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Comparing deliantra/server/include/object.h (file contents):
Revision 1.55 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.121 by root, Mon May 14 19:08:26 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@schmorp.de 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};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
33 59
34/* See common/item.c */ 60/* See common/item.c */
35 61
36typedef struct Body_Locations 62typedef struct Body_Locations
37{ 63{
86/* However, if you're keeping a pointer of some sort, you probably 112/* However, if you're keeping a pointer of some sort, you probably
87 * don't just want it copied, so you'll need to add to common/object.C, 113 * don't just want it copied, so you'll need to add to common/object.C,
88 * e.g. ->copy_to () 114 * e.g. ->copy_to ()
89 */ 115 */
90 116
91typedef refptr<object> object_ptr; 117struct body_slot
92typedef refptr<archetype> arch_ptr; 118{
119 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121};
93 122
94// these are not being copied
95ACC_CLASS (object) 123INTERFACE_CLASS (object)
96struct object_keep : refcounted
97{
98 /* These variables are not changed by ->copy_to */
99
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
102
103 player *ACC (RW, contr); /* Pointer to the player which control this object */
104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */
109 /* need to be gone through. */
110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment */
113 object *inv; /* Pointer to the first object in the inventory */
114 object *ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now.
116 */
117 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in.
119 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
123};
124
125// these are being copied 124// these are being copied
126struct object_copy : attachable<object> 125struct object_copy : attachable
127{ 126{
127 typedef bitset<NUM_FLAGS> flags_t;
128
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
128 shstr ACC (RW, name); /* The name of the object, obviously... */ 136 shstr ACC (RW, name); /* The name of the object, obviously... */
129 shstr ACC (RW, name_pl); /* The plural name of the object */ 137 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */ 138 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */ 140 shstr ACC (RW, slaying); /* Which race to do double damage to */
133 /* If this is an exit, this is the filename */ 141 /* If this is an exit, this is the filename */
134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 142 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
136 shstr ACC (RW, lore); /* Obscure information about this object, */ 144 shstr ACC (RW, lore); /* Obscure information about this object, */
137 /* To get put into books and the like. */ 145 /* To get put into books and the like. */
138 shstr ACC (RW, materialname); /* specific material name */ 146 shstr ACC (RW, materialname); /* specific material name */
139 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 147 shstr ACC (RW, custom_name); /* Custom name assigned by player */
148// materialtype_t *ACC (RW, material); /* What material this object consists of */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 149 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 150 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 151 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 152 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 154 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 155 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147}; 156 arch_ptr ACC (RW, arch); /* Pointer to archetype */
157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
148 158
149// these are being copied and also cleared
150struct object_pod
151{
152 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
154 float ACC (RW, speed); /* The overall speed of this object */ 159 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 161 uint32 ACC (RW, nrof); /* How many of the objects */
157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159 162
160 /* This next big block are basically used for monsters and equipment */ 163 /* This next big block are basically used for monsters and equipment */
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 ACC (RW, material); /* What materials this object consist of */ 171 uint16 ACC (RW, materials); /* What materials this object consists of */
170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 194 body_slot slot [NUM_BODY_LOCATIONS];
193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 195 faceidx ACC (RW, face); /* Face with colors */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
195 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
196 198
197 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
199 /* changes made by kholland@sunlab.cit.cornell.edu */ 201
200 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
201 sint32 ACC (RW, move_status); /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
203 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */ 207 /* races/classes can need less/more exp to gain levels */
206 208
207 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
209 * only used in spells. 211 * only used in spells.
210 */ 212 */
211 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
212 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
213 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
216 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg);
219
220 /* Following are values used by any object */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233
234 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241};
242 231
232 char *ACC (RW, spellarg);
233
234 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */
236 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */
238#if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240#endif
241 uint16 ACC (RW, animation_id);/* An index into the animation array */
242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */
247};
248
243struct object : zero_initialised, object_keep, object_copy, object_pod 249struct object : zero_initialised, object_copy
244{ 250{
245 typedef unordered_vector<object *> vector; 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 */
246 253
247 static vector mortals; 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 static vector active; // active objects, not yet used 255 int ACC (RO, count);
249 static vector objects; // not used yet, use first->next->... 256 int ACC (RO, index); // index into objects
250 static object *first; // will be replaced by "objects" 257 int ACC (RO, active); // index into actives
251 258
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
260
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 */
263 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */
265
266 //TODO: container must move into client
267 object_ptr ACC (RW, container); /* Current container being used. I think this
268 * is only used by the player right now.
269 */
270 object *ACC (RW, env); /* Pointer to the object which is the environment.
271 * This is typically the container that the object is in.
272 */
273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
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?
