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Comparing deliantra/server/include/object.h (file contents):
Revision 1.120 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.152 by root, Tue Oct 16 00:30:24 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35enum { 34enum {
35 body_skill,
36 body_combat,
36 body_range, 37 body_range,
37 body_shield, 38 body_shield,
38 body_combat,
39 body_arm, 39 body_arm,
40 body_torso, 40 body_torso,
41 body_head, 41 body_head,
42 body_neck, 42 body_neck,
43 body_skill,
44 body_finger, 43 body_finger,
45 body_shoulder, 44 body_shoulder,
46 body_foot, 45 body_foot,
47 body_hand, 46 body_hand,
48 body_wrist, 47 body_wrist,
49 body_waist, 48 body_waist,
50 NUM_BODY_LOCATIONS 49 NUM_BODY_LOCATIONS
51}; 50};
52 51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
53/* See common/item.c */ 59/* See common/item.c */
54 60
55typedef struct Body_Locations 61typedef struct Body_Locations
56{ 62{
57 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
58 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
59 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
60} Body_Locations; 66} Body_Locations;
61 67
62extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
100#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
101#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
102#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
103#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
104 110
105/* However, if you're keeping a pointer of some sort, you probably
106 * don't just want it copied, so you'll need to add to common/object.C,
107 * e.g. ->copy_to ()
108 */
109
110struct body_slot 111struct body_slot
111{ 112{
112 signed char info:4; /* body info as loaded from the file */ 113 signed char info:4; /* body info as loaded from the file */
113 signed char used:4; /* Calculated value based on items equipped */ 114 signed char used:4; /* Calculated value based on items equipped */
114}; 115};
130 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
131 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
132 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
133 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
134 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
136 shstr ACC (RW, tag); // a tag used to tracking this object
135 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
136 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
137 shstr ACC (RW, lore); /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
138 /* To get put into books and the like. */ 140 /* To get put into books and the like. */
139 shstr ACC (RW, materialname); /* specific material name */ 141 shstr ACC (RW, materialname); /* specific material name */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */ 185 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */ 186 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */ 187 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 body_slot slot [NUM_BODY_LOCATIONS]; 189 body_slot slot [NUM_BODY_LOCATIONS];
188 faceidx ACC (RW, face); /* Face with colors */ 190 faceidx ACC (RW, face); /* the graphical face */
191 faceidx ACC (RW, sound); /* the sound face */
192 faceidx ACC (RW, sound_destroy); /* played on destroy */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */ 193 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the pod/objects.pod for more info about body locations */ 194 /* See the pod/objects.pod for more info about body locations */
191 195
192 /* Following mostly refers to fields only used for monsters */ 196 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 197 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
244 // These variables are not changed by ->copy_to 248 // These variables are not changed by ->copy_to
245 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 249 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
246 250
247 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 251 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 int ACC (RO, count); 252 int ACC (RO, count);
249 int ACC (RO, index); // index into objects 253 object_vector_index ACC (RO, index); // index into objects
250 int ACC (RO, active); // index into actives 254 object_vector_index ACC (RO, active); // index into actives
251 255
252 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 256 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
253 257
254 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 258 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 */ 259 object *ACC (RW, above); /* Pointer to the object stacked above this one */
256 /* Note: stacked in the *same* environment */ 260 /* Note: stacked in the *same* environment */
257 object *inv; /* Pointer to the first object in the inventory */ 261 object *inv; /* Pointer to the first object in the inventory */
267 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 271 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? 272 client_container *seen_by; // seen by which player/container currently?
