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Comparing deliantra/server/include/object.h (file contents):
Revision 1.14 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.171 by root, Sat May 3 09:04:17 2008 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.h,v 1.14 2006/08/31 17:54:14 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include <bitset>
28
32#include "cfperl.h" 29#include "cfperl.h"
33#include "shstr.h" 30#include "shstr.h"
34 31
35typedef uint32 tag_t; 32typedef int tag_t;
36#define NUM_BODY_LOCATIONS 12 33
37#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};
38 58
39/* See common/item.c */ 59/* See common/item.c */
40 60
41typedef struct Body_Locations { 61typedef struct Body_Locations
62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 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 */
44 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 */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 69
49typedef struct _event 70#define NUM_COINS 4 /* number of coin types */
50{ 71extern const char *const coins[NUM_COINS + 1];
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 72
58/* 73/*
59 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 76 *
63 * 78 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 80 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
67 */ 82 */
68typedef struct _key_value { 83struct key_value
69 const char * key; 84{
70 const char * value;
71 struct _key_value * next; 85 key_value *next;
72} key_value; 86 shstr key, value;
87};
73 88
89struct UUID
90{
91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
74 123
75/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 127 * can_apply and will_apply?
79 */ 128 */
80#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
85 134
86 135struct body_slot
87/* However, if you're keeping a pointer of some sort, you probably 136{
88 * don't just want it copied, so you'll need to add to common/object.C, 137 signed char info:4; /* body info as loaded from the file */
89 * e.g. copy_object. 138 signed char used:4; /* Calculated value based on items equipped */
90 */
91
92struct object_simple : attachable<object> {
93 tag_t count; /* Unique object number for this object */
94 uint16 refcount; /* How many objects points to this object */
95
96 /* These variables are not changed by copy_object() */
97 struct pl *contr; /* Pointer to the player which control this object */
98 struct object *next; /* Pointer to the next object in the free/used list */
99 struct object *prev; /* Pointer to the previous object in the free/used list*/
100 struct object *active_next; /* Next & previous object in the 'active' */
101 struct object *active_prev; /* List. This is used in process_events */
102 /* so that the entire object list does not */
103 /* need to be gone through. */
104 struct object *below; /* Pointer to the object stacked below this one */
105 struct object *above; /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment*/
107 struct object *inv; /* Pointer to the first object in the inventory */
108 struct object *container; /* Current container being used. I think this
109 * is only used by the player right now.
110 */
111 struct object *env; /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in.
113 */
114 struct object *more; /* Pointer to the rest of a large body of objects */
115 struct object *head; /* Points to the main object of a large body */
116 struct mapstruct *map; /* Pointer to the map in which this object is present */
117}; 139};
118 140
119struct object_special { 141INTERFACE_CLASS (object)
120 /* These get an extra add_refcount(), after having been copied by memcpy(). 142// these are being copied
121 * All fields beow this point are automatically copied by memcpy. If 143struct object_copy : attachable
122 * adding something that needs a refcount updated, make sure you modify 144{
123 * copy_object to do so. Everything below here also gets cleared 145 typedef bitset<NUM_FLAGS> flags_t;
124 * by clear_object() 146
125 */ 147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
126 shstr name; /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
127 shstr name_pl; /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
128 shstr title; /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
129 shstr race; /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
130 shstr slaying; /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
131 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
132 shstr skill; /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
133 shstr msg; /* If this is a book/sign/magic mouth/etc */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
134 shstr lore; /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
135 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
173 object_ptr ACC (RW, spell); /* Spell that was being cast */
174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
136 177
137 sint16 x,y; /* Position in the map for this object */
138 sint16 ox,oy; /* For debugging: Where it was last inserted */
