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Comparing deliantra/server/include/object.h (file contents):
Revision 1.59 by root, Tue Dec 19 05:41:21 2006 UTC vs.
Revision 1.157 by root, Fri Apr 11 14:09:56 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@schmorp.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> 27#include <bitset>
28 28
29#include "cfperl.h" 29#include "cfperl.h"
30#include "shstr.h" 30#include "shstr.h"
31 31
32typedef uint32 tag_t; 32typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 33
34#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};
35 58
36/* See common/item.c */ 59/* See common/item.c */
37 60
38typedef struct Body_Locations 61typedef struct Body_Locations
39{ 62{
40 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
41 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 */
42 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 */
43} Body_Locations; 66} Body_Locations;
44 67
45extern 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];
46 72
47/* 73/*
48 * 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
49 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
50 * 76 *
62 88
63struct UUID 89struct UUID
64{ 90{
65 uint64 seq; 91 uint64 seq;
66 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
67 UUID () { } 97 UUID () { }
68 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; } 99 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
71};
72 101
73extern void init_uuid (); 102 typedef char BUF [32];
74extern UUID gen_uuid (); 103
75extern const uint64 UUID_SKIP; 104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
76 123
77/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
78 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
79 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
80 * can_apply and will_apply? 127 * can_apply and will_apply?
83#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
87 134
88/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C, 136{
90 * e.g. ->copy_to () 137 signed char info:4; /* body info as loaded from the file */
91 */ 138 signed char used:4; /* Calculated value based on items equipped */
139};
92 140
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied
97ACC_CLASS (object) 141INTERFACE_CLASS (object)
98struct object_keep : refcounted
99{
100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125};
126
127// these are being copied 142// these are being copied
128struct object_copy : attachable<object> 143struct object_copy : attachable
129{ 144{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
130 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */
142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */ 173 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
149}; 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
150 177
151// these are being copied and also cleared
152struct object_pod
153{
154 New_Face *ACC (RW, face); /* Face with colors */
155 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
156 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
157 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
158 uint32 ACC (RW, nrof); /* How many of the objects */ 180 uint32 ACC (RW, nrof); /* How many of the objects */
159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
161 181
162 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block are basically used for monsters and equipment */
163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
164 uint8 ACC (RW, subtype); /* subtype of object */
165 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
166 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
171 uint16 ACC (RW, material); /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
175 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
195 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the doc/Developers/objects for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
198 219
199 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201 /* changes made by kholland@sunlab.cit.cornell.edu */ 222
202 /* allows different movement patterns for attackers */ 223 /* allows different movement patterns for attackers */
203 sint32 ACC (RW, move_status); /* What stage in attack mode */ 224 sint32 ACC (RW, move_status); /* What stage in attack mode */
204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 /* races/classes can need less/more exp to gain levels */ 228 /* races/classes can need less/more exp to gain levels */
208 229
209 /* Spell related information, may be useful elsewhere 230 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
211 * only used in spells. 232 * only used in spells.
212 */ 233 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
215 uint16 ACC (RW, start_holding); 237 uint16 ACC (RW, start_holding);
216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
218 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
220 char *ACC (RW, spellarg);
221
222 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */
224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
227 key_value *key_values; /* Fields not explictly known by the loader. */
228 std::bitset<NUM_FLAGS> flags; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
235
236 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
237 MoveType ACC (RW, move_block);/* What movement types this blocks */ 244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
241 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
243};
244 252
253 char *ACC (RW, spellarg);
254
255 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */
268};
269
245struct object : zero_initialised, object_keep, object_copy, object_pod 270struct object : zero_initialised, object_copy
246{ 271{
247 typedef unordered_vector<object *> vector; 272 // These variables are not changed by ->copy_to
273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
248 274
249 static vector mortals; 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 static vector active; // active objects, not yet used 276 int ACC (RO, count);
251 static vector objects; // not used yet, use first->next->... 277 object_vector_index ACC (RO, index); // index into objects
252 static object *first; // will be replaced by "objects" 278 object_vector_index ACC (RO, active); // index into actives
253 279
280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
281
282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
284 /* Note: stacked in the *same* environment */
285 object *inv; /* Pointer to the first object in the inventory */
286
287 //TODO: container must move into client
288 object_ptr ACC (RW, container); /* Current container being used. I think this
289 * is only used by the player right now.
290 */
291 object *ACC (RW, env); /* Pointer to the object which is the environment.
292 * This is typically the container that the object is in.
293 */
294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
296 client_container *seen_by; // seen by which player/container currently?
