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Comparing deliantra/server/include/object.h (file contents):
Revision 1.15 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.147 by root, Thu Aug 30 05:37:58 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: object.h,v 1.15 2006/09/03 00:18:41 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 <crossfire@schmorp.de>
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
49/* 70/*
54 * 75 *
55 * 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
56 * accessing the list directly. 77 * accessing the list directly.
57 * 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.
58 */ 79 */
59struct key_value { 80struct key_value
81{
60 key_value *next; 82 key_value *next;
61 shstr key, value; 83 shstr key, value;
62}; 84};
63 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;
64 99
65/* Definition for WILL_APPLY values. Replaces having harcoded values 100/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * 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
67 * 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
68 * can_apply and will_apply? 103 * can_apply and will_apply?
69 */ 104 */
70#define WILL_APPLY_HANDLE 0x1 105#define WILL_APPLY_HANDLE 0x01
71#define WILL_APPLY_TREASURE 0x2 106#define WILL_APPLY_TREASURE 0x02
72#define WILL_APPLY_EARTHWALL 0x4 107#define WILL_APPLY_EARTHWALL 0x04
73#define WILL_APPLY_DOOR 0x8 108#define WILL_APPLY_DOOR 0x08
74#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
75 110
111struct body_slot
112{
113 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */
115};
76 116
77/* However, if you're keeping a pointer of some sort, you probably 117INTERFACE_CLASS (object)
78 * don't just want it copied, so you'll need to add to common/object.C, 118// these are being copied
79 * e.g. copy_object.
80 */
81
82struct object_simple : attachable<object> { 119struct object_copy : attachable
83 tag_t count; /* Unique object number for this object */ 120{
84 uint16 refcount; /* How many objects points to this object */ 121 typedef bitset<NUM_FLAGS> flags_t;
85 122
86 /* These variables are not changed by copy_object() */ 123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
87 struct pl *contr; /* Pointer to the player which control this object */
88 struct object *next; /* Pointer to the next object in the free/used list */
89 struct object *prev; /* Pointer to the previous object in the free/used list*/
90 struct object *active_next; /* Next & previous object in the 'active' */
91 struct object *active_prev; /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct object *below; /* Pointer to the object stacked below this one */
95 struct object *above; /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment*/
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *container; /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *env; /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *more; /* Pointer to the rest of a large body of objects */
105 struct object *head; /* Points to the main object of a large body */
106 struct mapstruct *map; /* Pointer to the map in which this object is present */
107};
108 124
109struct object_special { 125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 126 uint8 ACC (RW, subtype); /* subtype of object */
111 * All fields beow this point are automatically copied by memcpy. If 127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
112 * adding something that needs a refcount updated, make sure you modify 128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
113 * copy_object to do so. Everything below here also gets cleared 129
114 * by clear_object()
115 */
116 shstr name; /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
117 shstr name_pl; /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
118 shstr title; /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
122 shstr skill; /* Name of the skill this object uses/grants */ 136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
123 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 */
124 shstr lore; /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
125 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
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 */
126 152
127 sint16 x,y; /* Position in the map for this object */
128 sint16 ox,oy; /* For debugging: Where it was last inserted */
129 float speed; /* The overall speed of this object */ 153 float ACC (RW, speed); /* The overall speed of this object */
130 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 */
131 uint32 nrof; /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
132 New_Face *face; /* Face with colors */
133 sint8 direction; /* Means the object is moving that way. */
134 sint8 facing; /* Object is oriented/facing that way. */
135 156
136 /* This next big block are basically used for monsters and equipment */ 157 /* This next big block are basically used for monsters and equipment */
137 uint8 type; /* PLAYER, BULLET, etc. See define.h */
138 uint8 subtype; /* subtype of object */
139 uint16 client_type; /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
140 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
141 uint32 attacktype; /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
142 uint32 path_attuned; /* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
143 uint32 path_repelled; /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
144 uint32 path_denied; /* Paths the object is denied access to */ 164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
145 uint16 material; /* What materials this object consist of */ 165 uint16 ACC (RW, materials); /* What materials this object consists of */
146 shstr materialname; /* specific material name */
147 sint8 magic; /* Any magical bonuses to this item */ 166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 state; /* How the object was last drawn (animation) */ 167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 value; /* How much money it is worth (or contains) */ 168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 sint16 level; /* Level of creature or object */
151 /* Note that the last_.. values are sometimes used for non obvious 169 /* Note that the last_.. values are sometimes used for non obvious
152 * meanings by some objects, eg, sp penalty, permanent exp. 170 * meanings by some objects, eg, sp penalty, permanent exp.
