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Comparing deliantra/server/include/object.h (file contents):
Revision 1.49 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.118 by root, Mon May 7 06:01:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34
32#define BODY_ARMS 1 35enum {
36 body_range,
37 body_shield,
38 body_combat,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_skill,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
33 52
34/* See common/item.c */ 53/* See common/item.c */
35 54
36typedef struct Body_Locations 55typedef struct Body_Locations
37{ 56{
59}; 78};
60 79
61struct UUID 80struct UUID
62{ 81{
63 uint64 seq; 82 uint64 seq;
83
84 UUID () { }
85 UUID (uint64 seq) : seq(seq) { }
86 operator uint64() { return seq; }
87 void operator =(uint64 seq) { this->seq = seq; }
64}; 88};
65 89
66extern void init_uuid (); 90extern void init_uuid ();
67extern UUID gen_uuid (); 91extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 92extern const uint64 UUID_SKIP;
81/* However, if you're keeping a pointer of some sort, you probably 105/* However, if you're keeping a pointer of some sort, you probably
82 * don't just want it copied, so you'll need to add to common/object.C, 106 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. ->copy_to () 107 * e.g. ->copy_to ()
84 */ 108 */
85 109
86typedef refptr<object> object_ptr; 110struct body_slot
87typedef refptr<archetype> arch_ptr; 111{
112 signed char info:4; /* body info as loaded from the file */
113 signed char used:4; /* Calculated value based on items equipped */
114};
88 115
89// these are not being copied
90ACC_CLASS (object) 116INTERFACE_CLASS (object)
91struct object_keep : refcounted
92{
93 /* These variables are not changed by ->copy_to */
94
95 tag_t ACC (RW, count); /* Generation count for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
97
98 player *ACC (RW, contr); /* Pointer to the player which control this object */
99 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
100 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
102 object *ACC (RW, active_prev);/* List. This is used in process_events */
103 /* so that the entire object list does not */
104 /* need to be gone through. */
105 object *ACC (RW, below); /* Pointer to the object stacked below this one */
106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
107 /* Note: stacked in the *same* environment */
108 object *inv; /* Pointer to the first object in the inventory */
109 object *ACC (RW, container); /* Current container being used. I think this
110 * is only used by the player right now.
111 */
112 object *ACC (RW, env); /* Pointer to the object which is the environment.
113 * This is typically the container that the object is in.
114 */
115 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
116 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
117 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
118};
119
120// these are being copied 117// these are being copied
121struct object_copy : attachable<object> 118struct object_copy : attachable
122{ 119{
120 typedef bitset<NUM_FLAGS> flags_t;
121
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123
124 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
125 uint8 ACC (RW, subtype); /* subtype of object */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128
123 shstr ACC (RW, name); /* The name of the object, obviously... */ 129 shstr ACC (RW, name); /* The name of the object, obviously... */
124 shstr ACC (RW, name_pl); /* The plural name of the object */ 130 shstr ACC (RW, name_pl); /* The plural name of the object */
125 shstr ACC (RW, title); /* Of foo, etc */ 131 shstr ACC (RW, title); /* Of foo, etc */
126 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 132 shstr ACC (RW, race); /* human, goblin, dragon, etc */
127 shstr ACC (RW, slaying); /* Which race to do double damage to */ 133 shstr ACC (RW, slaying); /* Which race to do double damage to */
128 /* If this is an exit, this is the filename */ 134 /* If this is an exit, this is the filename */
129 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 135 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
130 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 136 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
131 shstr ACC (RW, lore); /* Obscure information about this object, */ 137 shstr ACC (RW, lore); /* Obscure information about this object, */
132 /* To get put into books and the like. */ 138 /* To get put into books and the like. */
133 shstr ACC (RW, materialname); /* specific material name */ 139 shstr ACC (RW, materialname); /* specific material name */
134 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 140 shstr ACC (RW, custom_name); /* Custom name assigned by player */
141// materialtype_t *ACC (RW, material); /* What material this object consists of */
135 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
136 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
137 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */ 147 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
142}; 149 arch_ptr ACC (RW, arch); /* Pointer to archetype */
150 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
143 151
144// these are being copied and also cleared
145struct object_pod
146{
147 New_Face *ACC (RW, face); /* Face with colors */
148 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
149 float ACC (RW, speed); /* The overall speed of this object */ 152 float ACC (RW, speed); /* The overall speed of this object */
150 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 153 float ACC (RW, speed_left); /* How much speed is left to spend this round */
151 uint32 ACC (RW, nrof); /* How many of the objects */ 154 uint32 ACC (RW, nrof); /* How many of the objects */
152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
154 155
155 /* This next big block are basically used for monsters and equipment */ 156 /* This next big block are basically used for monsters and equipment */
156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
157 uint8 ACC (RW, subtype); /* subtype of object */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 159 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
164 uint16 ACC (RW, material); /* What materials this object consist of */ 164 uint16 ACC (RW, materials); /* What materials this object consists of */
165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
168 /* Note that the last_.. values are sometimes used for non obvious 168 /* Note that the last_.. values are sometimes used for non obvious
169 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */ 183 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */ 184 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 187 body_slot slot [NUM_BODY_LOCATIONS];
188 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 188 faceidx ACC (RW, face); /* Face with colors */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */ 189 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the doc/Developers/objects for more info about body locations */ 190 /* See the pod/objects.pod for more info about body locations */
191 191
192 /* Following mostly refers to fields only used for monsters */ 192 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 194
195 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
200 /* races/classes can need less/more exp to gain levels */ 200 /* races/classes can need less/more exp to gain levels */
201 201
202 /* Spell related information, may be useful elsewhere 202 /* Spell related information, may be useful elsewhere
203 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
204 * only used in spells. 204 * only used in spells.
