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Comparing deliantra/server/include/object.h (file contents):
Revision 1.121 by root, Mon May 14 19:08:26 2007 UTC vs.
Revision 1.154 by root, Wed Apr 9 14:36:47 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 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 <support@deliantra.net>
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,
59 58
60/* See common/item.c */ 59/* See common/item.c */
61 60
62typedef struct Body_Locations 61typedef struct Body_Locations
63{ 62{
64 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
65 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 */
66 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 */
67} Body_Locations; 66} Body_Locations;
68 67
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
70 72
71/* 73/*
72 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
73 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 76 *
107#define WILL_APPLY_TREASURE 0x02 109#define WILL_APPLY_TREASURE 0x02
108#define WILL_APPLY_EARTHWALL 0x04 110#define WILL_APPLY_EARTHWALL 0x04
109#define WILL_APPLY_DOOR 0x08 111#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 112#define WILL_APPLY_FOOD 0x10
111 113
112/* However, if you're keeping a pointer of some sort, you probably
113 * don't just want it copied, so you'll need to add to common/object.C,
114 * e.g. ->copy_to ()
115 */
116
117struct body_slot 114struct body_slot
118{ 115{
119 signed char info:4; /* body info as loaded from the file */ 116 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */ 117 signed char used:4; /* Calculated value based on items equipped */
121}; 118};
137 shstr ACC (RW, name_pl); /* The plural name of the object */ 134 shstr ACC (RW, name_pl); /* The plural name of the object */
138 shstr ACC (RW, title); /* Of foo, etc */ 135 shstr ACC (RW, title); /* Of foo, etc */
139 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 136 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140 shstr ACC (RW, slaying); /* Which race to do double damage to */ 137 shstr ACC (RW, slaying); /* Which race to do double damage to */
141 /* If this is an exit, this is the filename */ 138 /* If this is an exit, this is the filename */
139 shstr ACC (RW, tag); // a tag used to tracking this object
142 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 140 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 141 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
144 shstr ACC (RW, lore); /* Obscure information about this object, */ 142 shstr ACC (RW, lore); /* Obscure information about this object, */
145 /* To get put into books and the like. */ 143 /* To get put into books and the like. */
146 shstr ACC (RW, materialname); /* specific material name */ 144 shstr ACC (RW, materialname); /* specific material name */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */ 188 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 body_slot slot [NUM_BODY_LOCATIONS]; 192 body_slot slot [NUM_BODY_LOCATIONS];
195 faceidx ACC (RW, face); /* Face with colors */ 193 faceidx ACC (RW, face); /* the graphical face */
194 faceidx ACC (RW, sound); /* the sound face */
195 faceidx ACC (RW, sound_destroy); /* played on destroy */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
198 198
199 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
251 // These variables are not changed by ->copy_to 251 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
253 253
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 255 int ACC (RO, count);
256 int ACC (RO, index); // index into objects 256 object_vector_index ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives 257 object_vector_index ACC (RO, active); // index into actives
258 258
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260 260
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
262 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */ 263 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
275 client_container *seen_by; // seen by which player/container currently? 275 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
277 277
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 void post_load_check (); // do some adjustments after parsing 279 MTH void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f); 281 bool write (object_freezer &f);
282 282
283 MTH int slottype () const; 283 MTH int slottype () const;
284 MTH static object *create (); 284 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos);
285 object &operator =(const object &src); 286 object &operator =(const object &src);
286 MTH void copy_to (object *dst); 287 MTH void copy_to (object *dst);
287 MTH object *clone (); // create + copy_to 288 MTH object *clone (); // create + copy_to
288 void do_destroy (); 289 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const; 290 void gather_callbacks (AV *&callbacks, event_type event) const;
290 MTH void destroy (bool destroy_inventory = false); 291 MTH void destroy (bool destroy_inventory = false);
291 292
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 293 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false); 294 MTH void destroy_inv (bool drop_to_ground = false);
294 MTH object *insert (object *item); // insert into inventory 295 MTH object *insert (object *item); // insert into inventory
296 MTH void play_sound (faceidx sound) const;
297
295 void do_remove (); 298 void do_remove ();
296 MTH void remove () 299 MTH void remove ()
297 { 300 {
298 if (!flag [FLAG_REMOVED]) 301 if (!flag [FLAG_REMOVED])
299 do_remove (); 302 do_remove ();
300 } 303 }
301 304
302 // move this object to the top of its env's inventory to speed up 305 MTH bool blocked (maptile *m, int x, int y) const;
303 // searches for it.
