ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.19 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.143 by root, Thu Aug 16 06:36:56 2007 UTC

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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines