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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 1.155 by root, Thu Apr 10 15:35:16 2008 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.h,v 1.15 2006/09/03 00:18:41 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include <bitset>
28
32#include "cfperl.h" 29#include "cfperl.h"
33#include "shstr.h" 30#include "shstr.h"
34 31
35typedef uint32 tag_t; 32typedef int tag_t;
36#define NUM_BODY_LOCATIONS 12 33
37#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
38 58
39/* See common/item.c */ 59/* See common/item.c */
40 60
41typedef struct Body_Locations { 61typedef struct Body_Locations
62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
48 72
49/* 73/*
50 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
51 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
52 * 76 *
54 * 78 *
55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
56 * accessing the list directly. 80 * accessing the list directly.
57 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
58 */ 82 */
59struct key_value { 83struct key_value
84{
60 key_value *next; 85 key_value *next;
61 shstr key, value; 86 shstr key, value;
62}; 87};
63 88
89struct UUID
90{
91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101};
64 102
65/* Definition for WILL_APPLY values. Replaces having harcoded values 103/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * sprinkled in the code. Note that some of these also replace fields 104 * 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 105 * that were in the can_apply area. What is the point of having both
68 * can_apply and will_apply? 106 * can_apply and will_apply?
69 */ 107 */
70#define WILL_APPLY_HANDLE 0x1 108#define WILL_APPLY_HANDLE 0x01
71#define WILL_APPLY_TREASURE 0x2 109#define WILL_APPLY_TREASURE 0x02
72#define WILL_APPLY_EARTHWALL 0x4 110#define WILL_APPLY_EARTHWALL 0x04
73#define WILL_APPLY_DOOR 0x8 111#define WILL_APPLY_DOOR 0x08
74#define WILL_APPLY_FOOD 0x10 112#define WILL_APPLY_FOOD 0x10
75 113
114struct body_slot
115{
116 signed char info:4; /* body info as loaded from the file */
117 signed char used:4; /* Calculated value based on items equipped */
118};
76 119
77/* However, if you're keeping a pointer of some sort, you probably 120INTERFACE_CLASS (object)
78 * don't just want it copied, so you'll need to add to common/object.C, 121// these are being copied
79 * e.g. copy_object.
80 */
81
82struct object_simple : attachable<object> { 122struct object_copy : attachable
83 tag_t count; /* Unique object number for this object */ 123{
84 uint16 refcount; /* How many objects points to this object */ 124 typedef bitset<NUM_FLAGS> flags_t;
85 125
86 /* These variables are not changed by copy_object() */ 126 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};
108 127
109struct object_special { 128 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 129 uint8 ACC (RW, subtype); /* subtype of object */
111 * All fields beow this point are automatically copied by memcpy. If 130 sint8 ACC (RW, direction); /* Means the object is moving that way. */
112 * adding something that needs a refcount updated, make sure you modify 131 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
113 * copy_object to do so. Everything below here also gets cleared 132
114 * by clear_object()
115 */
116 shstr name; /* The name of the object, obviously... */ 133 shstr ACC (RW, name); /* The name of the object, obviously... */
117 shstr name_pl; /* The plural name of the object */ 134 shstr ACC (RW, name_pl); /* The plural name of the object */
118 shstr title; /* Of foo, etc */ 135 shstr ACC (RW, title); /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */ 136 shstr ACC (RW, race); /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */ 137 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */ 138 /* If this is an exit, this is the filename */
139 shstr ACC (RW, tag); // a tag used to tracking this object
122 shstr skill; /* Name of the skill this object uses/grants */ 140 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
123 shstr msg; /* If this is a book/sign/magic mouth/etc */ 141 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
124 shstr lore; /* Obscure information about this object, */ 142 shstr ACC (RW, lore); /* Obscure information about this object, */
125 /* To get put into books and the like. */ 143 /* To get put into books and the like. */
144 shstr ACC (RW, materialname); /* specific material name */
145 shstr ACC (RW, custom_name); /* Custom name assigned by player */
146// materialtype_t *ACC (RW, material); /* What material this object consists of */
147 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
148 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
149 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
150 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
151 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
152 object_ptr ACC (RW, spell); /* Spell that was being cast */
153 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
154 arch_ptr ACC (RW, arch); /* Pointer to archetype */
155 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
126 156
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 */ 157 float ACC (RW, speed); /* The overall speed of this object */
130 float speed_left; /* How much speed is left to spend this round */ 158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
131 uint32 nrof; /* How many of the objects */ 159 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. */
135 160
136 /* This next big block are basically used for monsters and equipment */ 161 /* 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 */ 162 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163
140 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 164 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
141 uint32 attacktype; /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
142 uint32 path_attuned; /* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
143 uint32 path_repelled; /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
144 uint32 path_denied; /* Paths the object is denied access to */ 168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
145 uint16 material; /* What materials this object consist of */ 169 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 */ 170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 state; /* How the object was last drawn (animation) */ 171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 value; /* How much money it is worth (or contains) */ 172 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 173 /* Note that the last_.. values are sometimes used for non obvious
152 * meanings by some objects, eg, sp penalty, permanent exp. 174 * meanings by some objects, eg, sp penalty, permanent exp.
