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Comparing deliantra/server/include/object.h (file contents):
Revision 1.18 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.135 by root, Sun Jul 1 05:00:18 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset>
28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 33
32#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
33 58
34/* See common/item.c */ 59/* See common/item.c */
35 60
36typedef struct Body_Locations { 61typedef struct Body_Locations
62{
37 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
38 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 */
39 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 */
40} Body_Locations; 66} Body_Locations;
41 67
42extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
43 69
44/* 70/*
49 * 75 *
50 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 76 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
51 * accessing the list directly. 77 * accessing the list directly.
52 * Exception is if you want to walk this list for some reason. 78 * Exception is if you want to walk this list for some reason.
53 */ 79 */
54struct key_value { 80struct key_value
81{
55 key_value *next; 82 key_value *next;
56 shstr key, value; 83 shstr key, value;
57}; 84};
58 85
86struct UUID
87{
88 uint64 seq;
89
90 UUID () { }
91 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; }
94};
95
96extern void init_uuid ();
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
59 99
60/* Definition for WILL_APPLY values. Replaces having harcoded values 100/* Definition for WILL_APPLY values. Replaces having harcoded values
61 * sprinkled in the code. Note that some of these also replace fields 101 * sprinkled in the code. Note that some of these also replace fields
62 * that were in the can_apply area. What is the point of having both 102 * that were in the can_apply area. What is the point of having both
63 * can_apply and will_apply? 103 * can_apply and will_apply?
64 */ 104 */
65#define WILL_APPLY_HANDLE 0x1 105#define WILL_APPLY_HANDLE 0x01
66#define WILL_APPLY_TREASURE 0x2 106#define WILL_APPLY_TREASURE 0x02
67#define WILL_APPLY_EARTHWALL 0x4 107#define WILL_APPLY_EARTHWALL 0x04
68#define WILL_APPLY_DOOR 0x8 108#define WILL_APPLY_DOOR 0x08
69#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
70 110
71 111struct body_slot
72/* However, if you're keeping a pointer of some sort, you probably
73 * don't just want it copied, so you'll need to add to common/object.C,
74 * e.g. copy_object.
75 */
76
77// these are not being copied
78struct object_keep
79{ 112{
80 tag_t count; /* Unique object number for this object */ 113 signed char info:4; /* body info as loaded from the file */
81 uint16 refcount; /* How many objects points to this object */ 114 signed char used:4; /* Calculated value based on items equipped */
82
83 /* These variables are not changed by copy_object() */
84 struct pl *contr; /* Pointer to the player which control this object */
85 struct object *next; /* Pointer to the next object in the free/used list */
86 struct object *prev; /* Pointer to the previous object in the free/used list*/
87 struct object *active_next; /* Next & previous object in the 'active' */
88 struct object *active_prev; /* List. This is used in process_events */
89 /* so that the entire object list does not */
90 /* need to be gone through. */
91 struct object *below; /* Pointer to the object stacked below this one */
92 struct object *above; /* Pointer to the object stacked above this one */
93 /* Note: stacked in the *same* environment*/
94 struct object *inv; /* Pointer to the first object in the inventory */
95 struct object *container; /* Current container being used. I think this
96 * is only used by the player right now.
97 */
98 struct object *env; /* Pointer to the object which is the environment.
99 * This is typically the container that the object is in.
100 */
101 struct object *more; /* Pointer to the rest of a large body of objects */
102 struct object *head; /* Points to the main object of a large body */
103 struct mapstruct *map; /* Pointer to the map in which this object is present */
104}; 115};
105 116
117INTERFACE_CLASS (object)
106// these are being copied 118// these are being copied
107struct object_copy : attachable<object> 119struct object_copy : attachable
108{ 120{
109 /* These get an extra add_refcount(), after having been copied by memcpy(). 121 typedef bitset<NUM_FLAGS> flags_t;
110 * All fields beow this point are automatically copied by memcpy. If 122
111 * adding something that needs a refcount updated, make sure you modify 123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
112 * copy_object to do so. Everything below here also gets cleared 124
113 * by clear_object() 125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
114 */ 126 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
115 shstr name; /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
117 shstr title; /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */ 136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
122 shstr msg; /* If this is a book/sign/magic mouth/etc */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
123 shstr lore; /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
124 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */ 141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
127}; 142// materialtype_t *ACC (RW, material); /* What material this object consists of */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
128 152
129// these are being copied and also cleared
130struct object_pod
131{
132 sint16 x,y; /* Position in the map for this object */
133 float speed; /* The overall speed of this object */ 153 float ACC (RW, speed); /* The overall speed of this object */
134 float speed_left; /* How much speed is left to spend this round */ 154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 nrof; /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
136 New_Face *face; /* Face with colors */
137 sint8 direction; /* Means the object is moving that way. */
138 sint8 facing; /* Object is oriented/facing that way. */
139 156
140 /* This next big block are basically used for monsters and equipment */ 157 /* This next big block are basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
145 uint32 attacktype; /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */ 164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */ 165 uint16 ACC (RW, materials); /* What materials this object consists of */
150 sint8 magic; /* Any magical bonuses to this item */ 166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */ 167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 value; /* How much money it is worth (or contains) */ 168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
153 sint16 level; /* Level of creature or object */
154 /* Note that the last_.. values are sometimes used for non obvious 169 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp. 170 * meanings by some objects, eg, sp penalty, permanent exp.