205 */ 205 */
206 sint16 ACC (RW, duration); /* How long the spell lasts */ 206 sint16 ACC (RW, duration); /* How long the spell lasts */
207 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
208
208 uint16 ACC (RW, start_holding); 209 uint16 ACC (RW, start_holding);
209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 210 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 211 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
212
211 sint8 ACC (RW, range); /* Range of the spell */ 213 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 214 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 char *ACC (RW, spellarg);
214
215 /* Following are values used by any object */
216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
219 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
228
229 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 215 MoveType ACC (RW, move_type); /* Type of movement this object uses */
230 MoveType ACC (RW, move_block);/* What movement types this blocks */ 216 MoveType ACC (RW, move_block);/* What movement types this blocks */
217
231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 218 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
232 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 219 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 220 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 221 MoveType ACC (RW, move_slow); /* Movement types this slows down */
222
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 223 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
236};
237 224
225 char *ACC (RW, spellarg);
226
227 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */
229 treasurelist *ACC (RW, randomitems); /* Items to be generated */
230 flags_t flag; /* various flags */
231#if FOR_PERL
232 bool ACC (RW, flag[NUM_FLAGS]);
233#endif
234 uint16 ACC (RW, animation_id);/* An index into the animation array */
235 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
236 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
237 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
238 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
239 uint8 ACC (RW, will_apply); /* See crossfire.doc */
240};
241
238struct object : zero_initialised, object_keep, object_copy, object_pod 242struct object : zero_initialised, object_copy
239{ 243{
240 typedef unordered_vector<object *> vector; 244 // These variables are not changed by ->copy_to
245 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
241 246
242 static vector mortals; 247 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
243 static vector active; // active objects, not yet used 248 int ACC (RO, count);
244 static vector objects; // not used yet, use first->next->... 249 int ACC (RO, index); // index into objects
245 static object *first; // will be replaced by "objects" 250 int ACC (RO, active); // index into actives
246 251
252 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
253
254 object *ACC (RW, below); /* Pointer to the object stacked below this one */
255 object *ACC (RW, above); /* Pointer to the object stacked above this one */
256 /* Note: stacked in the *same* environment */
257 object *inv; /* Pointer to the first object in the inventory */
258
259 //TODO: container must move into client
260 object_ptr ACC (RW, container); /* Current container being used. I think this
261 * is only used by the player right now.
262 */
263 object *ACC (RW, env); /* Pointer to the object which is the environment.
264 * This is typically the container that the object is in.
265 */
266 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
267 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
268 client_container *seen_by; // seen by which player/container currently?