153 */ 175 */
154 sint32 last_heal; /* Last healed. Depends on constitution */ 176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
155 sint32 last_sp; /* As last_heal, but for spell points */ 177 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
156 sint16 last_grace; /* as last_sp, except for grace */ 178 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
157 sint16 last_eat; /* How long since we last ate */ 179 sint16 ACC (RW, last_eat); /* How long since we last ate */
158 sint16 invisible; /* How much longer the object will be invis */ 180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 pick_up; /* See crossfire.doc */ 182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 item_power; /* power rating of the object */ 183 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 184 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 */ 185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
166 living stats; /* Str, Con, Dex, etc */ 186 sint32 ACC (RW, weight); /* Attributes of the object */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */
167 sint64 perm_exp; /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *current_weapon; /* Pointer to the weapon currently used */
169 uint32 weapontype; /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 tooltype; /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 192 body_slot slot [NUM_BODY_LOCATIONS];
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 193 faceidx ACC (RW, face); /* the graphical face */
173 /* See the doc/Developers/objects for more info about body locations */ 194 faceidx ACC (RW, sound); /* the sound face */
195 faceidx ACC (RW, sound_destroy); /* played on destroy */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */
174 198
175 /* Following mostly refers to fields only used for monsters */ 199 /* 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 */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
188 /* changes made by kholland@sunlab.cit.cornell.edu */ 201
189 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
190 sint32 move_status; /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
191 uint16 attack_movement;/* What kind of attack movement */ 204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
192 uint8 will_apply; /* See crossfire.doc */ 205 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 */ 206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 207 /* races/classes can need less/more exp to gain levels */
196 208
197 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
199 * only used in spells. 211 * only used in spells.
200 */ 212 */
201 sint16 duration; /* How long the spell lasts */ 213 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 */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
204 struct object *spell; /* Spell that was being cast */ 215
205 uint16 start_holding; 216 uint16 ACC (RW, start_holding);
206 char *spellarg; 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
207 uint8 dam_modifier; /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
208 sint8 range; /* Range of the spell */ 219
220 sint8 ACC (RW, range); /* Range of the spell */
209 uint8 range_modifier; /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */
210 224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231
232 char *ACC (RW, spellarg);
233
211 /* Following are values used by any object */ 234 /* 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 */ 235 /* this objects turns into or what this object creates */
215 uint32 flags[4]; /* various flags */ 236 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */
238#if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240#endif
216 uint16 animation_id; /* An index into the animation array */ 241 uint16 ACC (RW, animation_id);/* An index into the animation array */
217 uint8 anim_speed; /* ticks between animation-frames */ 242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
218 uint8 last_anim; /* last sequence used to draw face */ 243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
219 sint32 elevation; /* elevation of this terrain - not currently used */ 244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
220 uint8 smoothlevel; /* how to smooth this square around*/ 245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */
247};
221 248
222 MoveType move_type; /* Type of movement this object uses */ 249struct object : zero_initialised, object_copy
223 MoveType move_block; /* What movement types this blocks */ 250{
224 MoveType move_allow; /* What movement types explicitly allowd */ 251 // These variables are not changed by ->copy_to
225 MoveType move_on; /* Move types affected moving on to this space */ 252 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 */
229 253
230 shstr custom_name; /* Custom name assigned by player */ 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count);
256 object_vector_index ACC (RO, index); // index into objects
257 object_vector_index ACC (RO, active); // index into actives
258
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */
265
266 //TODO: container must move into client
267 object_ptr ACC (RW, container); /* Current container being used. I think this
268 * is only used by the player right now.
269 */
270 object *ACC (RW, env); /* Pointer to the object which is the environment.
271 * This is typically the container that the object is in.
