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Comparing deliantra/server/include/object.h (file contents):
Revision 1.36 by root, Thu Sep 14 17:10:25 2006 UTC vs.
Revision 1.139 by root, Tue Jul 31 17:33:14 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
37{ 62{
38 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
39 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 */
40 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 */
41} Body_Locations; 66} Body_Locations;
42 67
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
59}; 84};
60 85
61struct UUID 86struct UUID
62{ 87{
63 uint64 seq; 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; }
64}; 94};
65 95
66extern void init_uuid (); 96extern void init_uuid ();
67extern UUID gen_uuid (); 97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
68 99
69/* Definition for WILL_APPLY values. Replaces having harcoded values 100/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * 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
71 * 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
72 * can_apply and will_apply? 103 * can_apply and will_apply?
75#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
76#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
77#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
79 110
80/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
81 * don't just want it copied, so you'll need to add to common/object.C, 112{
82 * e.g. copy_object. 113 signed char info:4; /* body info as loaded from the file */
83 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
84 116
85// these are not being copied
86ACC_CLASS (object) 117INTERFACE_CLASS (object)
87struct object_keep : refcounted
88{
89 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc.
91
92 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113};
114
115// these are being copied 118// these are being copied
116struct object_copy : attachable<object> 119struct object_copy : attachable
117{ 120{
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. */
129
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
124 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 */
125 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 */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
129 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 */
130 refptr<object> 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 */
131 refptr<object> 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 */
132 refptr<object> 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 */
133 refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 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 */
138 152
139// these are being copied and also cleared
140struct object_pod
141{
142 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144 float ACC (RW, speed); /* The overall speed of this object */ 153 float ACC (RW, speed); /* The overall speed of this object */
145 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 */
146 uint32 ACC (RW, nrof); /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 156
150 /* This next big block are basically used for monsters and equipment */ 157 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */
153 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
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 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 */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 165 uint16 ACC (RW, materials); /* What materials this object consists of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 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) */
163 /* Note that the last_.. values are sometimes used for non obvious 169 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 170 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 171 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 175 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */ 177 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 178 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 179 sint8 ACC (RW, item_power); /* power rating of the object */
174 sint8 ACC (RW, 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) */
175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 181 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 182 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
180 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
181 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
182 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 188 body_slot slot [NUM_BODY_LOCATIONS];
183 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */ 191 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 192 /* See the pod/objects.pod for more info about body locations */
186 193
187 /* Following mostly refers to fields only used for monsters */ 194 /* Following mostly refers to fields only used for monsters */
188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 /* changes made by kholland@sunlab.cit.cornell.edu */ 196
190 /* allows different movement patterns for attackers */ 197 /* allows different movement patterns for attackers */
191 sint32 ACC (RW, move_status); /* What stage in attack mode */ 198 sint32 ACC (RW, move_status); /* What stage in attack mode */
192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 199 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
193 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 200 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 201 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 202 /* races/classes can need less/more exp to gain levels */
196 203
197 /* Spell related information, may be useful elsewhere 204 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 205 * Note that other fields are used - these files are basically
199 * only used in spells. 206 * only used in spells.
200 */ 207 */
201 sint16 ACC (RW, duration); /* How long the spell lasts */ 208 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 209 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210
203 uint16 ACC (RW, start_holding); 211 uint16 ACC (RW, start_holding);
204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
205 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
206 sint8 ACC (RW, range); /* Range of the spell */ 215 sint8 ACC (RW, range); /* Range of the spell */
207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
217 MoveType ACC (RW, move_type); /* Type of movement this object uses */
218 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224
225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
226
208 char *ACC (RW, spellarg); 227 char *ACC (RW, spellarg);
209 228
210 /* Following are values used by any object */ 229 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 231 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 232 flags_t flag; /* various flags */
213 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 233#if FOR_PERL
234 bool ACC (RW, flag[NUM_FLAGS]);
235#endif
236 uint16 ACC (RW, animation_id);/* An index into the animation array */
237 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
240 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */
242};
243
244struct object : zero_initialised, object_copy
245{
246 // These variables are not changed by ->copy_to
247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
248
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count);
251 object_vector_index ACC (RO, index); // index into objects
252 object_vector_index ACC (RO, active); // index into actives
253
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
255
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */
257 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */
260
261 //TODO: container must move into client
262 object_ptr ACC (RW, container); /* Current container being used. I think this
263 * is only used by the player right now.