304 MTH void inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310 306
311 above = 0; 307 void move_to (const mapxy &pos)
312 below = env->inv; 308 {
313 below->above = this; 309 remove ();
314 env->inv = this; 310 *this = pos;
315 } 311 insert_at (this, this);
316 } 312 }
317 313
318 static bool can_merge_slow (object *op1, object *op2); 314 static bool can_merge_slow (object *op1, object *op2);
319 315
320 // this is often used in time-critical code, so optimise 316 // this is often used in time-critical code, so optimise
326 } 322 }
327 323
328 MTH void set_owner (object *owner); 324 MTH void set_owner (object *owner);
329 MTH void set_speed (float speed); 325 MTH void set_speed (float speed);
330 MTH bool change_weapon (object *ob); 326 MTH bool change_weapon (object *ob);
327 MTH bool change_skill (object *ob);
331 328
332 MTH void open_container (object *new_container); 329 MTH void open_container (object *new_container);
333 MTH void close_container () 330 MTH void close_container ()
334 { 331 {
335 open_container (0); 332 open_container (0);
333 }
334
335 MTH object *force_find (const shstr name);
336 MTH void force_add (const shstr name, int duration = 0);
337
338 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
339 bool should_invoke (event_type event)
340 {
341 return ev_want_event [event] || ev_want_type [type] || cb;
336 } 342 }
337 343
338 MTH void instantiate (); 344 MTH void instantiate ();
339 345
340 // recalculate all stats 346 // recalculate all stats
391 397
392 // temporary: wether the object can be saved in a map file 398 // temporary: wether the object can be saved in a map file
393 // contr => is a player 399 // contr => is a player
394 // head => only save head of a multitile object 400 // head => only save head of a multitile object
395 // owner => can not reference owner yet 401 // owner => can not reference owner yet
396 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 402 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
397 403
398 /* This return true if object has still randomitems which 404 /* This return true if object has still randomitems which
399 * could be expanded. 405 * could be expanded.
400 */ 406 */
401 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 407 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
412 418
413 // "temporary" helper function 419 // "temporary" helper function
414 MTH object *head_ () 420 MTH object *head_ ()
415 { 421 {
416 return head ? head : this; 422 return head ? head : this;
423 }
424
425 MTH bool is_head ()
426 {
427 return head_ () == this;
417 } 428 }
418 429
419 MTH std::string long_desc (object *who = 0); 430 MTH std::string long_desc (object *who = 0);
420 MTH std::string describe_monster (object *who = 0); 431 MTH std::string describe_monster (object *who = 0);
421 MTH std::string describe_item (object *who = 0); 432 MTH std::string describe_item (object *who = 0);
430 MTH void create_treasure (treasurelist *tl, int flags = 0); 441 MTH void create_treasure (treasurelist *tl, int flags = 0);
431 442
432 // insert object at same map position as 'where' 443 // insert object at same map position as 'where'
433 // handles both inventory and map "positions" 444 // handles both inventory and map "positions"
434 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 445 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
446 MTH void drop_unpaid_items ();
435 447
436 MTH void activate (); 448 MTH void activate ();
437 MTH void deactivate (); 449 MTH void deactivate ();
438 MTH void activate_recursive (); 450 MTH void activate_recursive ();
439 MTH void deactivate_recursive (); 451 MTH void deactivate_recursive ();
495 return !invisible && type != PLAYER; 507 return !invisible && type != PLAYER;
496 } 508 }
497 509
498 MTH struct region *region () const; 510 MTH struct region *region () const;
499 511
512 void statusmsg (const char *msg, int color = NDI_BLACK);
513 void failmsg (const char *msg, int color = NDI_RED);
514
515 const char *query_inventory (object *who = 0, const char *indent = "");
516
517 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
518 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
519
500protected: 520protected:
501 friend struct archetype;
502
503 void link (); 521 void link ();
504 void unlink (); 522 void unlink ();
505 523
506 object (); 524 object ();
507 ~object (); 525 ~object ();
508}; 526};
509 527
510typedef object_vector<object, &object::index > objectvec; 528// move this object to the top of its env's inventory to speed up
511typedef object_vector<object, &object::active> activevec; 529// searches for it.
530static object *
531splay (object *ob)
532{
533 if (ob->env && ob->env->inv != ob)
534 {
535 if (ob->above) ob->above->below = ob->below;
536 if (ob->below) ob->below->above = ob->above;
512 537
513extern objectvec objects; 538 ob->above = 0;
514extern activevec actives; 539 ob->below = ob->env->inv;
540 ob->below->above = ob;
541 ob->env->inv = ob;
542 }
515 543
516#define for_all_objects(var) \ 544 return ob;
517 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 545}
518 declvar (object *, var, objects [_i])
519
520#define for_all_actives(var) \
521 for (unsigned _i = 0; _i < actives.size (); ++_i) \
522 declvar (object *, var, actives [_i])
523 546
524typedef struct oblnk 547typedef struct oblnk
525{ /* Used to link together several objects */ 548{ /* Used to link together several objects */
526 object_ptr ob; 549 object_ptr ob;
527 struct oblnk *next; 550 struct oblnk *next;
531{ /* Used to link together several object links */ 554{ /* Used to link together several object links */
532 struct oblnk *link; 555 struct oblnk *link;
533 long value; /* Used as connected value in buttons/gates */ 556 long value; /* Used as connected value in buttons/gates */
534 struct oblinkpt *next; 557 struct oblinkpt *next;
535} oblinkpt; 558} oblinkpt;
559
560object *find_skill_by_name (object *who, const char *name);
561object *find_skill_by_name (object *who, const shstr &sh);
562object *find_skill_by_number (object *who, int skillno);
536 563
537/* 564/*
538 * The archetype structure is a set of rules on how to generate and manipulate 565 * The archetype structure is a set of rules on how to generate and manipulate
539 * objects which point to archetypes. 566 * objects which point to archetypes.