269 key_value *key_values; /* Fields not explictly known by the loader. */ 273 key_value *key_values; /* Fields not explictly known by the loader. */
270 274
271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 275 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 276 MTH 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. 277 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
274 bool write (object_freezer &f); 278 bool write (object_freezer &f);
275 279
280 MTH int slottype () const;
276 MTH static object *create (); 281 MTH static object *create ();
282 const mapxy &operator =(const mapxy &pos);
277 object &operator =(const object &src); 283 object &operator =(const object &src);
278 MTH void copy_to (object *dst); 284 MTH void copy_to (object *dst);
279 MTH object *clone (); // create + copy_to 285 MTH object *clone (); // create + copy_to
280 void do_destroy (); 286 void do_destroy ();
281 void gather_callbacks (AV *&callbacks, event_type event) const; 287 void gather_callbacks (AV *&callbacks, event_type event) const;
282 MTH void destroy (bool destroy_inventory = false); 288 MTH void destroy (bool destroy_inventory = false);
283 289
284 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 290 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
285 MTH void destroy_inv (bool drop_to_ground = false); 291 MTH void destroy_inv (bool drop_to_ground = false);
286 MTH object *insert (object *item); // insert into inventory 292 MTH object *insert (object *item); // insert into inventory
293 MTH void play_sound (faceidx sound) const;
294
287 void do_remove (); 295 void do_remove ();
288 MTH void remove () 296 MTH void remove ()
289 { 297 {
290 if (!flag [FLAG_REMOVED]) 298 if (!flag [FLAG_REMOVED])
291 do_remove (); 299 do_remove ();
292 } 300 }
293 301
294 // move this object to the top of its env's inventory to speed up 302 MTH bool blocked (maptile *m, int x, int y) const;
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
303 above = 0; 304 void move_to (const mapxy &pos)
304 below = env->inv; 305 {
305 below->above = this; 306 remove ();
306 env->inv = this; 307 *this = pos;
307 } 308 insert_at (this, this);
308 } 309 }
309 310
310 static bool can_merge_slow (object *op1, object *op2); 311 static bool can_merge_slow (object *op1, object *op2);
311 312
312 // this is often used in time-critical code, so optimise 313 // this is often used in time-critical code, so optimise
318 } 319 }
319 320
320 MTH void set_owner (object *owner); 321 MTH void set_owner (object *owner);
321 MTH void set_speed (float speed); 322 MTH void set_speed (float speed);
322 MTH bool change_weapon (object *ob); 323 MTH bool change_weapon (object *ob);
324 MTH bool change_skill (object *ob);
323 325
324 MTH void open_container (object *new_container); 326 MTH void open_container (object *new_container);
325 MTH void close_container () 327 MTH void close_container ()
326 { 328 {
327 open_container (0); 329 open_container (0);
330 }
331
332 MTH object *force_find (const shstr name);
333 MTH void force_add (const shstr name, int duration = 0);
334
335 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
336 bool should_invoke (event_type event)
337 {
338 return ev_want_event [event] || ev_want_type [type] || cb;
328 } 339 }
329 340
330 MTH void instantiate (); 341 MTH void instantiate ();
331 342
332 // recalculate all stats 343 // recalculate all stats
383 394
384 // temporary: wether the object can be saved in a map file 395 // temporary: wether the object can be saved in a map file
385 // contr => is a player 396 // contr => is a player
386 // head => only save head of a multitile object 397 // head => only save head of a multitile object
387 // owner => can not reference owner yet 398 // owner => can not reference owner yet
388 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 399 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
389 400
390 /* This return true if object has still randomitems which 401 /* This return true if object has still randomitems which
391 * could be expanded. 402 * could be expanded.
