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Comparing deliantra/server/include/object.h (file contents):
Revision 1.54 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.155 by root, Thu Apr 10 15:35:16 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire.de
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
37{ 62{
38 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
39 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 */
40 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 */
41} Body_Locations; 66} Body_Locations;
42 67
43extern 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];
44 72
45/* 73/*
46 * 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
47 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 76 *
60 88
61struct UUID 89struct UUID
62{ 90{
63 uint64 seq; 91 uint64 seq;
64 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
65 UUID () { } 97 UUID () { }
66 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; } 99 operator uint64() { return seq; }
68 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
69}; 101};
70
71extern void init_uuid ();
72extern UUID gen_uuid ();
73extern const uint64 UUID_SKIP;
74 102
75/* Definition for WILL_APPLY values. Replaces having harcoded values 103/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * 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
77 * 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
78 * can_apply and will_apply? 106 * can_apply and will_apply?
81#define WILL_APPLY_TREASURE 0x02 109#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x04 110#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x08 111#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 112#define WILL_APPLY_FOOD 0x10
85 113
86/* However, if you're keeping a pointer of some sort, you probably 114struct body_slot
87 * don't just want it copied, so you'll need to add to common/object.C, 115{
88 * e.g. ->copy_to () 116 signed char info:4; /* body info as loaded from the file */
89 */ 117 signed char used:4; /* Calculated value based on items equipped */
118};
90 119
91typedef refptr<object> object_ptr;
92typedef refptr<archetype> arch_ptr;
93
94// these are not being copied
95ACC_CLASS (object) 120INTERFACE_CLASS (object)
96struct object_keep : refcounted
97{
98 /* These variables are not changed by ->copy_to */
99
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
102
103 player *ACC (RW, contr); /* Pointer to the player which control this object */
104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */
109 /* need to be gone through. */
110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment */
113 object *inv; /* Pointer to the first object in the inventory */
114 object *ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now.
116 */
117 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in.
119 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
123};
124
125// these are being copied 121// these are being copied
126struct object_copy : attachable<object> 122struct object_copy : attachable
127{ 123{
124 typedef bitset<NUM_FLAGS> flags_t;
125
126 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
127
128 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
129 uint8 ACC (RW, subtype); /* subtype of object */
130 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
132
128 shstr ACC (RW, name); /* The name of the object, obviously... */ 133 shstr ACC (RW, name); /* The name of the object, obviously... */
129 shstr ACC (RW, name_pl); /* The plural name of the object */ 134 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */ 135 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 136 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */ 137 shstr ACC (RW, slaying); /* Which race to do double damage to */
133 /* 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
134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 140 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 141 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
136 shstr ACC (RW, lore); /* Obscure information about this object, */ 142 shstr ACC (RW, lore); /* Obscure information about this object, */
137 /* To get put into books and the like. */ 143 /* To get put into books and the like. */
138 shstr ACC (RW, materialname); /* specific material name */ 144 shstr ACC (RW, materialname); /* specific material name */
139 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 145 shstr ACC (RW, custom_name); /* Custom name assigned by player */
146// materialtype_t *ACC (RW, material); /* What material this object consists of */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 147 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 148 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 149 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 150 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 151 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 152 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 153 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147}; 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 */
148 156
149// these are being copied and also cleared
150struct object_pod
151{
152 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
154 float ACC (RW, speed); /* The overall speed of this object */ 157 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, 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 */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 159 uint32 ACC (RW, nrof); /* How many of the objects */
157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159 160
160 /* This next big block are basically used for monsters and equipment */ 161 /* This next big block are basically used for monsters and equipment */
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 162 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 164 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 ACC (RW, material); /* What materials this object consist of */ 169 uint16 ACC (RW, materials); /* What materials this object consists of */
170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 /* Note that the last_.. values are sometimes used for non obvious 173 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp. 174 * meanings by some objects, eg, sp penalty, permanent exp.