269 key_value *key_values; /* Fields not explictly known by the loader. */
270
271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
272 void post_load_check (); // do some adjustments after parsing
273 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
274 bool write (object_freezer &f);
275
247 static object *create (); 276 MTH static object *create ();
277 object &operator =(const object &src);
248 void copy_to (object *dst); 278 MTH void copy_to (object *dst);
279 MTH object *clone (); // create + copy_to
280 void do_destroy ();
281 void gather_callbacks (AV *&callbacks, event_type event) const;
249 void destroy (bool destroy_inventory = false); 282 MTH void destroy (bool destroy_inventory = false);
250 void remove (); 283
284 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
285 MTH void destroy_inv (bool drop_to_ground = false);
251 object *insert (object *item); // insert into inventory 286 MTH object *insert (object *item); // insert into inventory
287 void do_remove ();
288 MTH void remove ()
289 {
290 if (!flag [FLAG_REMOVED])
291 do_remove ();
292 }
252 293
253 static void free_mortals ();
254 static bool can_merge (object *op1, object *op2); 294 static bool can_merge_slow (object *op1, object *op2);
255 295
256 void clear (); 296 // this is often used in time-critical code, so optimise
257 297 MTH static bool can_merge (object *op1, object *op2)
258 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
259
260 void instantiate ()
261 { 298 {
262 if (!uuid.seq) // HACK 299 return op1->value == op2->value
263 uuid = gen_uuid (); 300 && op1->name == op2->name
264 301 && can_merge_slow (op1, op2);
265 attachable<object>::instantiate ();
266 } 302 }
267 303
268 void set_owner (object *owner); 304 MTH void set_owner (object *owner);
305 MTH void set_speed (float speed);
306 MTH void set_weapon (object *ob);
307
308 MTH void open_container (object *new_container);
309 MTH void close_container ()
310 {
311 open_container (0);
312 }
313
314 MTH void instantiate ();
315
316 // recalculate all stats
317 MTH void update_stats ();
318 MTH void roll_stats ();
319 MTH void swap_stats (int a, int b);
320 MTH void add_statbonus ();
321 MTH void remove_statbonus ();
322 MTH void drain_stat ();
323 MTH void drain_specific_stat (int deplete_stats);
324 MTH void change_luck (int value);
269 325
270 // info must hold 256 * 3 bytes currently 326 // info must hold 256 * 3 bytes currently
271 const char *debug_desc (char *info) const; 327 const char *debug_desc (char *info) const;
272 const char *debug_desc () const; 328 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
329 const char *flag_desc (char *desc, int len) const;
330
331 int number_of () const
332 {
333 return nrof ? nrof : 1;
334 }
335
336 uint64 total_weight () const
337 {
338 return weight * number_of ();
339 }
340
341 // return the dominant material of this item, always return something
342 const materialtype_t *dominant_material () const;
343
344 // return the volume of this object in cm³
345 uint64 volume () const
346 {
347 return total_weight ()
348 * 1000
349 * (type == CONTAINER ? 1000 : 1)
350 / dominant_material ()->density;
351 }
352
353 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
354 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
355 || type == CLOAK || type == BOOTS || type == GLOVES
356 || type == BRACERS || type == GIRDLE; }
357 MTH bool is_alive () const { return (type == PLAYER
358 || flag [FLAG_MONSTER]
359 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
360 && !flag [FLAG_IS_A_TEMPLATE]; }
361 MTH bool is_arrow () const { return type == ARROW
362 || (type == SPELL_EFFECT
363 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
364 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
365
366 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
367
368 // temporary: wether the object can be saved in a map file
369 // contr => is a player
370 // head => only save head of a multitile object
371 // owner => can not reference owner yet
372 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
373
374 /* This return true if object has still randomitems which
375 * could be expanded.
376 */
377 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
378
379 // returns the player that has this object in his inventory, or 0
380 MTH object *in_player () const
381 {
382 for (object *op = env; op; op = op->env)
383 if (op->type == PLAYER)
384 return op;
385
386 return 0;
387 }
388
389 // "temporary" helper function
390 MTH object *head_ ()
391 {
392 return head ? head : this;
393 }
394
395 MTH std::string long_desc (object *who = 0);
396 MTH std::string describe_monster (object *who = 0);
397 MTH std::string describe_item (object *who = 0);
398 MTH std::string describe (object *who = 0);
399
400 // If this object has no extra parts but should have them,
401 // add them, effectively expanding heads into multipart
402 // objects. This method only works on objects not inserted
403 // anywhere.
