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Comparing deliantra/server/include/object.h (file contents):
Revision 1.36 by root, Thu Sep 14 17:10:25 2006 UTC vs.
Revision 1.119 by root, Sat May 12 13:27:37 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 ();
92extern const uint64 UUID_SKIP;
68 93
69/* Definition for WILL_APPLY values. Replaces having harcoded values 94/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 95 * sprinkled in the code. Note that some of these also replace fields
71 * that were in the can_apply area. What is the point of having both 96 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 97 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 102#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 103#define WILL_APPLY_FOOD 0x10
79 104
80/* 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
81 * 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,
82 * e.g. copy_object. 107 * e.g. ->copy_to ()
83 */ 108 */
84 109
85// these are not being copied 110struct body_slot
86ACC_CLASS (object)
87struct object_keep : refcounted
88{ 111{
89 tag_t ACC (RW, count); /* Generation count for this object */ 112 signed char info:4; /* body info as loaded from the file */
90 UUID uuid; // Unique Identifier, survives saves etc. 113 signed char used:4; /* Calculated value based on items equipped */
91
92 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113}; 114};
114 115
116INTERFACE_CLASS (object)
115// these are being copied 117// these are being copied
116struct object_copy : attachable<object> 118struct object_copy : attachable
117{ 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
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 129 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 130 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 131 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 132 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 133 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 134 /* If this is an exit, this is the filename */
124 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 */
125 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 */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 137 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 138 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 139 shstr ACC (RW, materialname); /* specific material name */
129 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 */
130 refptr<object> 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 */
131 refptr<object> 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 */
132 refptr<object> 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 */
133 refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ 145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 147 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 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 */
138 151
139// these are being copied and also cleared
140struct object_pod
141{
142 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144 float ACC (RW, speed); /* The overall speed of this object */ 152 float ACC (RW, speed); /* The overall speed of this object */
145 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 */
146 uint32 ACC (RW, nrof); /* How many of the objects */ 154 uint32 ACC (RW, nrof); /* How many of the objects */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 155
150 /* This next big block are basically used for monsters and equipment */ 156 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */
153 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
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 159 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 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 */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 164 uint16 ACC (RW, materials); /* What materials this object consists of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 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) */
163 /* Note that the last_.. values are sometimes used for non obvious 168 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 170 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 174 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */ 176 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 178 sint8 ACC (RW, item_power); /* power rating of the object */
174 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 179 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 181 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 183 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 sint64 ACC (RW, perm_exp); /* Permanent exp */ 184 sint64 ACC (RW, perm_exp); /* Permanent exp */
180 uint32 ACC (RW, weapontype); /* type of weapon */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
181 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
182 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 187 body_slot slot [NUM_BODY_LOCATIONS];
183 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 188 faceidx ACC (RW, face); /* Face with colors */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */ 189 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 190 /* See the pod/objects.pod for more info about body locations */
186 191
187 /* Following mostly refers to fields only used for monsters */ 192 /* Following mostly refers to fields only used for monsters */
188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 /* changes made by kholland@sunlab.cit.cornell.edu */ 194
190 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
191 sint32 ACC (RW, move_status); /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
193 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. */
194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 200 /* races/classes can need less/more exp to gain levels */
196 201
197 /* Spell related information, may be useful elsewhere 202 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
199 * only used in spells. 204 * only used in spells.
200 */ 205 */
201 sint16 ACC (RW, duration); /* How long the spell lasts */ 206 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
208
203 uint16 ACC (RW, start_holding); 209 uint16 ACC (RW, start_holding);
204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 210 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
205 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
206 sint8 ACC (RW, range); /* Range of the spell */ 213 sint8 ACC (RW, range); /* Range of the spell */
207 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 */
215 MoveType ACC (RW, move_type); /* Type of movement this object uses */
216 MoveType ACC (RW, move_block);/* What movement types this blocks */
217
218 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
219 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
220 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
221 MoveType ACC (RW, move_slow); /* Movement types this slows down */
222
223 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
224
208 char *ACC (RW, spellarg); 225 char *ACC (RW, spellarg);
209 226
210 /* Following are values used by any object */ 227 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 229 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 230 flags_t flag; /* various flags */
213 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 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
242struct object : zero_initialised, object_copy
243{
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 */
246
247 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 int ACC (RO, count);
249 int ACC (RO, index); // index into objects
250 int ACC (RO, active); // index into actives
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?