264 */
265 object *ACC (RW, env); /* Pointer to the object which is the environment.
266 * This is typically the container that the object is in.
267 */
268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
270 client_container *seen_by; // seen by which player/container currently?
214 key_value *key_values; /* Fields not explictly known by the loader. */ 271 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */
216 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */
223 272
224 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
225 MoveType ACC (RW, move_block); /* What movement types this blocks */ 274 void post_load_check (); // do some adjustments after parsing
226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
227 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 276 bool write (object_freezer &f);
228 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
229 MoveType ACC (RW, move_slow); /* Movement types this slows down */
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231};
232 277
233struct object : zero_initialised, object_keep, object_copy, object_pod 278 MTH int slottype () const;
234{
235 static object *create (); 279 MTH static object *create ();
280 object &operator =(const object &src);
281 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to
283 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const;
236 void free (bool free_inventory = false); 285 MTH void destroy (bool destroy_inventory = false);
237 286
238 static void free_mortals (); 287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false);
289 MTH object *insert (object *item); // insert into inventory
290 MTH void play_sound (faceidx sound) const;
291
292 void do_remove ();
293 MTH void remove ()
294 {
295 if (!flag [FLAG_REMOVED])
296 do_remove ();
297 }
298
239 static bool can_merge (object *op1, object *op2); 299 static bool can_merge_slow (object *op1, object *op2);
240 300
241 void clear (); 301 // this is often used in time-critical code, so optimise
242 void clone (object *destination); 302 MTH static bool can_merge (object *op1, object *op2)
243
244 void instantiate ()
245 { 303 {
246 if (!uuid.seq) // HACK 304 return op1->value == op2->value
247 uuid = gen_uuid (); 305 && op1->name == op2->name
248 306 && can_merge_slow (op1, op2);
249 attachable<object>::instantiate ();
250 } 307 }
251 308
252 void set_owner (object *owner); 309 MTH void set_owner (object *owner);
310 MTH void set_speed (float speed);
311 MTH bool change_weapon (object *ob);
312 MTH bool change_skill (object *ob);
313
314 MTH void open_container (object *new_container);
315 MTH void close_container ()
316 {
317 open_container (0);
318 }
319
320 MTH object *force_find (const shstr name);
321 MTH void force_add (const shstr name, int duration = 0);
322
323 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
324 bool should_invoke (event_type event)
325 {
326 return ev_want_event [event] || ev_want_type [type] || cb;
327 }
328
329 MTH void instantiate ();
330
331 // recalculate all stats
332 MTH void update_stats ();
333 MTH void roll_stats ();
334 MTH void swap_stats (int a, int b);
335 MTH void add_statbonus ();
336 MTH void remove_statbonus ();
337 MTH void drain_stat ();
338 MTH void drain_specific_stat (int deplete_stats);
339 MTH void change_luck (int value);
253 340
254 // info must hold 256 * 3 bytes currently 341 // info must hold 256 * 3 bytes currently
255 const char *debug_desc (char *info) const; 342 const char *debug_desc (char *info) const;
256 const char *debug_desc () const; 343 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
344 const char *flag_desc (char *desc, int len) const;
345
346 int number_of () const
347 {
348 return nrof ? nrof : 1;
349 }
350
351 uint64 total_weight () const
352 {
353 return weight * number_of ();
354 }
355
356 // return the dominant material of this item, always return something
357 const materialtype_t *dominant_material () const;
358
359 // return the volume of this object in cm³
360 uint64 volume () const
361 {
362 return total_weight ()
363 * 1000
364 * (type == CONTAINER ? 1000 : 1)
365 / dominant_material ()->density;
366 }
367
368 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
369 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
370 || type == CLOAK || type == BOOTS || type == GLOVES
371 || type == BRACERS || type == GIRDLE; }
372 MTH bool is_alive () const { return (type == PLAYER
373 || flag [FLAG_MONSTER]
374 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
375 && !flag [FLAG_IS_A_TEMPLATE]; }
376 MTH bool is_arrow () const { return type == ARROW
377 || (type == SPELL_EFFECT
378 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
379 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
380
381 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
382
383 // temporary: wether the object can be saved in a map file
384 // contr => is a player
385 // head => only save head of a multitile object
386 // owner => can not reference owner yet
387 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
388
389 /* This return true if object has still randomitems which
390 * could be expanded.