139 float speed; /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
140 float speed_left; /* How much speed is left to spend this round */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
141 uint32 nrof; /* How many of the objects */ 180 uint32 ACC (RW, nrof); /* How many of the objects */
142 New_Face *face; /* Face with colors */
143 sint8 direction; /* Means the object is moving that way. */
144 sint8 facing; /* Object is oriented/facing that way. */
145 181
146 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
147 uint8 type; /* PLAYER, BULLET, etc. See define.h */
148 uint8 subtype; /* subtype of object */
149 uint16 client_type; /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
150 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
151 uint32 attacktype; /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
152 uint32 path_attuned; /* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
153 uint32 path_repelled; /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
154 uint32 path_denied; /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
155 uint16 material; /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
156 shstr materialname; /* specific material name */
157 sint8 magic; /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
158 uint8 state; /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
159 sint32 value; /* How much money it is worth (or contains) */ 193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
160 sint16 level; /* Level of creature or object */
161 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
162 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
163 */ 196 */
164 sint32 last_heal; /* Last healed. Depends on constitution */ 197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
165 sint32 last_sp; /* As last_heal, but for spell points */ 198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
166 sint16 last_grace; /* as last_sp, except for grace */ 199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
167 sint16 last_eat; /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
168 sint16 invisible; /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */
169 uint8 pick_up; /* See crossfire.doc */ 203 uint8 ACC (RW, pick_up); /* See crossfire.doc */
170 sint8 item_power; /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
171 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
172 sint32 weight; /* Attributes of the object */
173 sint32 weight_limit; /* Weight-limit of object */
174 sint32 carrying; /* How much weight this object contains */
175 sint8 glow_radius; /* indicates the glow radius of the object */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 living stats; /* Str, Con, Dex, etc */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
177 sint64 perm_exp; /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
178 struct object *current_weapon; /* Pointer to the weapon currently used */
179 uint32 weapontype; /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
180 uint32 tooltype; /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
181 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
182 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 214 faceidx ACC (RW, face); /* the graphical face */
183 /* See the doc/Developers/objects for more info about body locations */ 215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */
184 219
185 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
186 struct object *owner; /* Pointer to the object which controls this one */
187 /* Owner should not be referred to directly - */
188 /* get_owner should be used instead. */
189 tag_t ownercount; /* What count the owner had (in case owner */
190 /* has been freed) */
191 struct object *enemy; /* Monster/player to follow even if not closest */
192 struct object *attacked_by; /* This object start to attack us! only player & monster */
193 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
194 struct treasureliststruct *randomitems; /* Items to be generated */
195 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
196 struct object *chosen_skill; /* the skill chosen to use */
197 uint32 hide; /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
198 /* changes made by kholland@sunlab.cit.cornell.edu */ 222
199 /* allows different movement patterns for attackers */ 223 /* allows different movement patterns for attackers */
200 sint32 move_status; /* What stage in attack mode */ 224 sint32 ACC (RW, move_status); /* What stage in attack mode */
201 uint16 attack_movement;/* What kind of attack movement */ 225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
202 uint8 will_apply; /* See crossfire.doc */ 226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
203 struct object *spellitem; /* Spell ability monster is choosing to use */
204 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */ 228 /* races/classes can need less/more exp to gain levels */
206 229
207 /* Spell related information, may be useful elsewhere 230 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
209 * only used in spells. 232 * only used in spells.