272 */
273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
275 client_container *seen_by; // seen by which player/container currently?
231 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
232};
233 277
234struct object : object_special, object_simple, zero_initialised { 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
235 void clone (object *destination) 279 MTH void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f);
282
283 MTH int slottype () const;
284 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos);
286 object &operator =(const object &src);
287 MTH void copy_to (object *dst);
288 MTH object *clone (); // create + copy_to
289 void do_destroy ();
290 void gather_callbacks (AV *&callbacks, event_type event) const;
291 MTH void destroy (bool destroy_inventory = false);
292
293 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
294 MTH void destroy_inv (bool drop_to_ground = false);
295 MTH object *insert (object *item); // insert into inventory
296 MTH void play_sound (faceidx sound) const;
297
298 void do_remove ();
299 MTH void remove ()
300 {
301 if (!flag [FLAG_REMOVED])
302 do_remove ();
303 }
304
305 MTH bool blocked (maptile *m, int x, int y) const;
306
307 void move_to (const mapxy &pos)
308 {
309 remove ();
310 *this = pos;
311 insert_at (this, this);
312 }
313
314 static bool can_merge_slow (object *op1, object *op2);
315
316 // this is often used in time-critical code, so optimise
317 MTH static bool can_merge (object *op1, object *op2)
318 {
319 return op1->value == op2->value
320 && op1->name == op2->name
321 && can_merge_slow (op1, op2);
322 }
323
324 MTH void set_owner (object *owner);
325 MTH void set_speed (float speed);
326 MTH bool change_weapon (object *ob);
327 MTH bool change_skill (object *ob);
328
329 MTH void open_container (object *new_container);
330 MTH void close_container ()
331 {
332 open_container (0);
333 }
334
335 MTH object *force_find (const shstr name);
336 MTH void force_add (const shstr name, int duration = 0);
337
338 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
339 bool should_invoke (event_type event)
340 {
341 return ev_want_event [event] || ev_want_type [type] || cb;
342 }
343
344 MTH void instantiate ();
345
346 // recalculate all stats
347 MTH void update_stats ();
348 MTH void roll_stats ();
349 MTH void swap_stats (int a, int b);
350 MTH void add_statbonus ();
351 MTH void remove_statbonus ();
352 MTH void drain_stat ();
353 MTH void drain_specific_stat (int deplete_stats);
354 MTH void change_luck (int value);
355
356 // info must hold 256 * 3 bytes currently
357 const char *debug_desc (char *info) const;
358 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
359 const char *flag_desc (char *desc, int len) const;
360
361 int number_of () const
362 {
363 return nrof ? nrof : 1;
364 }
365
366 uint64 total_weight () const
367 {
368 return weight * number_of ();
369 }
370
371 // return the dominant material of this item, always return something
372 const materialtype_t *dominant_material () const;
373
374 // return the volume of this object in cm³
375 uint64 volume () const
376 {
377 return total_weight ()
378 * 1000
379 * (type == CONTAINER ? 1000 : 1)
380 / dominant_material ()->density;
381 }
382
383 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
384 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
385 || type == CLOAK || type == BOOTS || type == GLOVES
386 || type == BRACERS || type == GIRDLE; }
387 MTH bool is_alive () const { return (type == PLAYER
388 || flag [FLAG_MONSTER]
389 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
390 && !flag [FLAG_IS_A_TEMPLATE]; }
391 MTH bool is_arrow () const { return type == ARROW
392 || (type == SPELL_EFFECT
393 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
394 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
395
396 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
397
398 // temporary: wether the object can be saved in a map file
399 // contr => is a player
400 // head => only save head of a multitile object
401 // owner => can not reference owner yet
402 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
403
404 /* This return true if object has still randomitems which
405 * could be expanded.
406 */
407 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
408
409 // returns the player that has this object in his inventory, or 0
410 MTH object *in_player () const
411 {
412 for (object *op = env; op; op = op->env)
413 if (op->type == PLAYER)
414 return op;
415
416 return 0;
417 }
418
419 // "temporary" helper function
420 MTH object *head_ ()
421 {
422 return head ? head : this;
423 }
424
425 MTH bool is_head ()
426 {
427 return head_ () == this;
428 }
429
430 MTH std::string long_desc (object *who = 0);
431 MTH std::string describe_monster (object *who = 0);
432 MTH std::string describe_item (object *who = 0);
433 MTH std::string describe (object *who = 0);
434
435 // If this object has no extra parts but should have them,
436 // add them, effectively expanding heads into multipart
437 // objects. This method only works on objects not inserted
438 // anywhere.
