--- deliantra/server/include/object.h 2006/02/03 07:12:50 1.1 +++ deliantra/server/include/object.h 2007/08/16 06:36:56 1.143 @@ -1,57 +1,72 @@ /* - * static char *rcsid_object_h = - * "$Id$"; + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ -/* - CrossFire, A Multiplayer game for X-windows +#ifndef OBJECT_H +#define OBJECT_H - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen +#include - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. +#include "cfperl.h" +#include "shstr.h" - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ +typedef int tag_t; -#ifndef OBJECT_H -#define OBJECT_H +enum { + body_skill, + body_combat, + body_range, + body_shield, + body_arm, + body_torso, + body_head, + body_neck, + body_finger, + body_shoulder, + body_foot, + body_hand, + body_wrist, + body_waist, + NUM_BODY_LOCATIONS +}; -typedef uint32 tag_t; -#define NUM_BODY_LOCATIONS 12 -#define BODY_ARMS 1 +enum slottype_t +{ + slot_none, + slot_combat, + slot_ranged, +}; /* See common/item.c */ -typedef struct Body_Locations { - char *save_name; /* Name used to load/save it to disk */ - char *use_name; /* Name used when describing an item we can use */ - char *nonuse_name; /* Name to describe objects we can't use */ +typedef struct Body_Locations +{ + keyword save_name; /* Name used to load/save it to disk */ + const char *use_name; /* Name used when describing an item we can use */ + const char *nonuse_name; /* Name to describe objects we can't use */ } Body_Locations; extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; -typedef struct _event -{ - int type; - const char *hook; - const char *plugin; - const char *options; - struct _event *next; -} event; - /* * Each object (this also means archetypes!) could have a few of these * "dangling" from it; this could also end up containing 'parse errors'. @@ -62,207 +77,471 @@ * accessing the list directly. * Exception is if you want to walk this list for some reason. */ -typedef struct _key_value { - const char * key; - const char * value; - struct _key_value * next; -} key_value; +struct key_value +{ + key_value *next; + shstr key, value; +}; + +struct UUID +{ + uint64 seq; + UUID () { } + UUID (uint64 seq) : seq(seq) { } + operator uint64() { return seq; } + void operator =(uint64 seq) { this->seq = seq; } +}; + +extern void init_uuid (); +extern UUID gen_uuid (); +extern const uint64 UUID_SKIP; /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields * that were in the can_apply area. What is the point of having both * can_apply and will_apply? */ -#define WILL_APPLY_HANDLE 0x1 -#define WILL_APPLY_TREASURE 0x2 -#define WILL_APPLY_EARTHWALL 0x4 -#define WILL_APPLY_DOOR 0x8 -#define WILL_APPLY_FOOD 0x10 +#define WILL_APPLY_HANDLE 0x01 +#define WILL_APPLY_TREASURE 0x02 +#define WILL_APPLY_EARTHWALL 0x04 +#define WILL_APPLY_DOOR 0x08 +#define WILL_APPLY_FOOD 0x10 +struct body_slot +{ + signed char info:4; /* body info as loaded from the file */ + signed char used:4; /* Calculated value based on items equipped */ +}; + +INTERFACE_CLASS (object) +// these are being copied +struct object_copy : attachable +{ + typedef bitset flags_t; -/* Note that the ordering of this structure is sort of relevent - - * copy_object copies everything over beyond 'name' using memcpy. - * Thus, values that need to be copied need to be located beyond that - * point. - * - * However, if you're keeping a pointer of some sort, you probably - * don't just want it copied, so you'll need to add to common/object.c, - * e.g. copy-object - * - * I've tried to clean up this structure a bit (in terms of formatting) - * by making it more consistent. I've also tried to locate some of the fields - * more logically together (put the item related ones together, the monster - * related ones, etc. - * This structure is best viewed with about a 100 width screen. - * MSW 2002-07-05 - */ -typedef struct obj { - /* These variables are not changed by copy_object() */ - struct pl *contr; /* Pointer to the player which control this object */ - struct obj *next; /* Pointer to the next object in the free/used list */ - struct obj *prev; /* Pointer to the previous object in the free/used list*/ - struct obj *active_next; /* Next & previous object in the 'active' */ - struct obj *active_prev; /* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ - struct obj *below; /* Pointer to the object stacked below this one */ - struct obj *above; /* Pointer to the object stacked above this one */ - /* Note: stacked in the *same* environment*/ - struct obj *inv; /* Pointer to the first object in the inventory */ - struct obj *container; /* Current container being used. I think this - * is only used by the player right now. - */ - struct obj *env; /* Pointer to the object which is the environment. - * This is typically the container that the object is in. - */ - struct obj *more; /* Pointer to the rest of a large body of objects */ - struct obj *head; /* Points to the main object of a large body */ - struct mapdef *map; /* Pointer