210 */ 233 */
211 sint16 duration; /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
212 uint8 duration_modifier; /* how level modifies duration */
213 sint16 casting_time; /* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
214 struct object *spell; /* Spell that was being cast */ 236
215 uint16 start_holding; 237 uint16 ACC (RW, start_holding);
216 char *spellarg; 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
217 uint8 dam_modifier; /* How going up in level effects damage */ 239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
218 sint8 range; /* Range of the spell */ 240
241 sint8 ACC (RW, range); /* Range of the spell */
219 uint8 range_modifier; /* How going up in level effects range */ 242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */
220 245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254
221 /* Following are values used by any object */ 255 /* Following are values used by any object */
222 struct archt *arch; /* Pointer to archetype */
223 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
224 /* this objects turns into or what this object creates */ 256 /* this objects turns into or what this object creates */
225 uint32 flags[4]; /* various flags */ 257 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
226 uint16 animation_id; /* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
227 uint8 anim_speed; /* ticks between animation-frames */ 263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
228 uint8 last_anim; /* last sequence used to draw face */ 264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
229 sint32 elevation; /* elevation of this terrain - not currently used */ 265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
230 uint8 smoothlevel; /* how to smooth this square around*/ 266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
231 267 uint8 ACC (RW, will_apply); /* See crossfire.doc */
232 MoveType move_type; /* Type of movement this object uses */
233 MoveType move_block; /* What movement types this blocks */
234 MoveType move_allow; /* What movement types explicitly allowd */
235 MoveType move_on; /* Move types affected moving on to this space */
236 MoveType move_off; /* Move types affected moving off this space */
237 MoveType move_slow; /* Movement types this slows down */
238 float move_slow_penalty; /* How much this slows down the object */
239
240 event *events;
241
242 shstr custom_name; /* Custom name assigned by player */
243 key_value *key_values; /* Fields not explictly known by the loader. */
244}; 268};
245 269
246struct object : object_special, object_simple { 270struct object : zero_initialised, object_copy
247 void clone (object *destination) 271{
272 // These variables are not changed by ->copy_to
273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
274
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives
279
280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
281
282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
284 /* Note: stacked in the *same* environment */
285 object *inv; /* Pointer to the first object in the inventory */
286
287 //TODO: container must move into client
288 object_ptr ACC (RW, container); /* Current container being used. I think this
289 * is only used by the player right now.
290 */
291 object *ACC (RW, env); /* Pointer to the object which is the environment.
292 * This is typically the container that the object is in.
293 */
294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
296 client_container *seen_by; // seen by which player/container currently?
297 key_value *key_values; /* Fields not explictly known by the loader. */
298
299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
300 MTH void post_load_check (); // do some adjustments after parsing
301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 bool write (object_freezer &f);
303
304 MTH int slottype () const;
305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
307 MTH void copy_to (object *dst);
308 MTH object *clone (); // create + copy_to
309 void do_destroy ();
310 void gather_callbacks (AV *&callbacks, event_type event) const;
311 MTH void destroy (bool destroy_inventory = false);
312
313 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
314 MTH void destroy_inv (bool drop_to_ground = false);
315 MTH object *insert (object *item); // insert into inventory
316 MTH void play_sound (faceidx sound);
317
318 void do_remove ();
319 MTH void remove ()
320 {
321 if (!flag [FLAG_REMOVED])
322 do_remove ();
323 }
324
325 MTH bool blocked (maptile *m, int x, int y) const;
326
327 void move_to (const mapxy &pos)
328 {
329 remove ();
330 *this = pos;
331 insert_at (this, this);
332 }
333
334 static bool can_merge_slow (object *op1, object *op2);
335
336 // this is often used in time-critical code, so optimise
337 MTH static bool can_merge (object *op1, object *op2)
338 {
339 return op1->value == op2->value
340 && op1->name == op2->name
341 && can_merge_slow (op1, op2);
342 }
343
344 MTH void set_owner (object *owner);
345 MTH void set_speed (float speed);
346 MTH bool change_weapon (object *ob);
347 MTH bool change_skill (object *ob);
348
349 MTH void open_container (object *new_container);
350 MTH void close_container ()
351 {
352 open_container (0);
353 }
354
355 MTH object *force_find (const shstr name);
356 MTH void force_add (const shstr name, int duration = 0);
357
358 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
359 bool should_invoke (event_type event)
360 {
361 return ev_want_event [event] || ev_want_type [type] || cb;
362 }
363
364 MTH void instantiate ();
365
366 // recalculate all stats
367 MTH void update_stats ();
368 MTH void roll_stats ();
369 MTH void swap_stats (int a, int b);
370 MTH void add_statbonus ();
371 MTH void remove_statbonus ();
372 MTH void drain_stat ();
373 MTH void drain_specific_stat (int deplete_stats);
374 MTH void change_luck (int value);
375
376 // info must hold 256 * 3 bytes currently
377 const char *debug_desc (char *info) const;
378 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
379 const char *flag_desc (char *desc, int len) const;
380
381 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
382 MTH object *split (sint32 nr = 1); // return 0 on failure
383
384 MTH int number_of () const
385 {
386 return nrof ? nrof : 1;
387 }
388
389 MTH sint32 total_weight () const
390 {
391 return (weight + carrying) * number_of ();
392 }
393
394 MTH void update_weight ();
395
396 // return the dominant material of this item, always return something
397 const materialtype_t *dominant_material () const;
398
399 // return the volume of this object in cm³
400 MTH uint64 volume () const
401 {
402 return total_weight ()
403 * 1000
404 * (type == CONTAINER ? 1000 : 1)
405 / dominant_material ()->density;
406 }
407
408 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
409 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
410 || type == CLOAK || type == BOOTS || type == GLOVES
411 || type == BRACERS || type == GIRDLE; }
412 MTH bool is_alive () const { return (type == PLAYER
413 || flag [FLAG_MONSTER]
414 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
415 && !flag [FLAG_IS_A_TEMPLATE]; }
416 MTH bool is_arrow () const { return type == ARROW
417 || (type == SPELL_EFFECT
418 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
419 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
420
421 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
422
423 // temporary: wether the object can be saved in a map file
424 // contr => is a player
425 // head => only save head of a multitile object
426 // owner => can not reference owner yet
427 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
428
429 /* This return true if object has still randomitems which
430 * could be expanded.