153 */ 171 */
154 sint32 last_heal; /* Last healed. Depends on constitution */ 172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
155 sint32 last_sp; /* As last_heal, but for spell points */ 173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
156 sint16 last_grace; /* as last_sp, except for grace */ 174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
157 sint16 last_eat; /* How long since we last ate */ 175 sint16 ACC (RW, last_eat); /* How long since we last ate */
158 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 */
159 uint8 pick_up; /* See crossfire.doc */ 178 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 item_power; /* power rating of the object */ 179 sint8 ACC (RW, item_power); /* power rating of the object */
161 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) */
162 sint32 weight; /* Attributes of the object */
163 sint32 weight_limit; /* Weight-limit of object */
164 sint32 carrying; /* How much weight this object contains */
165 sint8 glow_radius; /* indicates the glow radius of the object */ 181 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
166 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 */
167 sint64 perm_exp; /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *current_weapon; /* Pointer to the weapon currently used */
169 uint32 weapontype; /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 tooltype; /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 188 body_slot slot [NUM_BODY_LOCATIONS];
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 189 faceidx ACC (RW, face); /* the graphical face */
173 /* 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 */
174 194
175 /* Following mostly refers to fields only used for monsters */ 195 /* Following mostly refers to fields only used for monsters */
176 struct object *owner; /* Pointer to the object which controls this one */
177 /* Owner should not be referred to directly - */
178 /* get_owner should be used instead. */
179 tag_t ownercount; /* What count the owner had (in case owner */
180 /* has been freed) */
181 struct object *enemy; /* Monster/player to follow even if not closest */
182 struct object *attacked_by; /* This object start to attack us! only player & monster */
183 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
184 struct treasureliststruct *randomitems; /* Items to be generated */
185 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
186 struct object *chosen_skill; /* the skill chosen to use */
187 uint32 hide; /* The object is hidden, not invisible */ 196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
188 /* changes made by kholland@sunlab.cit.cornell.edu */ 197
189 /* allows different movement patterns for attackers */ 198 /* allows different movement patterns for attackers */
190 sint32 move_status; /* What stage in attack mode */ 199 sint32 ACC (RW, move_status); /* What stage in attack mode */
191 uint16 attack_movement;/* What kind of attack movement */ 200 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
192 uint8 will_apply; /* See crossfire.doc */ 201 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
193 struct object *spellitem; /* Spell ability monster is choosing to use */
194 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 202 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 203 /* races/classes can need less/more exp to gain levels */
196 204
197 /* Spell related information, may be useful elsewhere 205 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 206 * Note that other fields are used - these files are basically
199 * only used in spells. 207 * only used in spells.
200 */ 208 */
201 sint16 duration; /* How long the spell lasts */ 209 sint16 ACC (RW, duration); /* How long the spell lasts */
202 uint8 duration_modifier; /* how level modifies duration */
203 sint16 casting_time; /* time left before spell goes off */ 210 sint16 ACC (RW, casting_time);/* time left before spell goes off */
204 struct object *spell; /* Spell that was being cast */ 211
205 uint16 start_holding; 212 uint16 ACC (RW, start_holding);
206 char *spellarg; 213 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
207 uint8 dam_modifier; /* How going up in level effects damage */ 214 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
208 sint8 range; /* Range of the spell */ 215
216 sint8 ACC (RW, range); /* Range of the spell */
209 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 */
210 220
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);
229
211 /* Following are values used by any object */ 230 /* Following are values used by any object */
212 struct archt *arch; /* Pointer to archetype */
213 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
214 /* this objects turns into or what this object creates */ 231 /* this objects turns into or what this object creates */
215 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
216 uint16 animation_id; /* An index into the animation array */ 237 uint16 ACC (RW, animation_id);/* An index into the animation array */
217 uint8 anim_speed; /* ticks between animation-frames */ 238 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
218 uint8 last_anim; /* last sequence used to draw face */ 239 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
219 sint32 elevation; /* elevation of this terrain - not currently used */ 240 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
220 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};
221 244
222 MoveType move_type; /* Type of movement this object uses */ 245struct object : zero_initialised, object_copy
223 MoveType move_block; /* What movement types this blocks */ 246{
224 MoveType move_allow; /* What movement types explicitly allowd */ 247 // These variables are not changed by ->copy_to
225 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 */
226 MoveType move_off; /* Move types affected moving off this space */
227 MoveType move_slow; /* Movement types this slows down */
228 float move_slow_penalty; /* How much this slows down the object */
229 249
230 shstr custom_name; /* Custom name assigned by player */ 250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
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?