439 MTH void expand_tail ();
440
441 MTH void create_treasure (treasurelist *tl, int flags = 0);
442
443 // insert object at same map position as 'where'
444 // handles both inventory and map "positions"
445 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
446 MTH void drop_unpaid_items ();
447
448 MTH void activate ();
449 MTH void deactivate ();
450 MTH void activate_recursive ();
451 MTH void deactivate_recursive ();
452
453 // set the givne flag on all objects in the inventory recursively
454 MTH void set_flag_inv (int flag, int value = 1);
455
456 void enter_exit (object *exit);//Perl
457 MTH void enter_map (maptile *newmap, int x, int y);
458
459 // returns the mapspace this object is in
460 mapspace &ms () const;
461
462 // fully recursive iterator
463 struct iterator_base
464 {
465 object *item;
466
467 iterator_base (object *container)
468 : item (container)
236 { 469 {
237 destination->attach = attach; 470 }
238 471
239 if (self || cb) 472 operator object *() const { return item; }
240 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 473
474 object *operator ->() const { return item; }
475 object &operator * () const { return *item; }
241 } 476 };
242};
243 477
244typedef struct oblnk { /* Used to link together several objects */ 478 MTH unsigned int random_seed () const
479 {
480 return (unsigned int)uuid.seq;
481 }
482
483 // depth-first recursive iterator
484 struct depth_iterator : iterator_base
485 {
486 depth_iterator (object *container);
487 void next ();
488 object *operator ++( ) { next (); return item; }
489 object *operator ++(int) { object *i = item; next (); return i; }
490 };
491
492 object *begin ()
493 {
494 return this;
495 }
496
497 object *end ()
498 {
499 return this;
500 }
501
502 /* This returns TRUE if the object is something that
503 * should be displayed in the floorbox/inventory window
504 */
505 MTH bool client_visible () const
506 {
507 return !invisible && type != PLAYER;
508 }
509
510 MTH struct region *region () const;
511
512 void statusmsg (const char *msg, int color = NDI_BLACK);
513 void failmsg (const char *msg, int color = NDI_RED);
514
515 const char *query_inventory (object *who = 0, const char *indent = "");
516
517 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
518 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
519
520protected:
521 void link ();
522 void unlink ();
523
245 object *ob; 524 object ();
525 ~object ();
526};
527
528// move this object to the top of its env's inventory to speed up
529// searches for it.
530static object *
531splay (object *ob)
532{
533 if (ob->env && ob->env->inv != ob)
534 {
535 if (ob->above) ob->above->below = ob->below;
536 if (ob->below) ob->below->above = ob->above;
537
538 ob->above = 0;
539 ob->below = ob->env->inv;
540 ob->below->above = ob;
541 ob->env->inv = ob;
542 }
543
544 return ob;
545}
546
547typedef struct oblnk
548{ /* Used to link together several objects */
549 object_ptr ob;
246 struct oblnk *next; 550 struct oblnk *next;
247 tag_t id;
248} objectlink; 551} objectlink;
249 552
250typedef struct oblinkpt { /* Used to link together several object links */ 553typedef struct oblinkpt
554{ /* Used to link together several object links */
251 struct oblnk *link; 555 struct oblnk *link;
252 long value; /* Used as connected value in buttons/gates */ 556 long value; /* Used as connected value in buttons/gates */
253 struct oblinkpt *next; 557 struct oblinkpt *next;
254} oblinkpt; 558} oblinkpt;
559
560object *find_skill_by_name (object *who, const char *name);
561object *find_skill_by_name (object *who, const shstr &sh);
562object *find_skill_by_number (object *who, int skillno);
255 563
256/* 564/*
257 * The archetype structure is a set of rules on how to generate and manipulate 565 * The archetype structure is a set of rules on how to generate and manipulate
258 * objects which point to archetypes. 566 * objects which point to archetypes.