156 */ 171 */
157 sint32 last_heal; /* Last healed. Depends on constitution */ 172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */ 173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */ 174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */ 175 sint16 ACC (RW, last_eat); /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */ 176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 sint16 ACC (RW, level); /* Level of creature or object */
162 uint8 pick_up; /* See crossfire.doc */ 178 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */ 179 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 180 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
165 sint32 weight; /* Attributes of the object */
166 sint32 weight_limit; /* Weight-limit of object */
167 sint32 carrying; /* How much weight this object contains */
168 sint8 glow_radius; /* indicates the glow radius of the object */ 181 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */ 182 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
184 sint32 ACC (RW, carrying); /* How much weight this object contains */
170 sint64 perm_exp; /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */
172 uint32 weapontype; /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
173 uint32 tooltype; /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 188 body_slot slot [NUM_BODY_LOCATIONS];
175 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 189 faceidx ACC (RW, face); /* Face with colors */
176 /* See the doc/Developers/objects for more info about body locations */ 190 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the pod/objects.pod for more info about body locations */
177 192
178 /* Following mostly refers to fields only used for monsters */ 193 /* Following mostly refers to fields only used for monsters */
179 struct object *owner; /* Pointer to the object which controls this one */
180 /* Owner should not be referred to directly - */
181 /* get_owner should be used instead. */
182 tag_t ownercount; /* What count the owner had (in case owner */
183 /* has been freed) */
184 struct object *enemy; /* Monster/player to follow even if not closest */
185 struct object *attacked_by; /* This object start to attack us! only player & monster */
186 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *randomitems; /* Items to be generated */
188 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
189 struct object *chosen_skill; /* the skill chosen to use */
190 uint32 hide; /* The object is hidden, not invisible */ 194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 195
192 /* allows different movement patterns for attackers */ 196 /* allows different movement patterns for attackers */
193 sint32 move_status; /* What stage in attack mode */ 197 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */ 198 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */ 199 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
196 struct object *spellitem; /* Spell ability monster is choosing to use */
197 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 201 /* races/classes can need less/more exp to gain levels */
199 202
200 /* Spell related information, may be useful elsewhere 203 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 204 * Note that other fields are used - these files are basically
202 * only used in spells. 205 * only used in spells.
203 */ 206 */
204 sint16 duration; /* How long the spell lasts */ 207 sint16 ACC (RW, duration); /* How long the spell lasts */
205 uint8 duration_modifier; /* how level modifies duration */
206 sint16 casting_time; /* time left before spell goes off */ 208 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */ 209
208 uint16 start_holding; 210 uint16 ACC (RW, start_holding);
209 char *spellarg; 211 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 dam_modifier; /* How going up in level effects damage */ 212 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
213
211 sint8 range; /* Range of the spell */ 214 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 range_modifier; /* How going up in level effects range */ 215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 MoveType ACC (RW, move_type); /* Type of movement this object uses */
217 MoveType ACC (RW, move_block);/* What movement types this blocks */
218
219 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
220 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
221 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
222 MoveType ACC (RW, move_slow); /* Movement types this slows down */
223
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
225
226 char *ACC (RW, spellarg);
213 227
214 /* Following are values used by any object */ 228 /* Following are values used by any object */
215 struct archt *arch; /* Pointer to archetype */
216 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
217 /* this objects turns into or what this object creates */ 229 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */ 230 treasurelist *ACC (RW, randomitems); /* Items to be generated */
231 flags_t flag; /* various flags */
232#if FOR_PERL
233 bool ACC (RW, flag[NUM_FLAGS]);
234#endif
219 uint16 animation_id; /* An index into the animation array */ 235 uint16 ACC (RW, animation_id);/* An index into the animation array */
220 uint8 anim_speed; /* ticks between animation-frames */ 236 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 last_anim; /* last sequence used to draw face */ 237 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint32 elevation; /* elevation of this terrain - not currently used */ 238 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 smoothlevel; /* how to smooth this square around*/ 239 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 uint8 ACC (RW, will_apply); /* See crossfire.doc */
