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Comparing deliantra/server/include/object.h (file contents):
Revision 1.67 by root, Sat Dec 23 15:49:40 2006 UTC vs.
Revision 1.138 by root, Thu Jul 26 00:27:08 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 at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
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> 27#include <bitset>
28 28
29#include "cfperl.h" 29#include "cfperl.h"
30#include "shstr.h" 30#include "shstr.h"
31 31
32typedef uint32 tag_t; 32typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 33
34#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};
35 58
36/* See common/item.c */ 59/* See common/item.c */
37 60
38typedef struct Body_Locations 61typedef struct Body_Locations
39{ 62{
40 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
41 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 */
42 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 */
43} Body_Locations; 66} Body_Locations;
44 67
45extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
83#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
87 110
88/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C, 112{
90 * e.g. ->copy_to () 113 signed char info:4; /* body info as loaded from the file */
91 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
92 116
93ACC_CLASS (object) 117INTERFACE_CLASS (object)
94// these are being copied 118// these are being copied
95struct object_copy 119struct object_copy : attachable
96{ 120{
97 typedef bitset<NUM_FLAGS> flags_t; 121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
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. */
98 129
99 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
107 shstr ACC (RW, lore); /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */
111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
116 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120 152
121 New_Face *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */ 153 float ACC (RW, speed); /* The overall speed of this object */
124 float ACC (RW, 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 */
125 uint32 ACC (RW, nrof); /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128 156
129 /* This next big block are basically used for monsters and equipment */ 157 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 165 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 169 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 170 * meanings by some objects, eg, sp penalty, permanent exp.
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 188 body_slot slot [NUM_BODY_LOCATIONS];
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 189 faceidx ACC (RW, face); /* Face with colors */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 190 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */ 191 /* See the pod/objects.pod for more info about body locations */
165 192
166 /* Following mostly refers to fields only used for monsters */ 193 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 /* changes made by kholland@sunlab.cit.cornell.edu */ 195
169 /* allows different movement patterns for attackers */ 196 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */ 197 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 198 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 199 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */ 201 /* races/classes can need less/more exp to gain levels */
175 202
176 /* Spell related information, may be useful elsewhere 203 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically 204 * Note that other fields are used - these files are basically
178 * only used in spells. 205 * only used in spells.
179 */ 206 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */ 207 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 208 sint16 ACC (RW, casting_time);/* time left before spell goes off */
209
182 uint16 ACC (RW, start_holding); 210 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 211 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 212 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
213
185 sint8 ACC (RW, range); /* Range of the spell */ 214 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, 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
187 char *ACC (RW, spellarg); 226 char *ACC (RW, spellarg);
188 227
189 /* Following are values used by any object */ 228 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */ 229 /* this objects turns into or what this object creates */
191 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 230 treasurelist *ACC (RW, randomitems); /* Items to be generated */
192 key_value *key_values; /* Fields not explictly known by the loader. */
193 flags_t flag; /* various flags */ 231 flags_t flag; /* various flags */
194#if FOR_PERL 232#if FOR_PERL
195 bool ACC (RW, flag[NUM_FLAGS]); 233 bool ACC (RW, flag[NUM_FLAGS]);
196#endif 234#endif
197 uint16 ACC (RW, animation_id);/* An index into the animation array */ 235 uint16 ACC (RW, animation_id);/* An index into the animation array */
198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 236 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 237 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 238 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 239 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
202 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 240 uint8 ACC (RW, will_apply); /* See crossfire.doc */
203
204 MoveType ACC (RW, move_type); /* Type of movement this object uses */
205 MoveType ACC (RW, move_block);/* What movement types this blocks */
206 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
207 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
211}; 241};
212 242
213struct object : zero_initialised, refcounted, attachable<object>, object_copy 243struct object : zero_initialised, object_copy
214{ 244{
215 typedef unordered_vector<object *> vector;
216
217 // These variables are not changed by ->copy_to 245 // These variables are not changed by ->copy_to
246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
218 247
219 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
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
221 252
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
223 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 254
224 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
225 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
226 object *ACC (RW, active_prev);/* List. This is used in process_events */
227 /* so that the entire object list does not */
228 /* need to be gone through. */
229 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 255 object *ACC (RW, below); /* Pointer to the object stacked below this one */
230 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 256 object *ACC (RW, above); /* Pointer to the object stacked above this one */
231 /* Note: stacked in the *same* environment */ 257 /* Note: stacked in the *same* environment */
232 object *inv; /* Pointer to the first object in the inventory */ 258 object *inv; /* Pointer to the first object in the inventory */
259
260 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 261 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 262 * is only used by the player right now.