259 * This probably belongs in arch.h, but there really doesn't appear to 567 * 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 568 * 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 569 * object and pointers. This structure should get removed, and just replaced
262 * by the object structure 570 * by the object structure
263 */ 571 */
264 572
265typedef struct archt : zero_initialised 573INTERFACE_CLASS (archetype)
574struct archetype : object
266{ 575{
576 archetype (const char *name);
577 ~archetype ();
578 void gather_callbacks (AV *&callbacks, event_type event) const;
579
580 static archetype *read (object_thawer &f);
581
582 MTH static archetype *get (const_utf8_string name); // find or create
583 MTH static archetype *find (const_utf8_string name);
584
585 MTH void link ();
586 MTH void unlink ();
587
588 MTH object *instance ();
589
590 object_vector_index ACC (RW, archid); // index in archvector
267 shstr name; /* More definite name, like "generate_kobold" */ 591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
268 struct archt *next; /* Next archetype in a linked list */ 592 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;
277 593
594 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
595 sint8 ACC (RW, max_x), ACC (RW, max_y);
596};
597
598inline void
599object_freezer::put (keyword k, archetype *v)
600{
601 put (k, v ? &v->archname : (const char *)0);
602}
603
604typedef object_vector<object, &object::index > objectvec;
605typedef object_vector<object, &object::active> activevec;
606typedef object_vector<archetype, &archetype::archid> archvec;
607
278extern object *objects; 608extern objectvec objects;
279extern object *active_objects; 609extern activevec actives;
280extern object *free_objects; 610extern archvec archetypes;
281extern object objarray[STARTMAX];
282 611
283extern int nrofallocobjects; 612#define for_all_objects(var) \
284extern int nroffreeobjects; 613 for (unsigned _i = 0; _i < objects.size (); ++_i) \
614 statementvar (object *, var, objects [_i])
285 615
286/* This returns TRUE if the object is something that 616#define for_all_actives(var) \
287 * should be displayed in the look window 617 for (unsigned _i = 0; _i < actives.size (); ++_i) \
288 */ 618 statementvar (object *, var, actives [_i])
289#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 619
620#define for_all_archetypes(var) \
621 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
622 statementvar (archetype *, var, archetypes [_i])
290 623
291/* Used by update_object to know if the object being passed is 624/* Used by update_object to know if the object being passed is
292 * being added or removed. 625 * being added or removed.
293 */ 626 */
294#define UP_OBJ_INSERT 1 627#define UP_OBJ_INSERT 1
295#define UP_OBJ_REMOVE 2 628#define UP_OBJ_REMOVE 2
296#define UP_OBJ_CHANGE 3 629#define UP_OBJ_CHANGE 3
297#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 630#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
298 631
299/* These are flags passed to insert_ob_in_map and 632/* These are flags passed to insert_ob_in_map and
300 * insert_ob_in_ob. Note that all flags may not be meaningful 633 * insert_ob_in_ob. Note that all flags may not be meaningful
301 * for both functions. 634 * for both functions.
302 * Most are fairly explanatory: 635 * Most are fairly explanatory:
311 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 644 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
312 * Use for treasure chests so the new object is the highest thing 645 * Use for treasure chests so the new object is the highest thing
313 * beneath the player, but not actually above it. Note - the 646 * beneath the player, but not actually above it. Note - the
314 * map and x,y coordinates for the object to be inserted must 647 * map and x,y coordinates for the object to be inserted must
315 * match the originator. 648 * match the originator.
316 * INS_MAP_LOAD: disable lots of checkings done at insertion to
317 * speed up map loading process, as we assume the ordering in
318 * loaded map is correct.
319 * 649 *
320 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 650 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
321 * are mutually exclusive. The behaviour for passing more than one 651 * are mutually exclusive. The behaviour for passing more than one
322 * should be considered undefined - while you may notice what happens 652 * should be considered undefined - while you may notice what happens
323 * right now if you pass more than one, that could very well change 653 * right now if you pass more than one, that could very well change
326#define INS_NO_MERGE 0x0001 656#define INS_NO_MERGE 0x0001
327#define INS_ABOVE_FLOOR_ONLY 0x0002 657#define INS_ABOVE_FLOOR_ONLY 0x0002
328#define INS_NO_WALK_ON 0x0004 658#define INS_NO_WALK_ON 0x0004
329#define INS_ON_TOP 0x0008 659#define INS_ON_TOP 0x0008
330#define INS_BELOW_ORIGINATOR 0x0010 660#define INS_BELOW_ORIGINATOR 0x0010
331#define INS_MAP_LOAD 0x0020
332 661
333#define ARCH_SINGULARITY "singularity"
334#define ARCH_SINGULARITY_LEN 11
335#define ARCH_DETECT_MAGIC "detect_magic"
336#define ARCH_DEPLETION "depletion" 662#define ARCH_DEPLETION "depletion"
337#define ARCH_SYMPTOM "symptom"
338 663
339#endif 664#endif
665

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