276 key_value *key_values; /* Fields not explictly known by the loader. */
277
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
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);
282
283 MTH int slottype () const;
252 static object *create (); 284 MTH static object *create ();
285 object &operator =(const object &src);
253 void copy_to (object *dst); 286 MTH void copy_to (object *dst);
254 object *clone (); // create + copy_to 287 MTH object *clone (); // create + copy_to
288 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const;
255 void destroy (bool destroy_inventory = false); 290 MTH void destroy (bool destroy_inventory = false);
256 void remove (); 291
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false);
257 object *insert (object *item); // insert into inventory 294 MTH object *insert (object *item); // insert into inventory
295 void do_remove ();
296 MTH void remove ()
297 {
298 if (!flag [FLAG_REMOVED])
299 do_remove ();
300 }
258 301
259 static void free_mortals (); 302 // move this object to the top of its env's inventory to speed up
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
311 above = 0;
312 below = env->inv;
313 below->above = this;
314 env->inv = this;
315 }
316 }
317
260 static bool can_merge_slow (object *op1, object *op2); 318 static bool can_merge_slow (object *op1, object *op2);
261 319
262 // this is often used in time-critical code, so optimise 320 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2) 321 MTH static bool can_merge (object *op1, object *op2)
264 { 322 {
265 return op1->value == op2->value 323 return op1->value == op2->value
266 && op1->name == op2->name 324 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 325 && can_merge_slow (op1, op2);
268 } 326 }
269 327
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner); 328 MTH void set_owner (object *owner);
329 MTH void set_speed (float speed);
330 MTH bool change_weapon (object *ob);
275 331
332 MTH void open_container (object *new_container);
333 MTH void close_container ()
334 {
335 open_container (0);
336 }
337
276 void instantiate () 338 MTH void instantiate ();
277 {
278 if (!uuid.seq) // HACK
279 uuid = gen_uuid ();
280 339
281 attachable<object>::instantiate (); 340 // recalculate all stats
282 } 341 MTH void update_stats ();
342 MTH void roll_stats ();
343 MTH void swap_stats (int a, int b);
344 MTH void add_statbonus ();
345 MTH void remove_statbonus ();
346 MTH void drain_stat ();
347 MTH void drain_specific_stat (int deplete_stats);
348 MTH void change_luck (int value);
283 349
284 // info must hold 256 * 3 bytes currently 350 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 351 const char *debug_desc (char *info) const;
286 const char *debug_desc () const; 352 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
353 const char *flag_desc (char *desc, int len) const;
354
355 int number_of () const
356 {
357 return nrof ? nrof : 1;
358 }
359
360 uint64 total_weight () const
361 {
362 return weight * number_of ();
363 }
364
365 // return the dominant material of this item, always return something
366 const materialtype_t *dominant_material () const;
367
368 // return the volume of this object in cm³
369 uint64 volume () const
370 {
371 return total_weight ()
372 * 1000
373 * (type == CONTAINER ? 1000 : 1)
374 / dominant_material ()->density;
375 }
376
377 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
378 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
379 || type == CLOAK || type == BOOTS || type == GLOVES
380 || type == BRACERS || type == GIRDLE; }
381 MTH bool is_alive () const { return (type == PLAYER
382 || flag [FLAG_MONSTER]
383 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
384 && !flag [FLAG_IS_A_TEMPLATE]; }
385 MTH bool is_arrow () const { return type == ARROW
386 || (type == SPELL_EFFECT
387 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
388 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
389
390 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
391
392 // temporary: wether the object can be saved in a map file
393 // contr => is a player
394 // head => only save head of a multitile object
395 // owner => can not reference owner yet
396 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
397
398 /* This return true if object has still randomitems which
399 * could be expanded.
400 */
401 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
402
403 // returns the player that has this object in his inventory, or 0
404 MTH object *in_player () const
405 {
406 for (object *op = env; op; op = op->env)
407 if (op->type == PLAYER)
408 return op;
409
410 return 0;
411 }
412
413 // "temporary" helper function
414 MTH object *head_ ()
415 {
416 return head ? head : this;
417 }
418
419 MTH std::string long_desc (object *who = 0);
420 MTH std::string describe_monster (object *who = 0);
421 MTH std::string describe_item (object *who = 0);
422 MTH std::string describe (object *who = 0);
423
424 // If this object has no extra parts but should have them,
425 // add them, effectively expanding heads into multipart
426 // objects. This method only works on objects not inserted
427 // anywhere.
