
525 || type == CLOAK || type == BOOTS || type == GLOVES
526 || type == BRACERS || type == GIRDLE; }
527 MTH bool is_alive () const { return (type == PLAYER
528 || flag [FLAG_MONSTER]
529 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
530 && !flag [FLAG_IS_A_TEMPLATE]; }
531 MTH bool is_arrow () const { return type == ARROW
532 || (type == SPELL_EFFECT
533 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
534 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
535
536 MTH bool is_dragon () const;
537
538 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
539
540 // temporary: wether the object can be saved in a map file
541 // contr => is a player
542 // head => only save head of a multitile object
543 // owner => can not reference owner yet
544 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
545
546 /* This return true if object has still randomitems which
547 * could be expanded.
548 */
549 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
550
551 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
552
553 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
554
555 // returns the outermost owner, never returns 0
556 MTH object *outer_owner ()
557 {
558 object *op;
559
560 for (op = this; op->owner; op = op->owner)
561 ;
562
563 return op;
564 }
565
566 // returns the outermost environment, never returns 0
567 MTH object *outer_env_or_self () const
568 {
569 const object *op;
570
571 for (op = this; op->env; op = op->env)
572 ;
573
574 return const_cast<object *>(op);
575 }
576
577 // returns the outermost environment, may return 0
578 MTH object *outer_env () const
579 {
580 return env ? outer_env_or_self () : 0;
581 }
582
583 // returns the player that has this object in his inventory, or 0
584 // we assume the player is always the outer env
585 MTH object *in_player () const
586 {
587 object *op = outer_env_or_self ();
588
589 return op->type == PLAYER ? op : 0;
590 }
591
592 // "temporary" helper function
593 MTH object *head_ () const
594 {
595 return head ? head : const_cast<object *>(this);
596 }
597
598 MTH bool is_head () const
599 {
600 return head_ () == this;
601 }
602
603 MTH bool is_on_map () const
604 {
605 return !env && !flag [FLAG_REMOVED];
606 }
607
608 MTH bool is_inserted () const
609 {
610 return !flag [FLAG_REMOVED];
611 }
612
613 MTH bool is_player () const
614 {
615 return !!contr;
616 }
617
618 /* elmex: this method checks whether the object is in a shop */
619 MTH bool is_in_shop () const;
620
621 MTH bool affects_los () const
622 {
623 return glow_radius || flag [FLAG_BLOCKSVIEW];
624 }
625
626 MTH bool has_carried_lights () const
627 {
628 return glow_radius;
629 }
630
631 // returns the player that cna see this object, if any
632 MTH object *visible_to () const;
633
634 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
635 MTH std::string describe_monster (object *who = 0);
636 MTH std::string describe_item (object *who = 0);
637 MTH std::string describe (object *who = 0); // long description, without name
638
639 MTH const_utf8_string query_weight () { return ::query_weight (this); }
640 MTH const_utf8_string query_name () { return ::query_name (this); }
641 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
642 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
643
644 // If this object has no extra parts but should have them,
645 // add them, effectively expanding heads into multipart
646 // objects. This method only works on objects not inserted
647 // anywhere.
648 MTH void expand_tail ();
649
650 MTH void create_treasure (treasurelist *tl, int flags = 0);
651
652 // insert object at same map position as 'where'
653 // handles both inventory and map "positions"
654 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
655 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
656 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
657 MTH void drop_unpaid_items ();
658
659 MTH void activate ();
660 MTH void deactivate ();
661 MTH void activate_recursive ();
662 MTH void deactivate_recursive ();
663
664 // set the given flag on all objects in the inventory recursively
665 MTH void set_flag_inv (int flag, int value = 1);
666
667 void enter_exit (object *exit);//Perl
668 MTH void enter_map (maptile *newmap, int x, int y);
669 void player_goto (const_utf8_string path, int x, int y); // only for players
670 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
671
672 // returns the mapspace this object is in
673 mapspace &ms () const;
674
675 // fully recursive iterator
676 struct iterator_base
677 {
678 object *item;
679
680 iterator_base (object *container)
681 : item (container)
682 {
683 }
684
685 operator object *() const { return item; }
686
687 object *operator ->() const { return item; }
688 object &operator * () const { return *item; }
689 };
690
691 MTH unsigned int random_seed () const
692 {
693 return (unsigned int)uuid.seq;
694 }
695
696 // depth-first recursive iterator
697 struct depth_iterator : iterator_base
698 {
699 depth_iterator (object *container);
700 void next ();
701 object *operator ++( ) { next (); return item; }
702 object *operator ++(int) { object *i = item; next (); return i; }
703 };
704
705 object *begin ()
706 {
707 return this;
708 }
709
710 object *end ()
711 {
712 return this;
713 }
714
715 /* This returns TRUE if the object is something that
716 * a client might want to know about.
717 */
718 MTH bool client_visible () const
719 {
720 return !invisible && type != PLAYER;
721 }
722
723 // the client does nrof * this weight
724 MTH sint32 client_weight () const
725 {
726 return weight + carrying;
727 }
728
729 MTH struct region *region () const;
730
731 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
732 void failmsg (const_utf8_string msg, int color = NDI_RED);
733
734 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
735
736 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
737 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
738
739 // make some noise with given item into direction dir,
740 // currently only used for players to make them temporarily visible
741 // when they are invisible.
742 MTH void make_noise ();
743
744 /* animation */
745 MTH bool has_anim () const { return animation_id; }
746 const animation &anim () const { return animations [animation_id]; }
747 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
748 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
749 /* anim_frames () returns the number of animations allocated. The last
750 * usuable animation will be anim_frames () - 1 (for example, if an object
751 * has 8 animations, anim_frames () will return 8, but the values will
752 * range from 0 through 7.
753 */
754 MTH int anim_frames () const { return anim ().num_animations; }
755 MTH int anim_facings () const { return anim ().facings; }
756
757 MTH utf8_string as_string ();
758
759protected:
760 void link ();
761 void unlink ();
762
763 object ();
764 ~object ();
765
766private:
767 object &operator =(const object &);
768 object (const object &);
131}; 769};
132 770
133struct object_special { 771// 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(). 772// searches for it.
135 * All fields beow this point are automatically copied by memcpy. If 773static inline object *
136 * adding something that needs a refcount updated, make sure you modify 774splay (object *ob)
137 * copy_object to do so. Everything below here also gets cleared 775{
138 * by clear_object() 776 if (ob->above && ob->env)
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 { 777 {
263 if (attach) 778 if (ob->above) ob->above->below = ob->below;
264 destination->attach = add_refcount (attach); 779 if (ob->below) ob->below->above = ob->above;
265 780
266 if (self || cb) 781 ob->above = 0;
267 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 782 ob->below = ob->env->inv;
783 ob->below->above = ob;
784 ob->env->inv = ob;
268 } 785 }
269};
270 786
271typedef struct oblnk { /* Used to link together several objects */ 787 return ob;
272 object *ob; 788}
273 struct oblnk *next;
274 tag_t id;
275} objectlink;
276 789
277typedef struct oblinkpt { /* Used to link together several object links */ 790//+GPL
278 struct oblnk *link; 791
279 long value; /* Used as connected value in buttons/gates */ 792object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
280 struct oblinkpt *next; 793object *find_skill_by_name (object *who, shstr_cmp sh);
281} oblinkpt; 794object *find_skill_by_number (object *who, int skillno);
282 795
283/* 796/*
284 * The archetype structure is a set of rules on how to generate and manipulate 797 * The archetype structure is a set of rules on how to generate and manipulate
285 * objects which point to archetypes. 798 * objects which point to archetypes.