235 */ 263 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 264 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 265 * This is typically the container that the object is in.
238 */ 266 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 267 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 268 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently? 269 client_container *seen_by; // seen by which player/container currently?
270 key_value *key_values; /* Fields not explictly known by the loader. */
243 271
244 static vector mortals; 272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
245 static vector active; // active objects, not yet used 273 void post_load_check (); // do some adjustments after parsing
246 static vector objects; // not used yet, use first->next->... 274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 static object *first; // will be replaced by "objects" 275 bool write (object_freezer &f);
248 276
277 MTH int slottype () const;
249 static object *create (); 278 MTH static object *create ();
279 object &operator =(const object &src);
250 void copy_to (object *dst); 280 MTH void copy_to (object *dst);
251 object *clone (); // create + copy_to 281 MTH object *clone (); // create + copy_to
282 void do_destroy ();
283 void gather_callbacks (AV *&callbacks, event_type event) const;
252 void destroy (bool destroy_inventory = false); 284 MTH void destroy (bool destroy_inventory = false);
253 void remove (); 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);
254 object *insert (object *item); // insert into inventory 288 MTH object *insert (object *item); // insert into inventory
289 MTH void play_sound (faceidx sound) const;
255 290
256 static void free_mortals (); 291 void do_remove ();
292 MTH void remove ()
293 {
294 if (!flag [FLAG_REMOVED])
295 do_remove ();
296 }
297
257 static bool can_merge_slow (object *op1, object *op2); 298 static bool can_merge_slow (object *op1, object *op2);
258 299
259 // this is often used in time-critical code, so optimise 300 // this is often used in time-critical code, so optimise
260 static bool can_merge (object *op1, object *op2) 301 MTH static bool can_merge (object *op1, object *op2)
261 { 302 {
262 return op1->value == op2->value 303 return op1->value == op2->value
263 && op1->name == op2->name 304 && op1->name == op2->name
264 && can_merge_slow (op1, op2); 305 && can_merge_slow (op1, op2);
265 } 306 }
266 307
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner); 308 MTH void set_owner (object *owner);
309 MTH void set_speed (float speed);
310 MTH bool change_weapon (object *ob);
311 MTH bool change_skill (object *ob);
270 312
313 MTH void open_container (object *new_container);
314 MTH void close_container ()
315 {
316 open_container (0);
317 }
318
319 MTH object *force_find (const shstr name);
320 MTH void force_add (const shstr name, int duration = 0);
321
322 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
323 bool should_invoke (event_type event)
324 {
325 return ev_want_event [event] || ev_want_type [type] || cb;
326 }
327
271 void instantiate () 328 MTH void instantiate ();
272 {
273 if (!uuid.seq) // HACK
274 uuid = gen_uuid ();
275
276 attachable<object>::instantiate ();
277 }
278 329
279 // recalculate all stats 330 // recalculate all stats
280 void update_stats (); 331 MTH void update_stats ();
281 void roll_stats (); 332 MTH void roll_stats ();
282 void swap_stats (int a, int b); 333 MTH void swap_stats (int a, int b);
283 void add_statbonus (); 334 MTH void add_statbonus ();
284 void remove_statbonus (); 335 MTH void remove_statbonus ();
285 void drain_stat (); 336 MTH void drain_stat ();
286 void drain_specific_stat (int deplete_stats); 337 MTH void drain_specific_stat (int deplete_stats);
287 void change_luck (int value); 338 MTH void change_luck (int value);
288 339
289 // info must hold 256 * 3 bytes currently 340 // info must hold 256 * 3 bytes currently
290 const char *debug_desc (char *info) const; 341 const char *debug_desc (char *info) const;
291 const char *debug_desc () const; 342 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
343 const char *flag_desc (char *desc, int len) const;
292 344
345 int number_of () const
346 {
347 return nrof ? nrof : 1;
348 }
349
350 uint64 total_weight () const
351 {
352 return weight * number_of ();
353 }
354
355 // return the dominant material of this item, always return something
356 const materialtype_t *dominant_material () const;
357
358 // return the volume of this object in cm³
359 uint64 volume () const
360 {
361 return total_weight ()
362 * 1000
363 * (type == CONTAINER ? 1000 : 1)
364 / dominant_material ()->density;
365 }
366
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 367 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 368 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES 369 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; } 370 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER 371 MTH bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER] 372 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 373 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; } 374 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW 375 MTH bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT 376 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 377 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
378 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
379
380 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
381
382 // temporary: wether the object can be saved in a map file
383 // contr => is a player
384 // head => only save head of a multitile object
385 // owner => can not reference owner yet
386 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
304 387
305 /* This return true if object has still randomitems which 388 /* This return true if object has still randomitems which
306 * could be expanded. 389 * could be expanded.