214 key_value *key_values; /* Fields not explictly known by the loader. */ 269 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */
216 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */
223 270
224 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
225 MoveType ACC (RW, move_block); /* What movement types this blocks */ 272 void post_load_check (); // do some adjustments after parsing
226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 273 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
227 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 274 bool write (object_freezer &f);
228 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
229 MoveType ACC (RW, move_slow); /* Movement types this slows down */
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231};
232 275
233struct object : zero_initialised, object_keep, object_copy, object_pod
234{
235 static object *create (); 276 MTH static object *create ();
277 object &operator =(const object &src);
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;
236 void free (bool free_inventory = false); 282 MTH void destroy (bool destroy_inventory = false);
237 283
238 static void free_mortals (); 284 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
285 MTH void destroy_inv (bool drop_to_ground = false);
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 }
293
294 // move this object to the top of its env's inventory to speed up
295 // searches for it.
296 MTH void inv_splay ()
297 {
298 if (env && env->inv != this)
299 {
300 if (above) above->below = below;
301 if (below) below->above = above;
302
303 above = 0;
304 below = env->inv;
305 below->above = this;
306 env->inv = this;
307 }
308 }
309
239 static bool can_merge (object *op1, object *op2); 310 static bool can_merge_slow (object *op1, object *op2);
240 311
241 void clear (); 312 // this is often used in time-critical code, so optimise
242 void clone (object *destination); 313 MTH static bool can_merge (object *op1, object *op2)
243
244 void instantiate ()
245 { 314 {
246 if (!uuid.seq) // HACK 315 return op1->value == op2->value
247 uuid = gen_uuid (); 316 && op1->name == op2->name
248 317 && can_merge_slow (op1, op2);
249 attachable<object>::instantiate ();
250 } 318 }
251 319
252 void set_owner (object *owner); 320 MTH void set_owner (object *owner);
321 MTH void set_speed (float speed);
322 MTH void set_weapon (object *ob);
323
324 MTH void open_container (object *new_container);
325 MTH void close_container ()
326 {
327 open_container (0);
328 }
329
330 MTH void instantiate ();
331
332 // recalculate all stats
333 MTH void update_stats ();
334 MTH void roll_stats ();
335 MTH void swap_stats (int a, int b);
336 MTH void add_statbonus ();
337 MTH void remove_statbonus ();
338 MTH void drain_stat ();
339 MTH void drain_specific_stat (int deplete_stats);
340 MTH void change_luck (int value);
253 341
254 // info must hold 256 * 3 bytes currently 342 // info must hold 256 * 3 bytes currently
255 const char *debug_desc (char *info) const; 343 const char *debug_desc (char *info) const;
256 const char *debug_desc () const; 344 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
345 const char *flag_desc (char *desc, int len) const;
346
347 int number_of () const
348 {
349 return nrof ? nrof : 1;
350 }
351
352 uint64 total_weight () const
353 {
354 return weight * number_of ();
355 }
356
357 // return the dominant material of this item, always return something
358 const materialtype_t *dominant_material () const;
359
360 // return the volume of this object in cm³
361 uint64 volume () const
362 {
363 return total_weight ()
364 * 1000
365 * (type == CONTAINER ? 1000 : 1)
366 / dominant_material ()->density;
367 }
368
369 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
370 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
371 || type == CLOAK || type == BOOTS || type == GLOVES
372 || type == BRACERS || type == GIRDLE; }
373 MTH bool is_alive () const { return (type == PLAYER
374 || flag [FLAG_MONSTER]
375 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
376 && !flag [FLAG_IS_A_TEMPLATE]; }
377 MTH bool is_arrow () const { return type == ARROW
378 || (type == SPELL_EFFECT
379 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
380 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
381
382 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
383
384 // temporary: wether the object can be saved in a map file
385 // contr => is a player
386 // head => only save head of a multitile object
387 // owner => can not reference owner yet
388 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
389
390 /* This return true if object has still randomitems which
391 * could be expanded.