431 */
432 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
433
434 // returns the outermost owner, never returns 0
435 MTH object *outer_owner ()
436 {
437 for (object *op = this; ; op = op->owner)
438 if (!op->owner)
439 return op;
440 }
441
442 // returns the outermost environment, never returns 0
443 MTH object *outer_env ()
444 {
445 for (object *op = this; ; op = op->env)
446 if (!op->env)
447 return op;
448 }
449
450 // returns the player that has this object in his inventory, or 0
451 // we assume the player is always the outer env
452 MTH object *in_player ()
453 {
454 object *op = outer_env ();
455
456 return op->type == PLAYER ? op : 0;
457 }
458
459 // "temporary" helper function
460 MTH object *head_ ()
461 {
462 return head ? head : this;
463 }
464
465 MTH bool is_head ()
466 {
467 return head_ () == this;
468 }
469
470 MTH bool is_on_map () const
471 {
472 return !env && !flag [FLAG_REMOVED];
473 }
474
475 // returns the player that cna see this object, if any
476 MTH object *visible_to () const;
477
478 MTH std::string long_desc (object *who = 0);
479 MTH std::string describe_monster (object *who = 0);
480 MTH std::string describe_item (object *who = 0);
481 MTH std::string describe (object *who = 0);
482
483 // If this object has no extra parts but should have them,
484 // add them, effectively expanding heads into multipart
485 // objects. This method only works on objects not inserted
486 // anywhere.
487 MTH void expand_tail ();
488
489 MTH void create_treasure (treasurelist *tl, int flags = 0);
490
491 // insert object at same map position as 'where'
492 // handles both inventory and map "positions"
493 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
494 MTH void drop_unpaid_items ();
495
496 MTH void activate ();
497 MTH void deactivate ();
498 MTH void activate_recursive ();
499 MTH void deactivate_recursive ();
500
501 // set the given flag on all objects in the inventory recursively
502 MTH void set_flag_inv (int flag, int value = 1);
503
504 void enter_exit (object *exit);//Perl
505 MTH void enter_map (maptile *newmap, int x, int y);
506
507 // returns the mapspace this object is in
508 mapspace &ms () const;
509
510 // fully recursive iterator
511 struct iterator_base
512 {
513 object *item;
514
515 iterator_base (object *container)
516 : item (container)
248 { 517 {
249 if (attach) 518 }
250 destination->attach = add_refcount (attach);
251 519
252 if (self || cb) 520 operator object *() const { return item; }
253 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 521
522 object *operator ->() const { return item; }
523 object &operator * () const { return *item; }
254 } 524 };
525
526 MTH unsigned int random_seed () const
527 {
528 return (unsigned int)uuid.seq;
529 }
530
531 // depth-first recursive iterator
532 struct depth_iterator : iterator_base
533 {
534 depth_iterator (object *container);
535 void next ();
536 object *operator ++( ) { next (); return item; }
537 object *operator ++(int) { object *i = item; next (); return i; }
538 };
539
540 object *begin ()
541 {
542 return this;
543 }
544
545 object *end ()
546 {
547 return this;
548 }
549
550 /* This returns TRUE if the object is something that
551 * a client might want to know about.