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */ 188 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 192 body_slot slot [NUM_BODY_LOCATIONS];
193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 193 faceidx ACC (RW, face); /* the graphical face */
194 faceidx ACC (RW, sound); /* the sound face */
195 faceidx ACC (RW, sound_destroy); /* played on destroy */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
195 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
196 198
197 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
199 /* changes made by kholland@sunlab.cit.cornell.edu */ 201
200 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
201 sint32 ACC (RW, move_status); /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
203 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */ 207 /* races/classes can need less/more exp to gain levels */
206 208
207 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
209 * only used in spells. 211 * only used in spells.
210 */ 212 */
211 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
212 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
213 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
216 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg);
219
220 /* Following are values used by any object */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233
234 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241};
242 231
232 char *ACC (RW, spellarg);
233
234 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */
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
241 uint16 ACC (RW, animation_id);/* An index into the animation array */
242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */
247};
248
243struct object : zero_initialised, object_keep, object_copy, object_pod 249struct object : zero_initialised, object_copy
244{ 250{
245 typedef unordered_vector<object *> vector; 251 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
246 253
247 static vector mortals; 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 static vector active; // active objects, not yet used 255 int ACC (RO, count);
249 static vector objects; // not used yet, use first->next->... 256 object_vector_index ACC (RO, index); // index into objects
250 static object *first; // will be replaced by "objects" 257 object_vector_index ACC (RO, active); // index into actives
251 258
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?
276 key_value *key_values; /* Fields not explictly known by the loader. */
277
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
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;
252 static object *create (); 284 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos);
286 object &operator =(const object &src);
253 void copy_to (object *dst); 287 MTH void copy_to (object *dst);
254 object *clone (); // create + copy_to 288 MTH object *clone (); // create + copy_to
289 void do_destroy ();
290 void gather_callbacks (AV *&callbacks, event_type event) const;
255 void destroy (bool destroy_inventory = false); 291 MTH void destroy (bool destroy_inventory = false);
256 void remove (); 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);
257 object *insert (object *item); // insert into inventory 295 MTH object *insert (object *item); // insert into inventory
296 MTH void play_sound (faceidx sound) const;
258 297
259 static void free_mortals (); 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
260 static bool can_merge_slow (object *op1, object *op2); 314 static bool can_merge_slow (object *op1, object *op2);
261 315
262 // this is often used in time-critical code, so optimise 316 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2) 317 MTH static bool can_merge (object *op1, object *op2)
264 { 318 {
265 return op1->value == op2->value 319 return op1->value == op2->value
266 && op1->name == op2->name 320 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 321 && can_merge_slow (op1, op2);
268 } 322 }
269 323
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner); 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);
275 328
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
276 void instantiate () 344 MTH void instantiate ();
277 {
278 if (!uuid.seq) // HACK
279 uuid = gen_uuid ();
280 345
281 attachable<object>::instantiate (); 346 // recalculate all stats
282 } 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);
283 355
284 // info must hold 256 * 3 bytes currently 356 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 357 const char *debug_desc (char *info) const;
286 const char *debug_desc () 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;
287 461
288 // fully recursive iterator 462 // fully recursive iterator
289 struct iterator_base 463 struct iterator_base
290 { 464 {
291 object *item; 465 object *item;
298 operator object *() const { return item; } 472 operator object *() const { return item; }
299 473
300 object *operator ->() const { return item; } 474 object *operator ->() const { return item; }
301 object &operator * () const { return *item; } 475 object &operator * () const { return *item; }
302 }; 476 };
477
478 MTH unsigned int random_seed () const
479 {
480 return (unsigned int)uuid.seq;
481 }
303 482
304 // depth-first recursive iterator 483 // depth-first recursive iterator
305 struct depth_iterator : iterator_base 484 struct depth_iterator : iterator_base
306 { 485 {
307 depth_iterator (object *container); 486 depth_iterator (object *container);
318 object *end () 497 object *end ()
319 { 498 {
320 return this; 499 return this;
321 } 500 }
322 501
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
323protected: 520protected:
324 friend struct archetype;
325
326 void link (); 521 void link ();
327 void unlink (); 522 void unlink ();
328 523
329 object (); 524 object ();
330 ~object (); 525 ~object ();
331}; 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}
332 546
333typedef struct oblnk 547typedef struct oblnk
334{ /* Used to link together several objects */ 548{ /* Used to link together several objects */
335 object_ptr ob; 549 object_ptr ob;
336 struct oblnk *next; 550 struct oblnk *next;
340{ /* Used to link together several object links */ 554{ /* Used to link together several object links */
341 struct oblnk *link; 555 struct oblnk *link;
342 long value; /* Used as connected value in buttons/gates */ 556 long value; /* Used as connected value in buttons/gates */
343 struct oblinkpt *next; 557 struct oblinkpt *next;
344} 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);
345 563
346/* 564/*
347 * 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
348 * objects which point to archetypes. 566 * objects which point to archetypes.