392 */
393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
394
395 // returns the player that has this object in his inventory, or 0
396 MTH object *in_player () const
397 {
398 for (object *op = env; op; op = op->env)
399 if (op->type == PLAYER)
400 return op;
401
402 return 0;
403 }
404
405 // "temporary" helper function
406 MTH object *head_ ()
407 {
408 return head ? head : this;
409 }
410
411 MTH std::string long_desc (object *who = 0);
412 MTH std::string describe_monster (object *who = 0);
413 MTH std::string describe_item (object *who = 0);
414 MTH std::string describe (object *who = 0);
415
416 // If this object has no extra parts but should have them,
417 // add them, effectively expanding heads into multipart
418 // objects. This method only works on objects not inserted
419 // anywhere.
420 MTH void expand_tail ();
421
422 MTH void create_treasure (treasurelist *tl, int flags = 0);
423
424 // insert object at same map position as 'where'
425 // handles both inventory and map "positions"
426 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
427
428 MTH void activate ();
429 MTH void deactivate ();
430 MTH void activate_recursive ();
431 MTH void deactivate_recursive ();
432
433 // set the givne flag on all objects in the inventory recursively
434 MTH void set_flag_inv (int flag, int value = 1);
435
436 void enter_exit (object *exit);//Perl
437 MTH void enter_map (maptile *newmap, int x, int y);
438
439 // returns the mapspace this object is in
440 mapspace &ms () const;
257 441
258 // fully recursive iterator 442 // fully recursive iterator
259 struct iterator_base 443 struct iterator_base
260 { 444 {
261 object *item; 445 object *item;
268 operator object *() const { return item; } 452 operator object *() const { return item; }
269 453
270 object *operator ->() const { return item; } 454 object *operator ->() const { return item; }
271 object &operator * () const { return *item; } 455 object &operator * () const { return *item; }
272 }; 456 };
457
458 MTH unsigned int random_seed () const
459 {
460 return (unsigned int)uuid.seq;
461 }
273 462
274 // depth-first recursive iterator 463 // depth-first recursive iterator
275 struct depth_iterator : iterator_base 464 struct depth_iterator : iterator_base
276 { 465 {
277 depth_iterator (object *container); 466 depth_iterator (object *container);
288 object *end () 477 object *end ()
289 { 478 {
290 return this; 479 return this;
291 } 480 }
292 481
482 /* This returns TRUE if the object is something that
483 * should be displayed in the floorbox/inventory window
484 */
485 MTH bool client_visible () const
486 {
487 return !invisible && type != PLAYER;
488 }
489
490 MTH struct region *region () const;
491
293protected: 492protected:
294 friend struct archetype; 493 friend struct archetype;
295 494
296 void link (); 495 void link ();
297 void unlink (); 496 void unlink ();
298 497
299 object (); 498 object ();
300 ~object (); 499 ~object ();
301}; 500};
302 501
303#define get_object() object::create () 502typedef object_vector<object, &object::index > objectvec;
304#define free_object(op) (op)->free (0) 503typedef object_vector<object, &object::active> activevec;
305#define free_object2(op, free_inv) (op)->free (free_inv)
306#define clear_owner(op) (op)->owner = 0
307#define copy_owner(op,other) (op)->owner = (other)->owner
308#define get_owner(op) (op)->owner
309#define clear_object(op) (op)->clear ()
310 504
311static inline void 505extern objectvec objects;
312set_owner (object *op, object *owner) 506extern activevec actives;
313{
314 op->set_owner (owner);
315}
316 507
317#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 508#define for_all_objects(var) \
509 for (unsigned _i = 0; _i < objects.size (); ++_i) \
510 declvar (object *, var, objects [_i])
511
512#define for_all_actives(var) \