392 */ 403 */
393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 404 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
404 415
405 // "temporary" helper function 416 // "temporary" helper function
406 MTH object *head_ () 417 MTH object *head_ ()
407 { 418 {
408 return head ? head : this; 419 return head ? head : this;
420 }
421
422 MTH bool is_head ()
423 {
424 return head_ () == this;
409 } 425 }
410 426
411 MTH std::string long_desc (object *who = 0); 427 MTH std::string long_desc (object *who = 0);
412 MTH std::string describe_monster (object *who = 0); 428 MTH std::string describe_monster (object *who = 0);
413 MTH std::string describe_item (object *who = 0); 429 MTH std::string describe_item (object *who = 0);
422 MTH void create_treasure (treasurelist *tl, int flags = 0); 438 MTH void create_treasure (treasurelist *tl, int flags = 0);
423 439
424 // insert object at same map position as 'where' 440 // insert object at same map position as 'where'
425 // handles both inventory and map "positions" 441 // handles both inventory and map "positions"
426 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 442 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
443 MTH void drop_unpaid_items ();
427 444
428 MTH void activate (); 445 MTH void activate ();
429 MTH void deactivate (); 446 MTH void deactivate ();
430 MTH void activate_recursive (); 447 MTH void activate_recursive ();
431 MTH void deactivate_recursive (); 448 MTH void deactivate_recursive ();
487 return !invisible && type != PLAYER; 504 return !invisible && type != PLAYER;
488 } 505 }
489 506
490 MTH struct region *region () const; 507 MTH struct region *region () const;
491 508
509 void statusmsg (const char *msg, int color = NDI_BLACK);
510 void failmsg (const char *msg, int color = NDI_RED);
511
512 const char *query_inventory (object *who = 0, const char *indent = "");
513
514 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
515 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
516
492protected: 517protected:
493 friend struct archetype;
494
495 void link (); 518 void link ();
496 void unlink (); 519 void unlink ();
497 520
498 object (); 521 object ();
499 ~object (); 522 ~object ();
500}; 523};
501 524
502typedef object_vector<object, &object::index > objectvec; 525// move this object to the top of its env's inventory to speed up
503typedef object_vector<object, &object::active> activevec; 526// searches for it.
527static object *
528splay (object *ob)
529{
530 if (ob->env && ob->env->inv != ob)
531 {
532 if (ob->above) ob->above->below = ob->below;
533 if (ob->below) ob->below->above = ob->above;
504 534
505extern objectvec objects; 535 ob->above = 0;
506extern activevec actives; 536 ob->below = ob->env->inv;
537 ob->below->above = ob;
538 ob->env->inv = ob;
539 }
507 540
508#define for_all_objects(var) \ 541 return ob;
509 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 542}
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])
515 543
516typedef struct oblnk 544typedef struct oblnk
517{ /* Used to link together several objects */ 545{ /* Used to link together several objects */
518 object_ptr ob; 546 object_ptr ob;
519 struct oblnk *next; 547 struct oblnk *next;
523{ /* Used to link together several object links */ 551{ /* Used to link together several object links */
524 struct oblnk *link; 552 struct oblnk *link;
525 long value; /* Used as connected value in buttons/gates */ 553 long value; /* Used as connected value in buttons/gates */
526 struct oblinkpt *next; 554 struct oblinkpt *next;
527} oblinkpt; 555} oblinkpt;
556
557object *find_skill_by_name (object *who, const char *name);
558object *find_skill_by_name (object *who, const shstr &sh);
559object *find_skill_by_number (object *who, int skillno);
528 560
529/* 561/*
530 * The archetype structure is a set of rules on how to generate and manipulate 562 * The archetype structure is a set of rules on how to generate and manipulate
531 * objects which point to archetypes. 563 * objects which point to archetypes.