552 */
553 MTH bool client_visible () const
554 {
555 return !invisible && type != PLAYER;
556 }
557
558 // the client does nrof * this weight
559 MTH sint32 client_weight () const
560 {
561 return weight + carrying;
562 }
563
564 MTH struct region *region () const;
565
566 void statusmsg (const char *msg, int color = NDI_BLACK);
567 void failmsg (const char *msg, int color = NDI_RED);
568
569 const char *query_inventory (object *who = 0, const char *indent = "");
570
571 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
572 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
573
574protected:
575 void link ();
576 void unlink ();
577
578 object ();
579 ~object ();
580
581private:
582 object &operator =(const object &);
583 object (const object &);
255}; 584};
256 585
586// move this object to the top of its env's inventory to speed up
587// searches for it.
588static object *
589splay (object *ob)
590{
591 if (ob->env && ob->env->inv != ob)
592 {
593 if (ob->above) ob->above->below = ob->below;
594 if (ob->below) ob->below->above = ob->above;
595
596 ob->above = 0;
597 ob->below = ob->env->inv;
598 ob->below->above = ob;
599 ob->env->inv = ob;
600 }
601
602 return ob;
603}
604
605typedef struct oblnk
257typedef struct oblnk { /* Used to link together several objects */ 606{ /* Used to link together several objects */
258 object *ob; 607 object_ptr ob;
259 struct oblnk *next; 608 struct oblnk *next;
260 tag_t id;
261} objectlink; 609} objectlink;
262 610
263typedef struct oblinkpt { /* Used to link together several object links */ 611typedef struct oblinkpt
612{ /* Used to link together several object links */
264 struct oblnk *link; 613 struct oblnk *link;
265 long value; /* Used as connected value in buttons/gates */ 614 sint32 value; /* Used as connected value in buttons/gates */
266 struct oblinkpt *next; 615 struct oblinkpt *next;
267} oblinkpt; 616} oblinkpt;
617
618object *find_skill_by_name (object *who, const char *name);
619object *find_skill_by_name (object *who, const shstr &sh);
620object *find_skill_by_number (object *who, int skillno);
268 621
269/* 622/*
270 * The archetype structure is a set of rules on how to generate and manipulate 623 * The archetype structure is a set of rules on how to generate and manipulate
271 * objects which point to archetypes. 624 * objects which point to archetypes.
272 * This probably belongs in arch.h, but there really doesn't appear to 625 * This probably belongs in arch.h, but there really doesn't appear to
273 * be much left in the archetype - all it really is is a holder for the 626 * be much left in the archetype - all it really is is a holder for the
274 * object and pointers. This structure should get removed, and just replaced 627 * object and pointers. This structure should get removed, and just replaced
275 * by the object structure 628 * by the object structure
276 */ 629 */
277 630
278typedef struct archt { 631INTERFACE_CLASS (archetype)
279 const char *name; /* More definite name, like "generate_kobold" */ 632struct archetype : object
280 struct archt *next; /* Next archetype in a linked list */ 633{
281 struct archt *head; /* The main part of a linked object */ 634 static arch_ptr empty; // the empty_archetype
282 struct archt *more; /* Next part of a linked object */ 635 MTH static void gc ();
283 object clone; /* An object from which to do copy_object() */
284 uint32 editable; /* editable flags (mainly for editor) */
285 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
286 * in comparison to the head.