391 */
392 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
393
394 // returns the player that has this object in his inventory, or 0
395 MTH object *in_player () const
396 {
397 for (object *op = env; op; op = op->env)
398 if (op->type == PLAYER)
399 return op;
400
401 return 0;
402 }
403
404 // "temporary" helper function
405 MTH object *head_ ()
406 {
407 return head ? head : this;
408 }
409
410 MTH bool is_head ()
411 {
412 return head_ () == this;
413 }
414
415 MTH std::string long_desc (object *who = 0);
416 MTH std::string describe_monster (object *who = 0);
417 MTH std::string describe_item (object *who = 0);
418 MTH std::string describe (object *who = 0);
419
420 // If this object has no extra parts but should have them,
421 // add them, effectively expanding heads into multipart
422 // objects. This method only works on objects not inserted
423 // anywhere.
424 MTH void expand_tail ();
425
426 MTH void create_treasure (treasurelist *tl, int flags = 0);
427
428 // insert object at same map position as 'where'
429 // handles both inventory and map "positions"
430 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
431 MTH void drop_unpaid_items ();
432
433 MTH void activate ();
434 MTH void deactivate ();
435 MTH void activate_recursive ();
436 MTH void deactivate_recursive ();
437
438 // set the givne flag on all objects in the inventory recursively
439 MTH void set_flag_inv (int flag, int value = 1);
440
441 void enter_exit (object *exit);//Perl
442 MTH void enter_map (maptile *newmap, int x, int y);
443
444 // returns the mapspace this object is in
445 mapspace &ms () const;
257 446
258 // fully recursive iterator 447 // fully recursive iterator
259 struct iterator_base 448 struct iterator_base
260 { 449 {
261 object *item; 450 object *item;
268 operator object *() const { return item; } 457 operator object *() const { return item; }
269 458
270 object *operator ->() const { return item; } 459 object *operator ->() const { return item; }
271 object &operator * () const { return *item; } 460 object &operator * () const { return *item; }
272 }; 461 };
462
463 MTH unsigned int random_seed () const
464 {
465 return (unsigned int)uuid.seq;
466 }
273 467
274 // depth-first recursive iterator 468 // depth-first recursive iterator
275 struct depth_iterator : iterator_base 469 struct depth_iterator : iterator_base
276 { 470 {
277 depth_iterator (object *container); 471 depth_iterator (object *container);
288 object *end () 482 object *end ()
289 { 483 {
290 return this; 484 return this;
291 } 485 }
292 486
487 /* This returns TRUE if the object is something that
488 * should be displayed in the floorbox/inventory window
489 */
490 MTH bool client_visible () const
491 {
492 return !invisible && type != PLAYER;
493 }
494
495 MTH struct region *region () const;
496
293protected: 497protected:
294 friend struct archetype;
295
296 void link (); 498 void link ();
297 void unlink (); 499 void unlink ();
298 500
299 object (); 501 object ();
300 ~object (); 502 ~object ();
301}; 503};
302 504
303#define get_object() object::create () 505// move this object to the top of its env's inventory to speed up
304#define free_object(op) (op)->free (0) 506// searches for it.
305#define free_object2(op, free_inv) (op)->free (free_inv) 507static object *
306#define clear_owner(op) (op)->owner = 0 508splay (object *ob)
307#define copy_owner(op,other) (op)->owner = (other)->owner
308#define get_owner(op) (op)->owner
309#define clear_object(op) (op)->clear ()
310
311static inline void
312set_owner (object *op, object *owner)
313{ 509{
314 op->set_owner (owner); 510 if (ob->env && ob->env->inv != ob)
511 {
512 if (ob->above) ob->above->below = ob->below;
513 if (ob->below) ob->below->above = ob->above;
514
515 ob->above = 0;
516 ob->below = ob->env->inv;
517 ob->below->above = ob;
518 ob->env->inv = ob;
519 }
520
521 return ob;
315} 522}
316
317#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
318 523
319typedef struct oblnk 524typedef struct oblnk
320{ /* Used to link together several objects */ 525{ /* Used to link together several objects */
321 object *ob; 526 object_ptr ob;
322 struct oblnk *next; 527 struct oblnk *next;
323 tag_t id;
324} objectlink; 528} objectlink;
325 529
326typedef struct oblinkpt 530typedef struct oblinkpt
327{ /* Used to link together several object links */ 531{ /* Used to link together several object links */
328 struct oblnk *link; 532 struct oblnk *link;
329 long value; /* Used as connected value in buttons/gates */ 533 long value; /* Used as connected value in buttons/gates */
330 struct oblinkpt *next; 534 struct oblinkpt *next;
331} oblinkpt; 535} oblinkpt;
536
537object *find_skill_by_name (object *who, const char *name);
538object *find_skill_by_name (object *who, const shstr &sh);
539object *find_skill_by_number (object *who, int skillno);
332 540
333/* 541/*
334 * The archetype structure is a set of rules on how to generate and manipulate 542 * The archetype structure is a set of rules on how to generate and manipulate
335 * objects which point to archetypes. 543 * objects which point to archetypes.