532 * This probably belongs in arch.h, but there really doesn't appear to 564 * This probably belongs in arch.h, but there really doesn't appear to
534 * object and pointers. This structure should get removed, and just replaced 566 * object and pointers. This structure should get removed, and just replaced
535 * by the object structure 567 * by the object structure
536 */ 568 */
537 569
538INTERFACE_CLASS (archetype) 570INTERFACE_CLASS (archetype)
539struct archetype : zero_initialised, attachable 571struct archetype : object
540{ 572{
541 archetype (); 573 archetype (const char *name);
542 ~archetype (); 574 ~archetype ();
543 void gather_callbacks (AV *&callbacks, event_type event) const; 575 void gather_callbacks (AV *&callbacks, event_type event) const;
544 576
545 static archetype *read (object_thawer &f); 577 static archetype *read (object_thawer &f);
578
546 static archetype *get (const char *name); // find or create 579 MTH static archetype *get (const_utf8_string name); // find or create
547 static archetype *find (const char *name); 580 MTH static archetype *find (const_utf8_string name);
548 581
549 void hash_add (); // add to hashtable 582 MTH void link ();
550 void hash_del (); // remove from hashtable 583 MTH void unlink ();
551 584
585 MTH object *instance ();
586
587 object_vector_index ACC (RW, archid); // index in archvector
552 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 588 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
553 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 589 bool ACC (RW, stub); // if true, this is an invalid archetype
554 struct archetype *ACC (RW, head); /* The main part of a linked object */ 590
555 struct archetype *ACC (RW, more); /* Next part of a linked object */ 591 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
556 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 592 sint8 ACC (RW, max_x), ACC (RW, max_y);
557 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
558 bool ACC (RW, linked); // linked into list of heads
559 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
560 * in comparison to the head.
561 */
562}; 593};
594
595inline void
596object_freezer::put (keyword k, archetype *v)
597{
598 put (k, v ? &v->archname : (const char *)0);
599}
600
601typedef object_vector<object, &object::index > objectvec;
602typedef object_vector<object, &object::active> activevec;
603typedef object_vector<archetype, &archetype::archid> archvec;
604
605extern objectvec objects;
606extern activevec actives;
607extern archvec archetypes;
608
609#define for_all_objects(var) \
610 for (unsigned _i = 0; _i < objects.size (); ++_i) \
611 statementvar (object *, var, objects [_i])
612
613#define for_all_actives(var) \
614 for (unsigned _i = 0; _i < actives.size (); ++_i) \
615 statementvar (object *, var, actives [_i])
616
617#define for_all_archetypes(var) \
618 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
619 statementvar (archetype *, var, archetypes [_i])
563 620
564/* Used by update_object to know if the object being passed is 621/* Used by update_object to know if the object being passed is
565 * being added or removed. 622 * being added or removed.
566 */ 623 */
567#define UP_OBJ_INSERT 1 624#define UP_OBJ_INSERT 1
584 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 641 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
585 * Use for treasure chests so the new object is the highest thing 642 * Use for treasure chests so the new object is the highest thing
586 * beneath the player, but not actually above it. Note - the 643 * beneath the player, but not actually above it. Note - the
587 * map and x,y coordinates for the object to be inserted must 644 * map and x,y coordinates for the object to be inserted must
588 * match the originator. 645 * match the originator.
589 * INS_MAP_LOAD: disable lots of checkings done at insertion to
590 * speed up map loading process, as we assume the ordering in
591 * loaded map is correct.
592 * 646 *
593 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 647 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
594 * are mutually exclusive. The behaviour for passing more than one 648 * are mutually exclusive. The behaviour for passing more than one
595 * should be considered undefined - while you may notice what happens 649 * should be considered undefined - while you may notice what happens
596 * right now if you pass more than one, that could very well change 650 * right now if you pass more than one, that could very well change
599#define INS_NO_MERGE 0x0001 653#define INS_NO_MERGE 0x0001
600#define INS_ABOVE_FLOOR_ONLY 0x0002 654#define INS_ABOVE_FLOOR_ONLY 0x0002
601#define INS_NO_WALK_ON 0x0004 655#define INS_NO_WALK_ON 0x0004
602#define INS_ON_TOP 0x0008 656#define INS_ON_TOP 0x0008
603#define INS_BELOW_ORIGINATOR 0x0010 657#define INS_BELOW_ORIGINATOR 0x0010
604#define INS_MAP_LOAD 0x0020
605 658
606#define ARCH_SINGULARITY "singularity"
607#define ARCH_DETECT_MAGIC "detect_magic"
608#define ARCH_DEPLETION "depletion" 659#define ARCH_DEPLETION "depletion"
609#define ARCH_SYMPTOM "symptom"
610 660
611#endif 661#endif
612 662

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