to the map in which this object is present */ - - tag_t count; /* Unique object number for this object */ - uint16 refcount; /* How many objects points to this object */ - - /* These get an extra add_refcount(), after having been copied by memcpy(). - * All fields beow this point are automatically copied by memcpy. If - * adding something that needs a refcount updated, make sure you modify - * copy_object to do so. Everything below here also gets cleared - * by clear_object() - */ - const char *name; /* The name of the object, obviously... */ - const char *name_pl; /* The plural name of the object */ - const char *title; /* Of foo, etc */ - const char *race; /* human, goblin, dragon, etc */ - const char *slaying; /* Which race to do double damage to */ + sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + + uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ + uint8 ACC (RW, subtype); /* subtype of object */ + sint8 ACC (RW, direction); /* Means the object is moving that way. */ + sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ + + shstr ACC (RW, name); /* The name of the object, obviously... */ + shstr ACC (RW, name_pl); /* The plural name of the object */ + shstr ACC (RW, title); /* Of foo, etc */ + shstr ACC (RW, race); /* human, goblin, dragon, etc */ + shstr ACC (RW, slaying); /* Which race to do double damage to */ /* If this is an exit, this is the filename */ - const char *skill; /* Name of the skill this object uses/grants */ - const char *msg; /* If this is a book/sign/magic mouth/etc */ - const char *lore; /* Obscure information about this object, */ + shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ + shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ + shstr ACC (RW, lore); /* Obscure information about this object, */ /* To get put into books and the like. */ - - sint16 x,y; /* Position in the map for this object */ - sint16 ox,oy; /* For debugging: Where it was last inserted */ - float speed; /* The overall speed of this object */ - float speed_left; /* How much speed is left to spend this round */ - uint32 nrof; /* How many of the objects */ - New_Face *face; /* Face with colors */ - sint8 direction; /* Means the object is moving that way. */ - sint8 facing; /* Object is oriented/facing that way. */ - - /* This next big block are basically used for monsters and equipment */ - uint8 type; /* PLAYER, BULLET, etc. See define.h */ - uint8 subtype; /* subtype of object */ - uint16 client_type; /* Public type information. see doc/Developers/objects */ - sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ - uint32 attacktype; /* Bitmask of attacks this object does */ - uint32 path_attuned; /* Paths the object is attuned to */ - uint32 path_repelled; /* Paths the object is repelled from */ - uint32 path_denied; /* Paths the object is denied access to */ - uint16 material; /* What materials this object consist of */ - const char *materialname; /* specific material name */ - sint8 magic; /* Any magical bonuses to this item */ - uint8 state; /* How the object was last drawn (animation) */ - sint32 value; /* How much money it is worth (or contains) */ - sint16 level; /* Level of creature or object */ - /* Note that the last_.. values are sometimes used for non obvious - * meanings by some objects, eg, sp penalty, permanent exp. - */ - sint32 last_heal; /* Last healed. Depends on constitution */ - sint32 last_sp; /* As last_heal, but for spell points */ - sint16 last_grace; /* as last_sp, except for grace */ - sint16 last_eat; /* How long since we last ate */ - sint16 invisible; /* How much longer the object will be invis */ - uint8 pick_up; /* See crossfire.doc */ - sint8 item_power; /* power rating of the object */ - sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ - sint32 weight; /* Attributes of the object */ - sint32 weight_limit; /* Weight-limit of object */ - sint32 carrying; /* How much weight this object contains */ - sint8 glow_radius; /* indicates the glow radius of the object */ - living stats; /* Str, Con, Dex, etc */ - sint64 perm_exp; /* Permanent exp */ - const char *current_weapon_script; /* The script of the currently used weapon. Executed */ - /* each time the object attacks something */ - struct obj *current_weapon; /* Pointer to the weapon currently used */ - uint32 weapontype; /* type of weapon */ - uint32 tooltype; /* type of tool or build facility */ - sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ - sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ - /* See the doc/Developers/objects for more info about body locations */ - - /* Following mostly refers to fields only used for monsters */ - struct obj *owner; /* Pointer to the object which controls this one */ - /* Owner should not be referred to directly - */ - /* get_owner should be used instead. */ - tag_t ownercount; /* What count the owner had (in case owner */ - /* has been freed) */ - struct obj *enemy; /* Monster/player to follow even if not closest */ - struct obj *attacked_by; /* This object start to attack us! only player & monster */ - tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ - struct treasureliststruct *randomitems; /* Items to be generated */ - uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ - struct obj *chosen_skill; /* the skill chosen to use */ - uint32 hide; /* The object is hidden, not invisible */ - /* changes made by kholland@sunlab.cit.cornell.edu */ - /* allows different movement patterns for attackers */ - sint32 move_status; /* What stage in attack mode */ - uint16 attack_movement;/* What kind of attack movement */ - uint8 will_apply; /* See crossfire.doc */ - struct obj *spellitem; /* Spell ability monster is choosing to use */ - double expmul; /* needed experience = (calc_exp*expmul) - means some */ + shstr ACC (RW, materialname); /* specific material name */ + shstr ACC (RW, custom_name); /* Custom name assigned by player */ +// materialtype_t *ACC (RW, material); /* What material this object consists of */ + object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ + object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ + object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ + object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ + object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ + object_ptr ACC (RW, spell); /* Spell that was being cast */ + object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ + arch_ptr ACC (RW, arch); /* Pointer to archetype */ + arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ + + float ACC (RW, speed); /* The overall speed of this object */ + float ACC (RW, speed_left); /* How much speed is left to spend this round */ + uint32 ACC (RW, nrof); /* How many of the objects */ + + /* This next big block are basically used for monsters and equipment */ + uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ + + sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ + uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ + uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ + uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ + uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ + uint16 ACC (RW, materials); /* What materials this object consists of */ + sint8 ACC (RW, magic); /* Any magical bonuses to this item */ + uint8 ACC (RW, state); /* How the object was last drawn (animation) */ + sint32 ACC (RW, value); /* How much money it is worth (or contains) */ + /* Note that the last_.. values are sometimes used for non obvious + * meanings by some objects, eg, sp penalty, permanent exp. + */ + sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ + sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ + sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ + sint16 ACC (RW, last_eat); /* How long since we last ate */ + sint16 ACC (RW, invisible); /* How much longer the object will be invis */ + sint16 ACC (RW, level); /* Level of creature or object */ + uint8 ACC (RW, pick_up); /* See crossfire.doc */ + sint8 ACC (RW, item_power); /* power rating of the object */ + sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ + sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ + sint32 ACC (RW, weight); /* Attributes of the object */ + sint32 ACC (RW, weight_limit);/* Weight-limit of object */ + sint32 ACC (RW, carrying); /* How much weight this object contains */ + sint64 ACC (RW, perm_exp); /* Permanent exp */ + uint32 ACC (RW, weapontype); /* type of weapon */ + uint32 ACC (RW, tooltype); /* type of tool or build facility */ + body_slot slot [NUM_BODY_LOCATIONS]; + faceidx ACC (RW, face); /* the graphical face */ + faceidx ACC (RW, sound); /* the sound face */ + faceidx ACC (RW, sound_destroy); /* played on destroy */ + living ACC (RO, stats); /* Str, Con, Dex, etc */ + /* See the pod/objects.pod for more info about body locations */ + + /* Following mostly refers to fields only used for monsters */ + uint32 ACC (RW, hide); /* The object is hidden, not invisible */ + + /* allows different movement patterns for attackers */ + sint32 ACC (RW, move_status); /* What stage in attack mode */ + uint16 ACC (RW, attack_movement); /* What kind of attack movement */ + uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ + float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ /* races/classes can need less/more exp to gain levels */ - /* Spell related information, may be useful elsewhere - * Note that other fields are used - these files are basically - * only used in spells. - */ - sint16 duration; /* How long the spell lasts */ - uint8 duration_modifier; /* how level modifies duration */ - sint16 casting_time; /* time left before spell goes off */ - struct obj *spell; /* Spell that was being cast */ - uint16 start_holding; - char *spellarg; - uint8 dam_modifier; /* How going up in level effects damage */ - sint8 range; /* Range of the spell */ - uint8 range_modifier; /* How going up in level effects range */ - - /* Following are values used by any object */ - struct archt *arch; /* Pointer to archetype */ - struct archt *other_arch; /* Pointer used for various things - mostly used for what */ - /* this objects turns into or what this object creates */ - uint32 flags[4]; /* various flags */ - uint16 animation_id; /* An index into the animation array */ - uint8 anim_speed; /* ticks between animation-frames */ - uint8 last_anim; /* last sequence used to draw face */ - sint32 elevation; /* elevation of this terrain - not currently used */ - uint8 smoothlevel; /* how to smooth this square around*/ - - MoveType move_type; /* Type of movement this object uses */ - MoveType move_block; /* What movement types this blocks */ - MoveType move_on; /* Move types affected moving on to this space */ - MoveType move_off; /* Move types affected moving off this space */ - MoveType move_slow; /* Movement types this slows down */ - float move_slow_penalty; /* How much this slows down the object */ - - event *events; + /* Spell related information, may be useful elsewhere + * Note that other fields are used - these files are basically + * only used in spells. + */ + sint16 ACC (RW, duration); /* How long the spell lasts */ + sint16 ACC (RW, casting_time);/* time left before spell goes off */ + + uint16 ACC (RW, start_holding); + uint8 ACC (RW, duration_modifier); /* how level modifies duration */ + uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ + + sint8 ACC (RW, range); /* Range of the spell */ + uint8 ACC (RW, range_modifier); /* How going up in level effects range */ + MoveType ACC (RW, move_type); /* Type of movement this object uses */ + MoveType ACC (RW, move_block);/* What movement types this blocks */ + + MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ + MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ + MoveType ACC (RW, move_off); /* Move types affected moving off this space */ + MoveType ACC (RW, move_slow); /* Movement types this slows down */ + + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ + + char *ACC (RW, spellarg); + + /* Following are values used by any object */ + /* this objects turns into or what this object creates */ + treasurelist *ACC (RW, randomitems); /* Items to be generated */ + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif + uint16 ACC (RW, animation_id);/* An index into the animation array */ + uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ + uint8 ACC (RW, last_anim); /* last sequence used to draw face */ + sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ + uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ + uint8 ACC (RW, will_apply); /* See crossfire.doc */ +}; - const char *custom_name; /* Custom name assigned by player */ - key_value *key_values; /* Fields not explictly known by the loader. */ +struct object : zero_initialised, object_copy +{ + // These variables are not changed by ->copy_to + maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ -} object; + UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. + int ACC (RO, count); + object_vector_index ACC (RO, index); // index into objects + object_vector_index ACC (RO, active); // index into actives + + player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ + + object *ACC (RW, below); /* Pointer to the object stacked below this one */ + object *ACC (RW, above); /* Pointer to the object stacked above this one */ + /* Note: stacked in the *same* environment */ + object *inv; /* Pointer to the first object in the inventory */ -typedef struct oblnk { /* Used to link together several objects */ - object *ob; + //TODO: container must move into client + object_ptr ACC (RW, container); /* Current container being used. I think this + * is only used by the player right now. + */ + object *ACC (RW, env); /* Pointer to the object which is the environment. + * This is typically the container that the object is in. + */ + object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ + object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different + client_container *seen_by; // seen by which player/container currently? + key_value *key_values; /* Fields not explictly known by the loader. */ + + bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all + void post_load_check (); // do some adjustments after parsing + static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. + bool write (object_freezer &f); + + MTH int slottype () const; + MTH static object *create (); + object &operator =(const object &src); + MTH void copy_to (object *dst); + MTH object *clone (); // create + copy_to + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; + MTH void destroy (bool destroy_inventory = false); + + // recursively destroy all objects in inventory, optionally dropping them to the ground instead + MTH void destroy_inv (bool drop_to_ground = false); + MTH object *insert (object *item); // insert into inventory + MTH void play_sound (faceidx sound) const; + + void do_remove (); + MTH void remove () + { + if (!flag [FLAG_REMOVED]) + do_remove (); + } + + static bool can_merge_slow (object *op1, object *op2); + + // this is often used in time-critical code, so optimise + MTH static bool can_merge (object *op1, object *op2) + { + return op1->value == op2->value + && op1->name == op2->name + && can_merge_slow (op1, op2); + } + + MTH void set_owner (object *owner); + MTH void set_speed (float speed); + MTH bool change_weapon (object *ob); + MTH bool change_skill (object *ob); + + MTH void open_container (object *new_container); + MTH void close_container () + { + open_container (0); + } + + MTH object *force_find (const shstr name); + MTH void force_add (const shstr name, int duration = 0); + + // overwrite the attachable should_invoke function with a version that also checks ev_want_type + bool should_invoke (event_type event) + { + return ev_want_event [event] || ev_want_type [type] || cb; + } + + MTH void instantiate (); + + // recalculate all stats + MTH void update_stats (); + MTH void roll_stats (); + MTH void swap_stats (int a, int b); + MTH void add_statbonus (); + MTH void remove_statbonus (); + MTH void drain_stat (); + MTH void drain_specific_stat (int deplete_stats); + MTH void change_luck (int value); + + // info must hold 256 * 3 bytes currently + const char *debug_desc (char *info) const; + MTH const char *debug_desc () const; // uses at least 3 round-robin buffers + const char *flag_desc (char *desc, int len) const; + + int number_of () const + { + return nrof ? nrof : 1; + } + + uint64 total_weight () const + { + return weight * number_of (); + } + + // return the dominant material of this item, always return something + const materialtype_t *dominant_material () const; + + // return the volume of this object in cm³ + uint64 volume () const + { + return total_weight () + * 1000 + * (type == CONTAINER ? 1000 : 1) + / dominant_material ()->density; + } + + MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } + MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET + || type == CLOAK || type == BOOTS || type == GLOVES + || type == BRACERS || type == GIRDLE; } + MTH bool is_alive () const { return (type == PLAYER + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [FLAG_IS_A_TEMPLATE]; } + MTH bool is_arrow () const { return type == ARROW + || (type == SPELL_EFFECT + && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } + + MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } + + // temporary: wether the object can be saved in a map file + // contr => is a player + // head => only save head of a multitile object + // owner => can not reference owner yet + MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } + + /* This return true if object has still randomitems which + * could be expanded. + */ + MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + + // returns the player that has this object in his inventory, or 0 + MTH object *in_player () const + { + for (object *op = env; op; op = op->env) + if (op->type == PLAYER) + return op; + + return 0; + } + + // "temporary" helper function + MTH object *head_ () + { + return head ? head : this; + } + + MTH bool is_head () + { + return head_ () == this; + } + + MTH std::string long_desc (object *who = 0); + MTH std::string describe_monster (object *who = 0); + MTH std::string describe_item (object *who = 0); + MTH std::string describe (object *who = 0); + + // If this object has no extra parts but should have them, + // add them, effectively expanding heads into multipart + // objects. This method only works on objects not inserted + // anywhere. + MTH void expand_tail (); + + MTH void create_treasure (treasurelist *tl, int flags = 0); + + // insert object at same map position as 'where' + // handles both inventory and map "positions" + MTH object *insert_at (object *where, object *originator = 0, int flags = 0); + MTH void drop_unpaid_items (); + + MTH void activate (); + MTH void deactivate (); + MTH void activate_recursive (); + MTH void deactivate_recursive (); + + // set the givne flag on all objects in the inventory recursively + MTH void set_flag_inv (int flag, int value = 1); + + void enter_exit (object *exit);//Perl + MTH void enter_map (maptile *newmap, int x, int y); + + // returns the mapspace this object is in + mapspace &ms () const; + + // fully recursive iterator + struct iterator_base + { + object *item; + + iterator_base (object *container) + : item (container) + { + } + + operator object *() const { return item; } + + object *operator ->() const { return item; } + object &operator * () const { return *item; } + }; + + MTH unsigned int random_seed () const + { + return (unsigned int)uuid.seq; + } + + // depth-first recursive iterator + struct depth_iterator : iterator_base + { + depth_iterator (object *container); + void next (); + object *operator ++( ) { next (); return item; } + object *operator ++(int) { object *i = item; next (); return i; } + }; + + object *begin () + { + return this; + } + + object *end () + { + return this; + } + + /* This returns