241};
224 242
225 MoveType move_type; /* Type of movement this object uses */ 243struct object : zero_initialised, object_copy
226 MoveType move_block; /* What movement types this blocks */ 244{
227 MoveType move_allow; /* What movement types explicitly allowd */ 245 // These variables are not changed by ->copy_to
228 MoveType move_on; /* Move types affected moving on to this space */ 246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
229 MoveType move_off; /* Move types affected moving off this space */ 247
230 MoveType move_slow; /* Movement types this slows down */ 248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
231 float move_slow_penalty; /* How much this slows down the object */ 249 int ACC (RO, count);
250 object_vector_index ACC (RO, index); // index into objects
251 object_vector_index ACC (RO, active); // index into actives
252
253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
254
255 object *ACC (RW, below); /* Pointer to the object stacked below this one */
256 object *ACC (RW, above); /* Pointer to the object stacked above this one */
257 /* Note: stacked in the *same* environment */
258 object *inv; /* Pointer to the first object in the inventory */
259
260 //TODO: container must move into client
261 object_ptr ACC (RW, container); /* Current container being used. I think this
262 * is only used by the player right now.
263 */
264 object *ACC (RW, env); /* Pointer to the object which is the environment.
265 * This is typically the container that the object is in.
266 */
267 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
268 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
269 client_container *seen_by; // seen by which player/container currently?
232 key_value *key_values; /* Fields not explictly known by the loader. */ 270 key_value *key_values; /* Fields not explictly known by the loader. */
233};
234 271
235struct object : zero_initialised, object_keep, object_copy, object_pod 272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
236{ 273 void post_load_check (); // do some adjustments after parsing
237 void clear (); 274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
238 void clone (object *destination); 275 bool write (object_freezer &f);
239};
240 276
241typedef struct oblnk { /* Used to link together several objects */ 277 MTH int slottype () const;
278 MTH static object *create ();
279 object &operator =(const object &src);
280 MTH void copy_to (object *dst);
281 MTH object *clone (); // create + copy_to
282 void do_destroy ();
283 void gather_callbacks (AV *&callbacks, event_type event) const;
284 MTH void destroy (bool destroy_inventory = false);
285
286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
287 MTH void destroy_inv (bool drop_to_ground = false);
288 MTH object *insert (object *item); // insert into inventory
289 void do_remove ();
290 MTH void remove ()
291 {
292 if (!flag [FLAG_REMOVED])
293 do_remove ();
294 }
295
296 static bool can_merge_slow (object *op1, object *op2);
297
298 // this is often used in time-critical code, so optimise
299 MTH static bool can_merge (object *op1, object *op2)
300 {
301 return op1->value == op2->value
302 && op1->name == op2->name
303 && can_merge_slow (op1, op2);
304 }
305
306 MTH void set_owner (object *owner);
307 MTH void set_speed (float speed);
308 MTH bool change_weapon (object *ob);
309 MTH bool change_skill (object *ob);
310
311 MTH void open_container (object *new_container);
312 MTH void close_container ()
313 {
314 open_container (0);
315 }
316
317 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
318 bool should_invoke (event_type event)
319 {
320 return ev_want_event [event] || ev_want_type [type] || cb;
321 }
322
323 MTH void instantiate ();
324
325 // recalculate all stats
326 MTH void update_stats ();
327 MTH void roll_stats ();
328 MTH void swap_stats (int a, int b);
329 MTH void add_statbonus ();
330 MTH void remove_statbonus ();
331 MTH void drain_stat ();
332 MTH void drain_specific_stat (int deplete_stats);
333 MTH void change_luck (int value);
334
335 // info must hold 256 * 3 bytes currently
336 const char *debug_desc (char *info) const;
337 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
338 const char *flag_desc (char *desc, int len) const;
339
340 int number_of () const
341 {
342 return nrof ? nrof : 1;
343 }
344
345 uint64 total_weight () const
346 {
347 return weight * number_of ();
348 }
349
350 // return the dominant material of this item, always return something
351 const materialtype_t *dominant_material () const;
352
353 // return the volume of this object in cm³
354 uint64 volume () const
355 {
356 return total_weight ()
357 * 1000
358 * (type == CONTAINER ? 1000 : 1)
359 / dominant_material ()->density;
360 }
361
362 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
363 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
364 || type == CLOAK || type == BOOTS || type == GLOVES
365 || type == BRACERS || type == GIRDLE; }
366 MTH bool is_alive () const { return (type == PLAYER
367 || flag [FLAG_MONSTER]
368 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
369 && !flag [FLAG_IS_A_TEMPLATE]; }
370 MTH bool is_arrow () const { return type == ARROW
371 || (type == SPELL_EFFECT
372 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
373 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
374
375 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
376
377 // temporary: wether the object can be saved in a map file
378 // contr => is a player
379 // head => only save head of a multitile object
380 // owner => can not reference owner yet
381 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
382
383 /* This return true if object has still randomitems which
384 * could be expanded.