231 key_value *key_values; /* Fields not explictly known by the loader. */ 272 key_value *key_values; /* Fields not explictly known by the loader. */
232};
233 273
234struct object : object_special, object_simple, zero_initialised { 274 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
235 void clone (object *destination) 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 const mapxy &operator =(const mapxy &pos);
282 object &operator =(const object &src);
283 MTH void copy_to (object *dst);
284 MTH object *clone (); // create + copy_to
285 void do_destroy ();
286 void gather_callbacks (AV *&callbacks, event_type event) const;
287 MTH void destroy (bool destroy_inventory = false);
288
289 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
290 MTH void destroy_inv (bool drop_to_ground = false);
291 MTH object *insert (object *item); // insert into inventory
292 MTH void play_sound (faceidx sound) const;
293
294 void do_remove ();
295 MTH void remove ()
296 {
297 if (!flag [FLAG_REMOVED])
298 do_remove ();
299 }
300
301 void move_to (const mapxy &pos)
302 {
303 remove ();
304 *this = pos;
305 insert_at (this, this);
306 }
307
308 static bool can_merge_slow (object *op1, object *op2);
309
310 // this is often used in time-critical code, so optimise
311 MTH static bool can_merge (object *op1, object *op2)
312 {
313 return op1->value == op2->value
314 && op1->name == op2->name
315 && can_merge_slow (op1, op2);
316 }
317
318 MTH void set_owner (object *owner);
319 MTH void set_speed (float speed);
320 MTH bool change_weapon (object *ob);
321 MTH bool change_skill (object *ob);
322
323 MTH void open_container (object *new_container);
324 MTH void close_container ()
325 {
326 open_container (0);
327 }
328
329 MTH object *force_find (const shstr name);
330 MTH void force_add (const shstr name, int duration = 0);
331
332 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
333 bool should_invoke (event_type event)
334 {
335 return ev_want_event [event] || ev_want_type [type] || cb;
336 }
337
338 MTH void instantiate ();
339
340 // recalculate all stats
341 MTH void update_stats ();
342 MTH void roll_stats ();
343 MTH void swap_stats (int a, int b);
344 MTH void add_statbonus ();
345 MTH void remove_statbonus ();
346 MTH void drain_stat ();
347 MTH void drain_specific_stat (int deplete_stats);
348 MTH void change_luck (int value);
349
350 // info must hold 256 * 3 bytes currently
351 const char *debug_desc (char *info) const;
352 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
353 const char *flag_desc (char *desc, int len) const;
354
355 int number_of () const
356 {
357 return nrof ? nrof : 1;
358 }
359
360 uint64 total_weight () const
361 {
362 return weight * number_of ();
363 }
364
365 // return the dominant material of this item, always return something
366 const materialtype_t *dominant_material () const;
367
368 // return the volume of this object in cm³
369 uint64 volume () const
370 {
371 return total_weight ()
372 * 1000
373 * (type == CONTAINER ? 1000 : 1)
374 / dominant_material ()->density;
375 }
376
377 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
378 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
379 || type == CLOAK || type == BOOTS || type == GLOVES
380 || type == BRACERS || type == GIRDLE; }
381 MTH bool is_alive () const { return (type == PLAYER
382 || flag [FLAG_MONSTER]
383 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
384 && !flag [FLAG_IS_A_TEMPLATE]; }
385 MTH bool is_arrow () const { return type == ARROW
386 || (type == SPELL_EFFECT
387 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
388 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
389
390 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
391
392 // temporary: wether the object can be saved in a map file
393 // contr => is a player
394 // head => only save head of a multitile object
395 // owner => can not reference owner yet
396 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
397
398 /* This return true if object has still randomitems which
399 * could be expanded.