TRUE if the object is something that + * should be displayed in the floorbox/inventory window + */ + MTH bool client_visible () const + { + return !invisible && type != PLAYER; + } + + MTH struct region *region () const; + + void statusmsg (const char *msg, int color = NDI_BLACK); + void errormsg (const char *msg, int color = NDI_RED); + +protected: + void link (); + void unlink (); + + object (); + ~object (); +}; + +// move this object to the top of its env's inventory to speed up +// searches for it. +static object * +splay (object *ob) +{ + if (ob->env && ob->env->inv != ob) + { + if (ob->above) ob->above->below = ob->below; + if (ob->below) ob->below->above = ob->above; + + ob->above = 0; + ob->below = ob->env->inv; + ob->below->above = ob; + ob->env->inv = ob; + } + + return ob; +} + +typedef struct oblnk +{ /* Used to link together several objects */ + object_ptr ob; struct oblnk *next; - tag_t id; } objectlink; -typedef struct oblinkpt { /* Used to link together several object links */ +typedef struct oblinkpt +{ /* Used to link together several object links */ struct oblnk *link; - long value; /* Used as connected value in buttons/gates */ + long value; /* Used as connected value in buttons/gates */ struct oblinkpt *next; } oblinkpt; +object *find_skill_by_name (object *who, const char *name); +object *find_skill_by_name (object *who, const shstr &sh); +object *find_skill_by_number (object *who, int skillno); + /* * The archetype structure is a set of rules on how to generate and manipulate * objects which point to archetypes. @@ -272,30 +551,54 @@ * by the object structure */ -typedef struct archt { - const char *name; /* More definite name, like "generate_kobold" */ - struct archt *next; /* Next archetype in a linked list */ - struct archt *head; /* The main part of a linked object */ - struct archt *more; /* Next part of a linked object */ - object clone; /* An object from which to do copy_object() */ - uint32 editable; /* editable flags (mainly for editor) */ - sint8 tail_x, tail_y; /* Where the lower right most portion of the object is - * in comparison to the head. - */ -} archetype; - -extern object *objects; -extern object *active_objects; -extern object *free_objects; -extern object objarray[STARTMAX]; +INTERFACE_CLASS (archetype) +struct archetype : object +{ + archetype (const char *name); + ~archetype (); + void gather_callbacks (AV *&callbacks, event_type event) const; + + static archetype *read (object_thawer &f); + static archetype *get (const char *name); // find or create + static archetype *find (const char *name); + + void link (); + void unlink (); + + object_vector_index ACC (RW, archid); // index in archvector + shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ + bool ACC (RW, stub); // if true, this is an invalid archetype + uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ + + sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ + sint8 ACC (RW, max_x), ACC (RW, max_y); +}; -extern int nrofallocobjects; -extern int nroffreeobjects; +inline void +object_freezer::put (keyword k, archetype *v) +{ + put (k, v ? &v->archname : (const char *)0); +} -/* This returns TRUE if the object is somethign that - * should be displayed in the look window - */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) +typedef object_vector objectvec; +typedef object_vector activevec; +typedef object_vector archvec; + +extern objectvec objects; +extern activevec actives; +extern archvec archetypes; + +#define for_all_objects(var) \ + for (unsigned _i = 0; _i < objects.size (); ++_i) \ + statementvar (object *, var, objects [_i]) + +#define for_all_actives(var) \ + for (unsigned _i = 0; _i < actives.size (); ++_i) \ + statementvar (object *, var, actives [_i]) + +#define for_all_archetypes(var) \ + for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ + statementvar (archetype *, var, archetypes [_i]) /* Used by update_object to know if the object being passed is * being added or removed. @@ -303,7 +606,7 @@ #define UP_OBJ_INSERT 1 #define UP_OBJ_REMOVE 2 #define UP_OBJ_CHANGE 3 -#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ +#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ /* These are flags passed to insert_ob_in_map and * insert_ob_in_ob. Note that all flags may not be meaningful @@ -332,17 +635,14 @@ * right now if you pass more than one, that could very well change * in future revisions of the code. */ -#define INS_NO_MERGE 0x0001 -#define INS_ABOVE_FLOOR_ONLY 0x0002 -#define INS_NO_WALK_ON 0x0004 -#define INS_ON_TOP 0x0008 -#define INS_BELOW_ORIGINATOR 0x0010 -#define INS_MAP_LOAD 0x0020 - -#define ARCH_SINGULARITY "singularity" -#define ARCH_SINGULARITY_LEN 11 -#define ARCH_DETECT_MAGIC "detect_magic" +#define INS_NO_MERGE 0x0001 +#define INS_ABOVE_FLOOR_ONLY 0x0002 +#define INS_NO_WALK_ON 0x0004 +#define INS_ON_TOP 0x0008 +#define INS_BELOW_ORIGINATOR 0x0010 +#define INS_MAP_LOAD 0x0020 + #define ARCH_DEPLETION "depletion" -#define ARCH_SYMPTOM "symptom" #endif +