404 MTH void expand_tail ();
405
406 MTH void create_treasure (treasurelist *tl, int flags = 0);
407
408 // insert object at same map position as 'where'
409 // handles both inventory and map "positions"
410 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
411
412 MTH void activate ();
413 MTH void deactivate ();
414 MTH void activate_recursive ();
415 MTH void deactivate_recursive ();
416
417 // set the givne flag on all objects in the inventory recursively
418 MTH void set_flag_inv (int flag, int value = 1);
419
420 void enter_exit (object *exit);//Perl
421 MTH void enter_map (maptile *newmap, int x, int y);
422
423 // returns the mapspace this object is in
424 mapspace &ms () const;
273 425
274 // fully recursive iterator 426 // fully recursive iterator
275 struct iterator_base 427 struct iterator_base
276 { 428 {
277 object *item; 429 object *item;
284 operator object *() const { return item; } 436 operator object *() const { return item; }
285 437
286 object *operator ->() const { return item; } 438 object *operator ->() const { return item; }
287 object &operator * () const { return *item; } 439 object &operator * () const { return *item; }
288 }; 440 };
441
442 MTH unsigned int random_seed () const
443 {
444 return (unsigned int)uuid.seq;
445 }
289 446
290 // depth-first recursive iterator 447 // depth-first recursive iterator
291 struct depth_iterator : iterator_base 448 struct depth_iterator : iterator_base
292 { 449 {
293 depth_iterator (object *container); 450 depth_iterator (object *container);
304 object *end () 461 object *end ()
305 { 462 {
306 return this; 463 return this;
307 } 464 }
308 465
466 /* This returns TRUE if the object is something that
467 * should be displayed in the floorbox/inventory window
468 */
469 MTH bool client_visible () const
470 {
471 return !invisible && type != PLAYER;
472 }
473
474 MTH struct region *region () const;
475
309protected: 476protected:
310 friend struct archetype; 477 friend struct archetype;
311 478
312 void link (); 479 void link ();
313 void unlink (); 480 void unlink ();
314 481
315 object (); 482 object ();
316 ~object (); 483 ~object ();
317}; 484};
318 485
319// compatibility functions/macros 486typedef object_vector<object, &object::index > objectvec;
320#define clear_owner(op) (op)->owner = 0 487typedef object_vector<object, &object::active> activevec;
321#define copy_owner(op,other) (op)->owner = (other)->owner
322#define get_owner(op) (op)->owner
323#define clear_object(op) (op)->clear ()
324 488
325static inline void 489extern objectvec objects;
326set_owner (object *op, object *owner) 490extern activevec actives;
327{
328 op->set_owner (owner);
329}
330 491
331#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 492#define for_all_objects(var) \
493 for (unsigned _i = 0; _i < objects.size (); ++_i) \
494 declvar (object *, var, objects [_i])
495
496#define for_all_actives(var) \
497 for (unsigned _i = 0; _i < actives.size (); ++_i) \
498 declvar (object *, var, actives [_i])
332 499
333typedef struct oblnk 500typedef struct oblnk
334{ /* Used to link together several objects */ 501{ /* Used to link together several objects */
335 object_ptr ob; 502 object_ptr ob;
336 struct oblnk *next; 503 struct oblnk *next;
350 * be much left in the archetype - all it really is is a holder for the 517 * be much left in the archetype - all it really is is a holder for the
351 * object and pointers. This structure should get removed, and just replaced 518 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 519 * by the object structure
353 */ 520 */
354 521
355ACC_CLASS (archetype) 522INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 523struct archetype : zero_initialised, attachable
357{ 524{
358 archetype (); 525 archetype ();
359 ~archetype (); 526 ~archetype ();
527 void gather_callbacks (AV *&callbacks, event_type event) const;
360 528
529 static archetype *read (object_thawer &f);
530 static archetype *get (const char *name); // find or create
361 static archetype *find (const char *arch); 531 static archetype *find (const char *name);
362 532
363 void hash_add (); // add to hastable 533 void hash_add (); // add to hashtable
364 void hash_del (); // remove from hashtable 534 void hash_del (); // remove from hashtable
365 535
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 536 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 537 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 538 struct archetype *ACC (RW, head); /* The main part of a linked object */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */ 539 struct archetype *ACC (RW, more); /* Next part of a linked object */
370 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 540 object ACC (RO, clone); /* An object from which to do ->copy_to () */
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 541 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
542 bool ACC (RW, linked); // linked into list of heads
372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 543 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
373 * in comparison to the head. 544 * in comparison to the head.
374 */ 545 */
375}; 546};
376
377extern object *objects;
378extern object *active_objects;
379
380extern int nrofallocobjects;
381
382/* This returns TRUE if the object is something that
383 * should be displayed in the look window
384 */
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
386 547
387/* Used by update_object to know if the object being passed is 548/* Used by update_object to know if the object being passed is
388 * being added or removed. 549 * being added or removed.
389 */ 550 */
390#define UP_OBJ_INSERT 1 551#define UP_OBJ_INSERT 1
425#define INS_ON_TOP 0x0008 586#define INS_ON_TOP 0x0008
426#define INS_BELOW_ORIGINATOR 0x0010 587#define INS_BELOW_ORIGINATOR 0x0010
427#define INS_MAP_LOAD 0x0020 588#define INS_MAP_LOAD 0x0020
428 589
429#define ARCH_SINGULARITY "singularity" 590#define ARCH_SINGULARITY "singularity"
430#define ARCH_SINGULARITY_LEN 11
431#define ARCH_DETECT_MAGIC "detect_magic" 591#define ARCH_DETECT_MAGIC "detect_magic"
432#define ARCH_DEPLETION "depletion" 592#define ARCH_DEPLETION "depletion"
433#define ARCH_SYMPTOM "symptom" 593#define ARCH_SYMPTOM "symptom"
434 594
435#endif 595#endif

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