400 */
401 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
402
403 // returns the player that has this object in his inventory, or 0
404 MTH object *in_player () const
405 {
406 for (object *op = env; op; op = op->env)
407 if (op->type == PLAYER)
408 return op;
409
410 return 0;
411 }
412
413 // "temporary" helper function
414 MTH object *head_ ()
415 {
416 return head ? head : this;
417 }
418
419 MTH bool is_head ()
420 {
421 return head_ () == this;
422 }
423
424 MTH std::string long_desc (object *who = 0);
425 MTH std::string describe_monster (object *who = 0);
426 MTH std::string describe_item (object *who = 0);
427 MTH std::string describe (object *who = 0);
428
429 // If this object has no extra parts but should have them,
430 // add them, effectively expanding heads into multipart
431 // objects. This method only works on objects not inserted
432 // anywhere.
433 MTH void expand_tail ();
434
435 MTH void create_treasure (treasurelist *tl, int flags = 0);
436
437 // insert object at same map position as 'where'
438 // handles both inventory and map "positions"
439 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
440 MTH void drop_unpaid_items ();
441
442 MTH void activate ();
443 MTH void deactivate ();
444 MTH void activate_recursive ();
445 MTH void deactivate_recursive ();
446
447 // set the givne flag on all objects in the inventory recursively
448 MTH void set_flag_inv (int flag, int value = 1);
449
450 void enter_exit (object *exit);//Perl
451 MTH void enter_map (maptile *newmap, int x, int y);
452
453 // returns the mapspace this object is in
454 mapspace &ms () const;
455
456 // fully recursive iterator
457 struct iterator_base
458 {
459 object *item;
460
461 iterator_base (object *container)
462 : item (container)
236 { 463 {
237 destination->attach = attach; 464 }
238 465
239 if (self || cb) 466 operator object *() const { return item; }
240 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 467
468 object *operator ->() const { return item; }
469 object &operator * () const { return *item; }
241 } 470 };
242};
243 471
244typedef struct oblnk { /* Used to link together several objects */ 472 MTH unsigned int random_seed () const
473 {
474 return (unsigned int)uuid.seq;
475 }
476
477 // depth-first recursive iterator
478 struct depth_iterator : iterator_base
479 {
480 depth_iterator (object *container);
481 void next ();
482 object *operator ++( ) { next (); return item; }
483 object *operator ++(int) { object *i = item; next (); return i; }
484 };
485
486 object *begin ()
487 {
488 return this;
489 }
490
491 object *end ()
492 {
493 return this;
494 }
495
496 /* This returns TRUE if the object is something that
497 * should be displayed in the floorbox/inventory window
498 */
499 MTH bool client_visible () const
500 {
501 return !invisible && type != PLAYER;
502 }
503
504 MTH struct region *region () const;
505
506 void statusmsg (const char *msg, int color = NDI_BLACK);
507 void failmsg (const char *msg, int color = NDI_RED);
508
509protected:
510 void link ();
511 void unlink ();
512
245 object *ob; 513 object ();
514 ~object ();
515};
516
517// move this object to the top of its env's inventory to speed up
518// searches for it.
519static object *
520splay (object *ob)
521{
522 if (ob->env && ob->env->inv != ob)
523 {
524 if (ob->above) ob->above->below = ob->below;
525 if (ob->below) ob->below->above = ob->above;
526
527 ob->above = 0;
528 ob->below = ob->env->inv;
529 ob->below->above = ob;
530 ob->env->inv = ob;
531 }
532
533 return ob;
534}
535
536typedef struct oblnk
537{ /* Used to link together several objects */
538 object_ptr ob;
246 struct oblnk *next; 539 struct oblnk *next;
247 tag_t id;
248} objectlink; 540} objectlink;
249 541
250typedef struct oblinkpt { /* Used to link together several object links */ 542typedef struct oblinkpt
543{ /* Used to link together several object links */
251 struct oblnk *link; 544 struct oblnk *link;
252 long value; /* Used as connected value in buttons/gates */ 545 long value; /* Used as connected value in buttons/gates */
253 struct oblinkpt *next; 546 struct oblinkpt *next;
254} oblinkpt; 547} oblinkpt;
548
549object *find_skill_by_name (object *who, const char *name);
550object *find_skill_by_name (object *who, const shstr &sh);
551object *find_skill_by_number (object *who, int skillno);
255 552
256/* 553/*
257 * The archetype structure is a set of rules on how to generate and manipulate 554 * The archetype structure is a set of rules on how to generate and manipulate
258 * objects which point to archetypes. 555 * objects which point to archetypes.