428 MTH void expand_tail ();
429
430 MTH void create_treasure (treasurelist *tl, int flags = 0);
431
432 // insert object at same map position as 'where'
433 // handles both inventory and map "positions"
434 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
435
436 MTH void activate ();
437 MTH void deactivate ();
438 MTH void activate_recursive ();
439 MTH void deactivate_recursive ();
440
441 // set the givne flag on all objects in the inventory recursively
442 MTH void set_flag_inv (int flag, int value = 1);
443
444 void enter_exit (object *exit);//Perl
445 MTH void enter_map (maptile *newmap, int x, int y);
446
447 // returns the mapspace this object is in
448 mapspace &ms () const;
287 449
288 // fully recursive iterator 450 // fully recursive iterator
289 struct iterator_base 451 struct iterator_base
290 { 452 {
291 object *item; 453 object *item;
298 operator object *() const { return item; } 460 operator object *() const { return item; }
299 461
300 object *operator ->() const { return item; } 462 object *operator ->() const { return item; }
301 object &operator * () const { return *item; } 463 object &operator * () const { return *item; }
302 }; 464 };
465
466 MTH unsigned int random_seed () const
467 {
468 return (unsigned int)uuid.seq;
469 }
303 470
304 // depth-first recursive iterator 471 // depth-first recursive iterator
305 struct depth_iterator : iterator_base 472 struct depth_iterator : iterator_base
306 { 473 {
307 depth_iterator (object *container); 474 depth_iterator (object *container);
318 object *end () 485 object *end ()
319 { 486 {
320 return this; 487 return this;
321 } 488 }
322 489
490 /* This returns TRUE if the object is something that
491 * should be displayed in the floorbox/inventory window
492 */
493 MTH bool client_visible () const
494 {
495 return !invisible && type != PLAYER;
496 }
497
498 MTH struct region *region () const;
499
323protected: 500protected:
324 friend struct archetype; 501 friend struct archetype;
325 502
326 void link (); 503 void link ();
327 void unlink (); 504 void unlink ();
328 505
329 object (); 506 object ();
330 ~object (); 507 ~object ();
331}; 508};
509
510typedef object_vector<object, &object::index > objectvec;
511typedef object_vector<object, &object::active> activevec;
512
513extern objectvec objects;
514extern activevec actives;
515
516#define for_all_objects(var) \
517 for (unsigned _i = 0; _i < objects.size (); ++_i) \
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])
332 523
333typedef struct oblnk 524typedef struct oblnk
334{ /* Used to link together several objects */ 525{ /* Used to link together several objects */
335 object_ptr ob; 526 object_ptr ob;
336 struct oblnk *next; 527 struct oblnk *next;
350 * be much left in the archetype - all it really is is a holder for the 541 * 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 542 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 543 * by the object structure
353 */ 544 */
354 545
355ACC_CLASS (archetype) 546INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 547struct archetype : zero_initialised, attachable
357{ 548{
358 archetype (); 549 archetype ();
359 ~archetype (); 550 ~archetype ();
551 void gather_callbacks (AV *&callbacks, event_type event) const;
360 552
553 static archetype *read (object_thawer &f);
554 static archetype *get (const char *name); // find or create
361 static archetype *find (const char *arch); 555 static archetype *find (const char *name);
362 556
363 void hash_add (); // add to hastable 557 void hash_add (); // add to hashtable
364 void hash_del (); // remove from hashtable 558 void hash_del (); // remove from hashtable
365 559
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 560 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 561 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 562 struct archetype *ACC (RW, head); /* The main part of a linked object */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */ 563 struct archetype *ACC (RW, more); /* Next part of a linked object */
370 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 564 object ACC (RO, clone); /* An object from which to do ->copy_to () */
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 565 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
566 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 567 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. 568 * in comparison to the head.
374 */ 569 */
375}; 570};
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)
386 571
387/* Used by update_object to know if the object being passed is 572/* Used by update_object to know if the object being passed is
388 * being added or removed. 573 * being added or removed.
389 */ 574 */
390#define UP_OBJ_INSERT 1 575#define UP_OBJ_INSERT 1
425#define INS_ON_TOP 0x0008 610#define INS_ON_TOP 0x0008
426#define INS_BELOW_ORIGINATOR 0x0010 611#define INS_BELOW_ORIGINATOR 0x0010
427#define INS_MAP_LOAD 0x0020 612#define INS_MAP_LOAD 0x0020
428 613
429#define ARCH_SINGULARITY "singularity" 614#define ARCH_SINGULARITY "singularity"
430#define ARCH_SINGULARITY_LEN 11
431#define ARCH_DETECT_MAGIC "detect_magic" 615#define ARCH_DETECT_MAGIC "detect_magic"
432#define ARCH_DEPLETION "depletion" 616#define ARCH_DEPLETION "depletion"
433#define ARCH_SYMPTOM "symptom" 617#define ARCH_SYMPTOM "symptom"
434 618
435#endif 619#endif

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