287 */
288} archetype;
289 636
637 archetype (const char *name);
638 ~archetype ();
639 void gather_callbacks (AV *&callbacks, event_type event) const;
640
641 MTH static archetype *find (const_utf8_string name);
642
643 MTH void link ();
644 MTH void unlink ();
645
646 MTH static object *get (const char *name); // find()->instance()
647 MTH object *instance ();
648
649 object_vector_index ACC (RW, archid); // index in archvector
650 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
651
652 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
653 sint8 ACC (RW, max_x), ACC (RW, max_y);
654
655 // support for archetype loading
656 static archetype *read (object_thawer &f);
657 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
658 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
659};
660
661inline void
662object_freezer::put (keyword k, archetype *v)
663{
664 put (k, v ? &v->archname : (const char *)0);
665}
666
667typedef object_vector<object, &object::index > objectvec;
668typedef object_vector<object, &object::active> activevec;
669typedef object_vector<archetype, &archetype::archid> archvec;
670
290extern object *objects; 671extern objectvec objects;
291extern object *active_objects; 672extern activevec actives;
292extern object *free_objects; 673extern archvec archetypes;
293extern object objarray[STARTMAX];
294 674
295extern int nrofallocobjects; 675#define for_all_objects(var) \
296extern int nroffreeobjects; 676 for (unsigned _i = 0; _i < objects.size (); ++_i) \
677 statementvar (object *, var, objects [_i])
297 678
298/* This returns TRUE if the object is somethign that 679#define for_all_actives(var) \
299 * should be displayed in the look window 680 for (unsigned _i = 0; _i < actives.size (); ++_i) \
300 */ 681 statementvar (object *, var, actives [_i])
301#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 682
683#define for_all_archetypes(var) \
684 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
685 statementvar (archetype *, var, archetypes [_i])
302 686
303/* Used by update_object to know if the object being passed is 687/* Used by update_object to know if the object being passed is
304 * being added or removed. 688 * being added or removed.
305 */ 689 */
306#define UP_OBJ_INSERT 1 690#define UP_OBJ_INSERT 1
307#define UP_OBJ_REMOVE 2 691#define UP_OBJ_REMOVE 2
308#define UP_OBJ_CHANGE 3 692#define UP_OBJ_CHANGE 3
309#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 693#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
310 694
311/* These are flags passed to insert_ob_in_map and 695/* These are flags passed to insert_ob_in_map and
312 * insert_ob_in_ob. Note that all flags may not be meaningful 696 * insert_ob_in_ob. Note that all flags may not be meaningful
313 * for both functions. 697 * for both functions.
314 * Most are fairly explanatory: 698 * Most are fairly explanatory:
323 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 707 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
324 * Use for treasure chests so the new object is the highest thing 708 * Use for treasure chests so the new object is the highest thing
325 * beneath the player, but not actually above it. Note - the 709 * beneath the player, but not actually above it. Note - the
326 * map and x,y coordinates for the object to be inserted must 710 * map and x,y coordinates for the object to be inserted must
327 * match the originator. 711 * match the originator.
328 * INS_MAP_LOAD: disable lots of checkings done at insertion to
329 * speed up map loading process, as we assume the ordering in
330 * loaded map is correct.
331 * 712 *
332 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 713 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
333 * are mutually exclusive. The behaviour for passing more than one 714 * are mutually exclusive. The behaviour for passing more than one
334 * should be considered undefined - while you may notice what happens 715 * should be considered undefined - while you may notice what happens
335 * right now if you pass more than one, that could very well change 716 * right now if you pass more than one, that could very well change
338#define INS_NO_MERGE 0x0001 719#define INS_NO_MERGE 0x0001
339#define INS_ABOVE_FLOOR_ONLY 0x0002 720#define INS_ABOVE_FLOOR_ONLY 0x0002
340#define INS_NO_WALK_ON 0x0004 721#define INS_NO_WALK_ON 0x0004
341#define INS_ON_TOP 0x0008 722#define INS_ON_TOP 0x0008
342#define INS_BELOW_ORIGINATOR 0x0010 723#define INS_BELOW_ORIGINATOR 0x0010
343#define INS_MAP_LOAD 0x0020
344 724
345#define ARCH_SINGULARITY "singularity"
346#define ARCH_SINGULARITY_LEN 11
347#define ARCH_DETECT_MAGIC "detect_magic"
348#define ARCH_DEPLETION "depletion" 725#define ARCH_DEPLETION "depletion"
349#define ARCH_SYMPTOM "symptom"
350 726
351#endif 727#endif
728

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