336 * This probably belongs in arch.h, but there really doesn't appear to 544 * This probably belongs in arch.h, but there really doesn't appear to
337 * be much left in the archetype - all it really is is a holder for the 545 * be much left in the archetype - all it really is is a holder for the
338 * object and pointers. This structure should get removed, and just replaced 546 * object and pointers. This structure should get removed, and just replaced
339 * by the object structure 547 * by the object structure
340 */ 548 */
341 549
342ACC_CLASS(archetype) 550INTERFACE_CLASS (archetype)
343struct archetype : zero_initialised 551struct archetype : object
344{ 552{
345 archetype (); 553 archetype (const char *name);
346 ~archetype (); 554 ~archetype ();
555 void gather_callbacks (AV *&callbacks, event_type event) const;
347 556
557 static archetype *read (object_thawer &f);
558 static archetype *get (const char *name); // find or create
559 static archetype *find (const char *name);
560
561 void link ();
562 void unlink ();
563
564 object_vector_index ACC (RW, archid); // index in archvector
348 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 565 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
349 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 566 bool ACC (RW, stub); // if true, this is an invalid archetype
350 struct archetype *ACC (RW, head); /* The main part of a linked object */
351 struct archetype *ACC (RW, more); /* Next part of a linked object */
352 object ACC (RO, clone); /* An object from which to do copy_object() */
353 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 567 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
354 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
355 * in comparison to the head.
356 */
357};
358 568
569 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
570 sint8 ACC (RW, max_x), ACC (RW, max_y);
571};
572
573inline void
574object_freezer::put (keyword k, archetype *v)
575{
576 put (k, v ? &v->archname : (const char *)0);
577}
578
579typedef object_vector<object, &object::index > objectvec;
580typedef object_vector<object, &object::active> activevec;
581typedef object_vector<archetype, &archetype::archid> archvec;
582
359extern object *objects; 583extern objectvec objects;
360extern object *active_objects; 584extern activevec actives;
585extern archvec archetypes;
361 586
362extern int nrofallocobjects; 587#define for_all_objects(var) \
588 for (unsigned _i = 0; _i < objects.size (); ++_i) \
589 statementvar (object *, var, objects [_i])
363 590
364/* This returns TRUE if the object is something that 591#define for_all_actives(var) \
365 * should be displayed in the look window 592 for (unsigned _i = 0; _i < actives.size (); ++_i) \
366 */ 593 statementvar (object *, var, actives [_i])
367#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 594
595#define for_all_archetypes(var) \
596 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
597 statementvar (archetype *, var, archetypes [_i])
368 598
369/* Used by update_object to know if the object being passed is 599/* Used by update_object to know if the object being passed is
370 * being added or removed. 600 * being added or removed.
371 */ 601 */
372#define UP_OBJ_INSERT 1 602#define UP_OBJ_INSERT 1
406#define INS_NO_WALK_ON 0x0004 636#define INS_NO_WALK_ON 0x0004
407#define INS_ON_TOP 0x0008 637#define INS_ON_TOP 0x0008
408#define INS_BELOW_ORIGINATOR 0x0010 638#define INS_BELOW_ORIGINATOR 0x0010
409#define INS_MAP_LOAD 0x0020 639#define INS_MAP_LOAD 0x0020
410 640
411#define ARCH_SINGULARITY "singularity"
412#define ARCH_SINGULARITY_LEN 11
413#define ARCH_DETECT_MAGIC "detect_magic"
414#define ARCH_DEPLETION "depletion" 641#define ARCH_DEPLETION "depletion"
415#define ARCH_SYMPTOM "symptom"
416 642
417#endif 643#endif
644

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