286 * This probably belongs in arch.h, but there really doesn't appear to 799 * 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 800 * 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 801 * object and pointers. This structure should get removed, and just replaced
289 * by the object structure 802 * by the object structure
290 */ 803 */
291 804
292typedef struct archt { 805//-GPL
806
807INTERFACE_CLASS (archetype)
808struct archetype : object
809{
810 static arch_ptr empty; // the empty_archetype
811 MTH static void gc ();
812
813 archetype (const_utf8_string name);
814 ~archetype ();
815 void gather_callbacks (AV *&callbacks, event_type event) const;
816
817 MTH static archetype *find (const_utf8_string name);
818
819 MTH void link ();
820 MTH void unlink ();
821
822 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
823 MTH object *instance ();
824
825 MTH void post_load_check (); // do some adjustments after parsing
826
827 object_vector_index ACC (RW, archid); // index in archvector
293 const char *name; /* More definite name, like "generate_kobold" */ 828 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;
303 829
830 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
831
832 // support for archetype loading
833 static archetype *read (object_thawer &f);
834 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
835 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
836};
837
838// returns whether the object is a dragon player, which are often specialcased
839inline bool
840object::is_dragon () const
841{
842 return arch->race == shstr_dragon && is_player ();
843}
844
845inline void
846object_freezer::put (const keyword_string k, archetype *v)
847{
848 if (expect_true (v))
849 put (k, v->archname);
850 else
851 put (k);
852}
853
854typedef object_vector<object, &object::index > objectvec;
855typedef object_vector<object, &object::active> activevec;
856typedef object_vector<archetype, &archetype::archid> archvec;
857
304extern object *objects; 858extern objectvec objects;
305extern object *active_objects; 859extern activevec actives;
306extern object *free_objects; 860extern archvec archetypes;
307extern object objarray[STARTMAX];
308 861
309extern int nrofallocobjects; 862// "safely" iterate over inv in a way such that the current item is removable
310extern int nroffreeobjects; 863// quite horrible, that's why its hidden in some macro
864#define for_inv_removable(op,var) \
865 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
311 866
312/* This returns TRUE if the object is somethign that 867#define for_all_objects(var) \
313 * should be displayed in the look window 868 for (unsigned _i = 0; _i < objects.size (); ++_i) \
314 */ 869 statementvar (object *, var, objects [_i])
315#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 870
871#define for_all_actives(var) \
872 for (unsigned _i = 0; _i < actives.size (); ++_i) \
873 statementvar (object *, var, actives [_i])
874
875#define for_all_archetypes(var) \
876 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
877 statementvar (archetype *, var, archetypes [_i])
878
879//+GPL
316 880
317/* Used by update_object to know if the object being passed is 881/* Used by update_object to know if the object being passed is
318 * being added or removed. 882 * being added or removed.
319 */ 883 */
320#define UP_OBJ_INSERT 1 884#define UP_OBJ_INSERT 1
321#define UP_OBJ_REMOVE 2 885#define UP_OBJ_REMOVE 2
322#define UP_OBJ_CHANGE 3 886#define UP_OBJ_CHANGE 3
323#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 887#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
324 888
325/* These are flags passed to insert_ob_in_map and 889/* These are flags passed to insert_ob_in_map and
326 * insert_ob_in_ob. Note that all flags may not be meaningful 890 * insert_ob_in_ob. Note that all flags may not be meaningful
327 * for both functions. 891 * for both functions.
328 * Most are fairly explanatory: 892 * Most are fairly explanatory:
337 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 901 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
338 * Use for treasure chests so the new object is the highest thing 902 * Use for treasure chests so the new object is the highest thing
339 * beneath the player, but not actually above it. Note - the 903 * beneath the player, but not actually above it. Note - the
340 * map and x,y coordinates for the object to be inserted must 904 * map and x,y coordinates for the object to be inserted must
341 * match the originator. 905 * 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 * 906 *
346 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 907 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
347 * are mutually exclusive. The behaviour for passing more than one 908 * are mutually exclusive. The behaviour for passing more than one
348 * should be considered undefined - while you may notice what happens 909 * should be considered undefined - while you may notice what happens
349 * right now if you pass more than one, that could very well change 910 * right now if you pass more than one, that could very well change
350 * in future revisions of the code. 911 * in future revisions of the code.
351 */ 912 */
352#define INS_NO_MERGE 0x0001 913#define INS_NO_MERGE 0x0001
353#define INS_ABOVE_FLOOR_ONLY 0x0002 914#define INS_ABOVE_FLOOR_ONLY 0x0002
354#define INS_NO_WALK_ON 0x0004 915#define INS_NO_WALK_ON 0x0004
355#define INS_ON_TOP 0x0008 916#define INS_ON_TOP 0x0008
356#define INS_BELOW_ORIGINATOR 0x0010 917#define INS_BELOW_ORIGINATOR 0x0010
357#define INS_MAP_LOAD 0x0020
358 918
359#define ARCH_SINGULARITY "singularity" 919//-GPL
360#define ARCH_SINGULARITY_LEN 11
361#define ARCH_DETECT_MAGIC "detect_magic"
362#define ARCH_DEPLETION "depletion"
363#define ARCH_SYMPTOM "symptom"
364 920
365#endif 921#endif
922

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