385 */
386 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
387
388 // returns the player that has this object in his inventory, or 0
389 MTH object *in_player () const
390 {
391 for (object *op = env; op; op = op->env)
392 if (op->type == PLAYER)
393 return op;
394
395 return 0;
396 }
397
398 // "temporary" helper function
399 MTH object *head_ ()
400 {
401 return head ? head : this;
402 }
403
404 MTH bool is_head ()
405 {
406 return head_ () == this;
407 }
408
409 MTH std::string long_desc (object *who = 0);
410 MTH std::string describe_monster (object *who = 0);
411 MTH std::string describe_item (object *who = 0);
412 MTH std::string describe (object *who = 0);
413
414 // If this object has no extra parts but should have them,
415 // add them, effectively expanding heads into multipart
416 // objects. This method only works on objects not inserted
417 // anywhere.
418 MTH void expand_tail ();
419
420 MTH void create_treasure (treasurelist *tl, int flags = 0);
421
422 // insert object at same map position as 'where'
423 // handles both inventory and map "positions"
424 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
425
426 MTH void activate ();
427 MTH void deactivate ();
428 MTH void activate_recursive ();
429 MTH void deactivate_recursive ();
430
431 // set the givne flag on all objects in the inventory recursively
432 MTH void set_flag_inv (int flag, int value = 1);
433
434 void enter_exit (object *exit);//Perl
435 MTH void enter_map (maptile *newmap, int x, int y);
436
437 // returns the mapspace this object is in
438 mapspace &ms () const;
439
440 // fully recursive iterator
441 struct iterator_base
442 {
443 object *item;
444
445 iterator_base (object *container)
446 : item (container)
447 {
448 }
449
450 operator object *() const { return item; }
451
452 object *operator ->() const { return item; }
453 object &operator * () const { return *item; }
454 };
455
456 MTH unsigned int random_seed () const
457 {
458 return (unsigned int)uuid.seq;
459 }
460
461 // depth-first recursive iterator
462 struct depth_iterator : iterator_base
463 {
464 depth_iterator (object *container);
465 void next ();
466 object *operator ++( ) { next (); return item; }
467 object *operator ++(int) { object *i = item; next (); return i; }
468 };
469
470 object *begin ()
471 {
472 return this;
473 }
474
475 object *end ()
476 {
477 return this;
478 }
479
480 /* This returns TRUE if the object is something that
481 * should be displayed in the floorbox/inventory window
482 */
483 MTH bool client_visible () const
484 {
485 return !invisible && type != PLAYER;
486 }
487
488 MTH struct region *region () const;
489
490protected:
491 void link ();
492 void unlink ();
493
242 object *ob; 494 object ();
495 ~object ();
496};
497
498// move this object to the top of its env's inventory to speed up
499// searches for it.
500static object *
501splay (object *ob)
502{
503 if (ob->env && ob->env->inv != ob)
504 {
505 if (ob->above) ob->above->below = ob->below;
506 if (ob->below) ob->below->above = ob->above;
507
508 ob->above = 0;
509 ob->below = ob->env->inv;
510 ob->below->above = ob;
511 ob->env->inv = ob;
512 }
513
514 return ob;
515}
516
517typedef struct oblnk
518{ /* Used to link together several objects */
519 object_ptr ob;
243 struct oblnk *next; 520 struct oblnk *next;
244 tag_t id;
245} objectlink; 521} objectlink;
246 522
247typedef struct oblinkpt { /* Used to link together several object links */ 523typedef struct oblinkpt
524{ /* Used to link together several object links */
248 struct oblnk *link; 525 struct oblnk *link;
249 long value; /* Used as connected value in buttons/gates */ 526 long value; /* Used as connected value in buttons/gates */
250 struct oblinkpt *next; 527 struct oblinkpt *next;
251} oblinkpt; 528} oblinkpt;
529
530object *find_skill_by_name (object *who, const char *name);
531object *find_skill_by_name (object *who, const shstr &sh);
532object *find_skill_by_number (object *who, int skillno);
252 533
253/* 534/*
254 * The archetype structure is a set of rules on how to generate and manipulate 535 * The archetype structure is a set of rules on how to generate and manipulate
255 * objects which point to archetypes. 536 * objects which point to archetypes.