349 * 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
350 * 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
351 * object and pointers. This structure should get removed, and just replaced 569 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 570 * by the object structure
353 */ 571 */
354 572
355ACC_CLASS (archetype) 573INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 574struct archetype : object
357{ 575{
358 archetype (); 576 archetype (const char *name);
359 ~archetype (); 577 ~archetype ();
578 void gather_callbacks (AV *&callbacks, event_type event) const;
360 579
361 static archetype *find (const char *arch); 580 static archetype *read (object_thawer &f);
362 581
363 void hash_add (); // add to hastable 582 MTH static archetype *get (const_utf8_string name); // find or create
364 void hash_del (); // remove from hashtable 583 MTH static archetype *find (const_utf8_string name);
365 584
585 MTH void link ();
586 MTH void unlink ();
587
588 MTH object *instance ();
589
590 object_vector_index ACC (RW, archid); // index in archvector
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 592 bool ACC (RW, stub); // if true, this is an invalid archetype
368 struct archetype *ACC (RW, head); /* The main part of a linked object */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */
370 object ACC (RO, clone); /* An object from which to do ->copy_to () */
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
373 * in comparison to the head.
374 */
375};
376 593
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
377extern object *objects; 608extern objectvec objects;
378extern object *active_objects; 609extern activevec actives;
610extern archvec archetypes;
379 611
380extern int nrofallocobjects; 612#define for_all_objects(var) \
613 for (unsigned _i = 0; _i < objects.size (); ++_i) \
614 statementvar (object *, var, objects [_i])
381 615
382/* This returns TRUE if the object is something that 616#define for_all_actives(var) \
383 * should be displayed in the look window 617 for (unsigned _i = 0; _i < actives.size (); ++_i) \
384 */ 618 statementvar (object *, var, actives [_i])
385#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])
386 623
387/* 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
388 * being added or removed. 625 * being added or removed.
389 */ 626 */
390#define UP_OBJ_INSERT 1 627#define UP_OBJ_INSERT 1
407 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 644 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
408 * 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
409 * beneath the player, but not actually above it. Note - the 646 * beneath the player, but not actually above it. Note - the
410 * 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
411 * match the originator. 648 * match the originator.
412 * INS_MAP_LOAD: disable lots of checkings done at insertion to
413 * speed up map loading process, as we assume the ordering in
414 * loaded map is correct.
415 * 649 *
416 * 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
417 * are mutually exclusive. The behaviour for passing more than one 651 * are mutually exclusive. The behaviour for passing more than one
418 * should be considered undefined - while you may notice what happens 652 * should be considered undefined - while you may notice what happens
419 * 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
422#define INS_NO_MERGE 0x0001 656#define INS_NO_MERGE 0x0001
423#define INS_ABOVE_FLOOR_ONLY 0x0002 657#define INS_ABOVE_FLOOR_ONLY 0x0002
424#define INS_NO_WALK_ON 0x0004 658#define INS_NO_WALK_ON 0x0004
425#define INS_ON_TOP 0x0008 659#define INS_ON_TOP 0x0008
426#define INS_BELOW_ORIGINATOR 0x0010 660#define INS_BELOW_ORIGINATOR 0x0010
427#define INS_MAP_LOAD 0x0020
428 661
429#define ARCH_SINGULARITY "singularity"
430#define ARCH_SINGULARITY_LEN 11
431#define ARCH_DETECT_MAGIC "detect_magic"
432#define ARCH_DEPLETION "depletion" 662#define ARCH_DEPLETION "depletion"
433#define ARCH_SYMPTOM "symptom"
434 663
435#endif 664#endif
436 665

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