540 * This probably belongs in arch.h, but there really doesn't appear to 567 * This probably belongs in arch.h, but there really doesn't appear to
542 * object and pointers. This structure should get removed, and just replaced 569 * object and pointers. This structure should get removed, and just replaced
543 * by the object structure 570 * by the object structure
544 */ 571 */
545 572
546INTERFACE_CLASS (archetype) 573INTERFACE_CLASS (archetype)
547struct archetype : zero_initialised, attachable 574struct archetype : object
548{ 575{
549 archetype (); 576 archetype (const char *name);
550 ~archetype (); 577 ~archetype ();
551 void gather_callbacks (AV *&callbacks, event_type event) const; 578 void gather_callbacks (AV *&callbacks, event_type event) const;
552 579
553 static archetype *read (object_thawer &f); 580 static archetype *read (object_thawer &f);
581
554 static archetype *get (const char *name); // find or create 582 MTH static archetype *get (const_utf8_string name); // find or create
555 static archetype *find (const char *name); 583 MTH static archetype *find (const_utf8_string name);
556 584
557 void hash_add (); // add to hashtable 585 MTH void link ();
558 void hash_del (); // remove from hashtable 586 MTH void unlink ();
559 587
588 MTH object *instance ();
589
590 object_vector_index ACC (RW, archid); // index in archvector
560 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
561 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 592 bool ACC (RW, stub); // if true, this is an invalid archetype
562 struct archetype *ACC (RW, head); /* The main part of a linked object */ 593
563 struct archetype *ACC (RW, more); /* Next part of a linked object */ 594 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
564 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 595 sint8 ACC (RW, max_x), ACC (RW, max_y);
565 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
566 bool ACC (RW, linked); // linked into list of heads
567 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
568 * in comparison to the head.
569 */
570}; 596};
597
598inline void
599object_freezer::put (keyword k, archetype *v)
600{
601 put (k, v ? &v->archname : (const char *)0);
602}
603
604typedef object_vector<object, &object::index > objectvec;
605typedef object_vector<object, &object::active> activevec;
606typedef object_vector<archetype, &archetype::archid> archvec;
607
608extern objectvec objects;
609extern activevec actives;
610extern archvec archetypes;
611
612#define for_all_objects(var) \
613 for (unsigned _i = 0; _i < objects.size (); ++_i) \
614 statementvar (object *, var, objects [_i])
615
616#define for_all_actives(var) \
617 for (unsigned _i = 0; _i < actives.size (); ++_i) \
618 statementvar (object *, var, actives [_i])
619
620#define for_all_archetypes(var) \
621 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
622 statementvar (archetype *, var, archetypes [_i])
571 623
572/* Used by update_object to know if the object being passed is 624/* Used by update_object to know if the object being passed is
573 * being added or removed. 625 * being added or removed.
574 */ 626 */
575#define UP_OBJ_INSERT 1 627#define UP_OBJ_INSERT 1
592 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 644 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
593 * Use for treasure chests so the new object is the highest thing 645 * Use for treasure chests so the new object is the highest thing
594 * beneath the player, but not actually above it. Note - the 646 * beneath the player, but not actually above it. Note - the
595 * map and x,y coordinates for the object to be inserted must 647 * map and x,y coordinates for the object to be inserted must
596 * match the originator. 648 * match the originator.
597 * INS_MAP_LOAD: disable lots of checkings done at insertion to
598 * speed up map loading process, as we assume the ordering in
599 * loaded map is correct.
600 * 649 *
601 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 650 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
602 * are mutually exclusive. The behaviour for passing more than one 651 * are mutually exclusive. The behaviour for passing more than one
603 * should be considered undefined - while you may notice what happens 652 * should be considered undefined - while you may notice what happens
604 * right now if you pass more than one, that could very well change 653 * right now if you pass more than one, that could very well change
607#define INS_NO_MERGE 0x0001 656#define INS_NO_MERGE 0x0001
608#define INS_ABOVE_FLOOR_ONLY 0x0002 657#define INS_ABOVE_FLOOR_ONLY 0x0002
609#define INS_NO_WALK_ON 0x0004 658#define INS_NO_WALK_ON 0x0004
610#define INS_ON_TOP 0x0008 659#define INS_ON_TOP 0x0008
611#define INS_BELOW_ORIGINATOR 0x0010 660#define INS_BELOW_ORIGINATOR 0x0010
612#define INS_MAP_LOAD 0x0020
613 661
614#define ARCH_SINGULARITY "singularity"
615#define ARCH_DETECT_MAGIC "detect_magic"
616#define ARCH_DEPLETION "depletion" 662#define ARCH_DEPLETION "depletion"
617#define ARCH_SYMPTOM "symptom"
618 663
619#endif 664#endif
620 665

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