256 * This probably belongs in arch.h, but there really doesn't appear to 537 * This probably belongs in arch.h, but there really doesn't appear to
257 * be much left in the archetype - all it really is is a holder for the 538 * be much left in the archetype - all it really is is a holder for the
258 * object and pointers. This structure should get removed, and just replaced 539 * object and pointers. This structure should get removed, and just replaced
259 * by the object structure 540 * by the object structure
260 */ 541 */
261 542
262typedef struct archt : zero_initialised 543INTERFACE_CLASS (archetype)
544struct archetype : object
263{ 545{
546 archetype (const char *name);
547 ~archetype ();
548 void gather_callbacks (AV *&callbacks, event_type event) const;
549
550 static archetype *read (object_thawer &f);
551 static archetype *get (const char *name); // find or create
552 static archetype *find (const char *name);
553
554 void link ();
555 void unlink ();
556
557 object_vector_index ACC (RW, archid); // index in archvector
264 shstr name; /* More definite name, like "generate_kobold" */ 558 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
265 struct archt *next; /* Next archetype in a linked list */ 559 bool ACC (RW, stub); // if true, this is an invalid archetype
266 struct archt *head; /* The main part of a linked object */
267 struct archt *more; /* Next part of a linked object */
268 object clone; /* An object from which to do copy_object() */
269 uint32 editable; /* editable flags (mainly for editor) */ 560 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
270 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
271 * in comparison to the head.
272 */
273} archetype;
274 561
562 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
563 sint8 ACC (RW, max_x), ACC (RW, max_y);
564};
565
566inline void
567object_freezer::put (keyword k, archetype *v)
568{
569 put (k, v ? &v->archname : (const char *)0);
570}
571
572typedef object_vector<object, &object::index > objectvec;
573typedef object_vector<object, &object::active> activevec;
574typedef object_vector<archetype, &archetype::archid> archvec;
575
275extern object *objects; 576extern objectvec objects;
276extern object *active_objects; 577extern activevec actives;
578extern archvec archetypes;
277 579
278extern int nrofallocobjects; 580#define for_all_objects(var) \
581 for (unsigned _i = 0; _i < objects.size (); ++_i) \
582 statementvar (object *, var, objects [_i])
279 583
280/* This returns TRUE if the object is something that 584#define for_all_actives(var) \
281 * should be displayed in the look window 585 for (unsigned _i = 0; _i < actives.size (); ++_i) \
282 */ 586 statementvar (object *, var, actives [_i])
283#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 587
588#define for_all_archetypes(var) \
589 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
590 statementvar (archetype *, var, archetypes [_i])
284 591
285/* Used by update_object to know if the object being passed is 592/* Used by update_object to know if the object being passed is
286 * being added or removed. 593 * being added or removed.
287 */ 594 */
288#define UP_OBJ_INSERT 1 595#define UP_OBJ_INSERT 1
289#define UP_OBJ_REMOVE 2 596#define UP_OBJ_REMOVE 2
290#define UP_OBJ_CHANGE 3 597#define UP_OBJ_CHANGE 3
291#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 598#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
292 599
293/* These are flags passed to insert_ob_in_map and 600/* These are flags passed to insert_ob_in_map and
294 * insert_ob_in_ob. Note that all flags may not be meaningful 601 * insert_ob_in_ob. Note that all flags may not be meaningful
295 * for both functions. 602 * for both functions.
296 * Most are fairly explanatory: 603 * Most are fairly explanatory:
322#define INS_NO_WALK_ON 0x0004 629#define INS_NO_WALK_ON 0x0004
323#define INS_ON_TOP 0x0008 630#define INS_ON_TOP 0x0008
324#define INS_BELOW_ORIGINATOR 0x0010 631#define INS_BELOW_ORIGINATOR 0x0010
325#define INS_MAP_LOAD 0x0020 632#define INS_MAP_LOAD 0x0020
326 633
327#define ARCH_SINGULARITY "singularity"
328#define ARCH_SINGULARITY_LEN 11
329#define ARCH_DETECT_MAGIC "detect_magic"
330#define ARCH_DEPLETION "depletion" 634#define ARCH_DEPLETION "depletion"
331#define ARCH_SYMPTOM "symptom"
332 635
333#endif 636#endif
637

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