513 for (unsigned _i = 0; _i < actives.size (); ++_i) \
514 declvar (object *, var, actives [_i])
318 515
319typedef struct oblnk 516typedef struct oblnk
320{ /* Used to link together several objects */ 517{ /* Used to link together several objects */
321 object *ob; 518 object_ptr ob;
322 struct oblnk *next; 519 struct oblnk *next;
323 tag_t id;
324} objectlink; 520} objectlink;
325 521
326typedef struct oblinkpt 522typedef struct oblinkpt
327{ /* Used to link together several object links */ 523{ /* Used to link together several object links */
328 struct oblnk *link; 524 struct oblnk *link;
337 * be much left in the archetype - all it really is is a holder for the 533 * be much left in the archetype - all it really is is a holder for the
338 * object and pointers. This structure should get removed, and just replaced 534 * object and pointers. This structure should get removed, and just replaced
339 * by the object structure 535 * by the object structure
340 */ 536 */
341 537
342ACC_CLASS(archetype) 538INTERFACE_CLASS (archetype)
343struct archetype : zero_initialised 539struct archetype : zero_initialised, attachable
344{ 540{
345 archetype (); 541 archetype ();
346 ~archetype (); 542 ~archetype ();
543 void gather_callbacks (AV *&callbacks, event_type event) const;
347 544
545 static archetype *read (object_thawer &f);
546 static archetype *get (const char *name); // find or create
547 static archetype *find (const char *name);
548
549 void hash_add (); // add to hashtable
550 void hash_del (); // remove from hashtable
551
348 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 552 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
349 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 553 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
350 struct archetype *ACC (RW, head); /* The main part of a linked object */ 554 struct archetype *ACC (RW, head); /* The main part of a linked object */
351 struct archetype *ACC (RW, more); /* Next part of a linked object */ 555 struct archetype *ACC (RW, more); /* Next part of a linked object */
352 object ACC (RO, clone); /* An object from which to do copy_object() */ 556 object ACC (RO, clone); /* An object from which to do ->copy_to () */
353 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 557 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
558 bool ACC (RW, linked); // linked into list of heads
354 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 559 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
355 * in comparison to the head. 560 * in comparison to the head.
356 */ 561 */
357}; 562};
358
359extern object *objects;
360extern object *active_objects;
361
362extern int nrofallocobjects;
363
364/* This returns TRUE if the object is something that
365 * should be displayed in the look window
366 */
367#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
368 563
369/* Used by update_object to know if the object being passed is 564/* Used by update_object to know if the object being passed is
370 * being added or removed. 565 * being added or removed.
371 */ 566 */
372#define UP_OBJ_INSERT 1 567#define UP_OBJ_INSERT 1
407#define INS_ON_TOP 0x0008 602#define INS_ON_TOP 0x0008
408#define INS_BELOW_ORIGINATOR 0x0010 603#define INS_BELOW_ORIGINATOR 0x0010
409#define INS_MAP_LOAD 0x0020 604#define INS_MAP_LOAD 0x0020
410 605
411#define ARCH_SINGULARITY "singularity" 606#define ARCH_SINGULARITY "singularity"
412#define ARCH_SINGULARITY_LEN 11
413#define ARCH_DETECT_MAGIC "detect_magic" 607#define ARCH_DETECT_MAGIC "detect_magic"
414#define ARCH_DEPLETION "depletion" 608#define ARCH_DEPLETION "depletion"
415#define ARCH_SYMPTOM "symptom" 609#define ARCH_SYMPTOM "symptom"
416 610
417#endif 611#endif
612

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