259 * This probably belongs in arch.h, but there really doesn't appear to 556 * This probably belongs in arch.h, but there really doesn't appear to
260 * be much left in the archetype - all it really is is a holder for the 557 * be much left in the archetype - all it really is is a holder for the
261 * object and pointers. This structure should get removed, and just replaced 558 * object and pointers. This structure should get removed, and just replaced
262 * by the object structure 559 * by the object structure
263 */ 560 */
264 561
265typedef struct archt : zero_initialised 562INTERFACE_CLASS (archetype)
563struct archetype : object
266{ 564{
565 archetype (const char *name);
566 ~archetype ();
567 void gather_callbacks (AV *&callbacks, event_type event) const;
568
569 static archetype *read (object_thawer &f);
570 static archetype *get (const char *name); // find or create
571 static archetype *find (const char *name);
572
573 void link ();
574 void unlink ();
575
576 object_vector_index ACC (RW, archid); // index in archvector
267 shstr name; /* More definite name, like "generate_kobold" */ 577 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
268 struct archt *next; /* Next archetype in a linked list */ 578 bool ACC (RW, stub); // if true, this is an invalid archetype
269 struct archt *head; /* The main part of a linked object */
270 struct archt *more; /* Next part of a linked object */
271 object clone; /* An object from which to do copy_object() */
272 uint32 editable; /* editable flags (mainly for editor) */
273 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
274 * in comparison to the head.
275 */
276} archetype;
277 579
580 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
581 sint8 ACC (RW, max_x), ACC (RW, max_y);
582};
583
584inline void
585object_freezer::put (keyword k, archetype *v)
586{
587 put (k, v ? &v->archname : (const char *)0);
588}
589
590typedef object_vector<object, &object::index > objectvec;
591typedef object_vector<object, &object::active> activevec;
592typedef object_vector<archetype, &archetype::archid> archvec;
593
278extern object *objects; 594extern objectvec objects;
279extern object *active_objects; 595extern activevec actives;
280extern object *free_objects; 596extern archvec archetypes;
281extern object objarray[STARTMAX];
282 597
283extern int nrofallocobjects; 598#define for_all_objects(var) \
284extern int nroffreeobjects; 599 for (unsigned _i = 0; _i < objects.size (); ++_i) \
600 statementvar (object *, var, objects [_i])
285 601
286/* This returns TRUE if the object is something that 602#define for_all_actives(var) \
287 * should be displayed in the look window 603 for (unsigned _i = 0; _i < actives.size (); ++_i) \
288 */ 604 statementvar (object *, var, actives [_i])
289#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 605
606#define for_all_archetypes(var) \
607 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
608 statementvar (archetype *, var, archetypes [_i])
290 609
291/* Used by update_object to know if the object being passed is 610/* Used by update_object to know if the object being passed is
292 * being added or removed. 611 * being added or removed.
293 */ 612 */
294#define UP_OBJ_INSERT 1 613#define UP_OBJ_INSERT 1
295#define UP_OBJ_REMOVE 2 614#define UP_OBJ_REMOVE 2
296#define UP_OBJ_CHANGE 3 615#define UP_OBJ_CHANGE 3
297#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 616#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
298 617
299/* These are flags passed to insert_ob_in_map and 618/* These are flags passed to insert_ob_in_map and
300 * insert_ob_in_ob. Note that all flags may not be meaningful 619 * insert_ob_in_ob. Note that all flags may not be meaningful
301 * for both functions. 620 * for both functions.
302 * Most are fairly explanatory: 621 * Most are fairly explanatory:
328#define INS_NO_WALK_ON 0x0004 647#define INS_NO_WALK_ON 0x0004
329#define INS_ON_TOP 0x0008 648#define INS_ON_TOP 0x0008
330#define INS_BELOW_ORIGINATOR 0x0010 649#define INS_BELOW_ORIGINATOR 0x0010
331#define INS_MAP_LOAD 0x0020 650#define INS_MAP_LOAD 0x0020
332 651
333#define ARCH_SINGULARITY "singularity"
334#define ARCH_SINGULARITY_LEN 11
335#define ARCH_DETECT_MAGIC "detect_magic"
336#define ARCH_DEPLETION "depletion" 652#define ARCH_DEPLETION "depletion"
337#define ARCH_SYMPTOM "symptom"
338 653
339#endif 654#endif
655

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