307 */ 390 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 391 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309 392
310 // returns the player that has this object in his inventory, or 0 393 // returns the player that has this object in his inventory, or 0
311 object *in_player () const 394 MTH object *in_player () const
312 { 395 {
313 for (object *op = env; op; op = op->env) 396 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER) 397 if (op->type == PLAYER)
315 return op; 398 return op;
316 399
317 return 0; 400 return 0;
318 } 401 }
402
403 // "temporary" helper function
404 MTH object *head_ ()
405 {
406 return head ? head : this;
407 }
408
409 MTH bool is_head ()
410 {
411 return head_ () == this;
412 }
413
414 MTH std::string long_desc (object *who = 0);
415 MTH std::string describe_monster (object *who = 0);
416 MTH std::string describe_item (object *who = 0);
417 MTH std::string describe (object *who = 0);
418
419 // If this object has no extra parts but should have them,
420 // add them, effectively expanding heads into multipart
421 // objects. This method only works on objects not inserted
422 // anywhere.
423 MTH void expand_tail ();
424
425 MTH void create_treasure (treasurelist *tl, int flags = 0);
426
427 // insert object at same map position as 'where'
428 // handles both inventory and map "positions"
429 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
430 MTH void drop_unpaid_items ();
431
432 MTH void activate ();
433 MTH void deactivate ();
434 MTH void activate_recursive ();
435 MTH void deactivate_recursive ();
436
437 // set the givne flag on all objects in the inventory recursively
438 MTH void set_flag_inv (int flag, int value = 1);
439
440 void enter_exit (object *exit);//Perl
441 MTH void enter_map (maptile *newmap, int x, int y);
319 442
320 // returns the mapspace this object is in 443 // returns the mapspace this object is in
321 mapspace &ms () const; 444 mapspace &ms () const;
322 445
323 // fully recursive iterator 446 // fully recursive iterator
333 operator object *() const { return item; } 456 operator object *() const { return item; }
334 457
335 object *operator ->() const { return item; } 458 object *operator ->() const { return item; }
336 object &operator * () const { return *item; } 459 object &operator * () const { return *item; }
337 }; 460 };
461
462 MTH unsigned int random_seed () const
463 {
464 return (unsigned int)uuid.seq;
465 }
338 466
339 // depth-first recursive iterator 467 // depth-first recursive iterator
340 struct depth_iterator : iterator_base 468 struct depth_iterator : iterator_base
341 { 469 {
342 depth_iterator (object *container); 470 depth_iterator (object *container);
353 object *end () 481 object *end ()
354 { 482 {
355 return this; 483 return this;
356 } 484 }
357 485
486 /* This returns TRUE if the object is something that
487 * should be displayed in the floorbox/inventory window
488 */
489 MTH bool client_visible () const
490 {
491 return !invisible && type != PLAYER;
492 }
493
494 MTH struct region *region () const;
495
358protected: 496protected:
359 friend struct archetype;
360
361 void link (); 497 void link ();
362 void unlink (); 498 void unlink ();
363 499
364 object (); 500 object ();
365 ~object (); 501 ~object ();
366}; 502};
503
504// move this object to the top of its env's inventory to speed up
505// searches for it.
506static object *
507splay (object *ob)
508{
509 if (ob->env && ob->env->inv != ob)
510 {
511 if (ob->above) ob->above->below = ob->below;
512 if (ob->below) ob->below->above = ob->above;
513
514 ob->above = 0;
515 ob->below = ob->env->inv;
516 ob->below->above = ob;
517 ob->env->inv = ob;
518 }
519
520 return ob;
521}
367 522
368typedef struct oblnk 523typedef struct oblnk
369{ /* Used to link together several objects */ 524{ /* Used to link together several objects */
370 object_ptr ob; 525 object_ptr ob;
371 struct oblnk *next; 526 struct oblnk *next;
375{ /* Used to link together several object links */ 530{ /* Used to link together several object links */
376 struct oblnk *link; 531 struct oblnk *link;
377 long value; /* Used as connected value in buttons/gates */ 532 long value; /* Used as connected value in buttons/gates */
378 struct oblinkpt *next; 533 struct oblinkpt *next;
379} oblinkpt; 534} oblinkpt;
535
536object *find_skill_by_name (object *who, const char *name);
537object *find_skill_by_name (object *who, const shstr &sh);
538object *find_skill_by_number (object *who, int skillno);
380 539
381/* 540/*
382 * The archetype structure is a set of rules on how to generate and manipulate 541 * The archetype structure is a set of rules on how to generate and manipulate
383 * objects which point to archetypes. 542 * objects which point to archetypes.
384 * This probably belongs in arch.h, but there really doesn't appear to 543 * This probably belongs in arch.h, but there really doesn't appear to
385 * be much left in the archetype - all it really is is a holder for the 544 * be much left in the archetype - all it really is is a holder for the
386 * object and pointers. This structure should get removed, and just replaced 545 * object and pointers. This structure should get removed, and just replaced
387 * by the object structure 546 * by the object structure
388 */ 547 */
389 548
390ACC_CLASS (archetype) 549INTERFACE_CLASS (archetype)
391struct archetype : zero_initialised, refcounted 550struct archetype : object
392{ 551{
393 archetype (); 552 archetype (const char *name);
394 ~archetype (); 553 ~archetype ();
554 void gather_callbacks (AV *&callbacks, event_type event) const;
395 555
556 static archetype *read (object_thawer &f);
557 static archetype *get (const char *name); // find or create
396 static archetype *find (const char *arch); 558 static archetype *find (const char *name);
397 559
398 void hash_add (); // add to hastable 560 void link ();
399 void hash_del (); // remove from hashtable 561 void unlink ();
400 562
563 object_vector_index ACC (RW, archid); // index in archvector
401 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 564 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
402 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 565 bool ACC (RW, stub); // if true, this is an invalid archetype
403 struct archetype *ACC (RW, head); /* The main part of a linked object */
404 struct archetype *ACC (RW, more); /* Next part of a linked object */
405 object ACC (RO, clone); /* An object from which to do ->copy_to () */
406 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 566 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
407 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
408 * in comparison to the head.
409 */
410};
411 567
568 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
569 sint8 ACC (RW, max_x), ACC (RW, max_y);
570};
571
572inline void
573object_freezer::put (keyword k, archetype *v)
574{
575 put (k, v ? &v->archname : (const char *)0);
576}
577
578typedef object_vector<object, &object::index > objectvec;
579typedef object_vector<object, &object::active> activevec;
580typedef object_vector<archetype, &archetype::archid> archvec;
581
412extern object *objects; 582extern objectvec objects;
413extern object *active_objects; 583extern activevec actives;
584extern archvec archetypes;
414 585
415extern int nrofallocobjects; 586#define for_all_objects(var) \
587 for (unsigned _i = 0; _i < objects.size (); ++_i) \
588 statementvar (object *, var, objects [_i])
416 589
417/* This returns TRUE if the object is something that 590#define for_all_actives(var) \
418 * should be displayed in the look window 591 for (unsigned _i = 0; _i < actives.size (); ++_i) \
419 */ 592 statementvar (object *, var, actives [_i])
420#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 593
594#define for_all_archetypes(var) \
595 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
596 statementvar (archetype *, var, archetypes [_i])
421 597
422/* Used by update_object to know if the object being passed is 598/* Used by update_object to know if the object being passed is
423 * being added or removed. 599 * being added or removed.
424 */ 600 */
425#define UP_OBJ_INSERT 1 601#define UP_OBJ_INSERT 1
459#define INS_NO_WALK_ON 0x0004 635#define INS_NO_WALK_ON 0x0004
460#define INS_ON_TOP 0x0008 636#define INS_ON_TOP 0x0008
461#define INS_BELOW_ORIGINATOR 0x0010 637#define INS_BELOW_ORIGINATOR 0x0010
462#define INS_MAP_LOAD 0x0020 638#define INS_MAP_LOAD 0x0020
463 639
464#define ARCH_SINGULARITY "singularity"
465#define ARCH_SINGULARITY_LEN 11
466#define ARCH_DETECT_MAGIC "detect_magic"
467#define ARCH_DEPLETION "depletion" 640#define ARCH_DEPLETION "depletion"
468#define ARCH_SYMPTOM "symptom"
469 641
470#endif 642#endif
471 643

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