297 key_value *key_values; /* Fields not explictly known by the loader. */
298
299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
300 MTH void post_load_check (); // do some adjustments after parsing
301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 bool write (object_freezer &f);
303
304 MTH int slottype () const;
254 static object *create (); 305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
255 void copy_to (object *dst); 308 MTH void copy_to (object *dst);
256 object *clone (); // create + copy_to 309 MTH object *clone (); // create + copy_to
310 void do_destroy ();
311 void gather_callbacks (AV *&callbacks, event_type event) const;
257 void destroy (bool destroy_inventory = false); 312 MTH void destroy (bool destroy_inventory = false);
258 void remove (); 313
314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
315 MTH void destroy_inv (bool drop_to_ground = false);
259 object *insert (object *item); // insert into inventory 316 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound) const;
260 318
261 static void free_mortals (); 319 void do_remove ();
320 MTH void remove ()
321 {
322 if (!flag [FLAG_REMOVED])
323 do_remove ();
324 }
325
326 MTH bool blocked (maptile *m, int x, int y) const;
327
328 void move_to (const mapxy &pos)
329 {
330 remove ();
331 *this = pos;
332 insert_at (this, this);
333 }
334
262 static bool can_merge_slow (object *op1, object *op2); 335 static bool can_merge_slow (object *op1, object *op2);
263 336
264 // this is often used in time-critical code, so optimise 337 // this is often used in time-critical code, so optimise
265 static bool can_merge (object *op1, object *op2) 338 MTH static bool can_merge (object *op1, object *op2)
266 { 339 {
267 return op1->value == op2->value 340 return op1->value == op2->value
268 && op1->name == op2->name 341 && op1->name == op2->name
269 && can_merge_slow (op1, op2); 342 && can_merge_slow (op1, op2);
270 } 343 }
271 344
272 void clear ();
273
274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275
276 void set_owner (object *owner); 345 MTH void set_owner (object *owner);
346 MTH void set_speed (float speed);
347 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob);
277 349
350 MTH void open_container (object *new_container);
351 MTH void close_container ()
352 {
353 open_container (0);
354 }
355
356 MTH object *force_find (const shstr name);
357 MTH void force_add (const shstr name, int duration = 0);
358
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event)
361 {
362 return ev_want_event [event] || ev_want_type [type] || cb;
363 }
364
278 void instantiate () 365 MTH void instantiate ();
279 {
280 if (!uuid.seq) // HACK
281 uuid = gen_uuid ();
282 366
283 attachable<object>::instantiate (); 367 // recalculate all stats
284 } 368 MTH void update_stats ();
369 MTH void roll_stats ();
370 MTH void swap_stats (int a, int b);
371 MTH void add_statbonus ();
372 MTH void remove_statbonus ();
373 MTH void drain_stat ();
374 MTH void drain_specific_stat (int deplete_stats);
375 MTH void change_luck (int value);
285 376
286 // info must hold 256 * 3 bytes currently 377 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 378 const char *debug_desc (char *info) const;
288 const char *debug_desc () const; 379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
380 const char *flag_desc (char *desc, int len) const;
289 381
382 int number_of () const
383 {
384 return nrof ? nrof : 1;
385 }
386
387 uint64 total_weight () const
388 {
389 return weight * number_of ();
390 }
391
392 // return the dominant material of this item, always return something
393 const materialtype_t *dominant_material () const;
394
395 // return the volume of this object in cm³
396 uint64 volume () const
397 {
398 return total_weight ()
399 * 1000
400 * (type == CONTAINER ? 1000 : 1)
401 / dominant_material ()->density;
402 }
403
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 404 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 405 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES 406 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; } 407 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER 408 MTH bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER] 409 || flag [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 410 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; } 411 && !flag [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW 412 MTH bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT 413 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 414 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
415 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
416
417 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
418
419 // temporary: wether the object can be saved in a map file
420 // contr => is a player
421 // head => only save head of a multitile object
422 // owner => can not reference owner yet
423 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
301 424
302 /* This return true if object has still randomitems which 425 /* This return true if object has still randomitems which
303 * could be expanded. 426 * could be expanded.
304 */ 427 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
429
430 // returns the player that has this object in his inventory, or 0
431 MTH object *in_player () const
432 {
433 for (object *op = env; op; op = op->env)
434 if (op->type == PLAYER)
435 return op;
436
437 return 0;
438 }
439
440 // "temporary" helper function
441 MTH object *head_ ()
442 {
443 return head ? head : this;
444 }
445
446 MTH bool is_head ()
447 {
448 return head_ () == this;
449 }
450
451 MTH std::string long_desc (object *who = 0);
452 MTH std::string describe_monster (object *who = 0);
453 MTH std::string describe_item (object *who = 0);
454 MTH std::string describe (object *who = 0);
455
456 // If this object has no extra parts but should have them,
457 // add them, effectively expanding heads into multipart
458 // objects. This method only works on objects not inserted
459 // anywhere.
460 MTH void expand_tail ();
461
462 MTH void create_treasure (treasurelist *tl, int flags = 0);
463
464 // insert object at same map position as 'where'
465 // handles both inventory and map "positions"
466 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
467 MTH void drop_unpaid_items ();
468
469 MTH void activate ();
470 MTH void deactivate ();
471 MTH void activate_recursive ();
472 MTH void deactivate_recursive ();
473
474 // set the givne flag on all objects in the inventory recursively
475 MTH void set_flag_inv (int flag, int value = 1);
476
477 void enter_exit (object *exit);//Perl
478 MTH void enter_map (maptile *newmap, int x, int y);
479
480 // returns the mapspace this object is in
481 mapspace &ms () const;
306 482
307 // fully recursive iterator 483 // fully recursive iterator
308 struct iterator_base 484 struct iterator_base
309 { 485 {
310 object *item; 486 object *item;
317 operator object *() const { return item; } 493 operator object *() const { return item; }
318 494
319 object *operator ->() const { return item; } 495 object *operator ->() const { return item; }
320 object &operator * () const { return *item; } 496 object &operator * () const { return *item; }
321 }; 497 };
498
499 MTH unsigned int random_seed () const
500 {
501 return (unsigned int)uuid.seq;
502 }
322 503
323 // depth-first recursive iterator 504 // depth-first recursive iterator
324 struct depth_iterator : iterator_base 505 struct depth_iterator : iterator_base
325 { 506 {
326 depth_iterator (object *container); 507 depth_iterator (object *container);
337 object *end () 518 object *end ()
338 { 519 {
339 return this; 520 return this;
340 } 521 }
341 522
523 /* This returns TRUE if the object is something that
524 * should be displayed in the floorbox/inventory window
525 */
526 MTH bool client_visible () const
527 {
528 return !invisible && type != PLAYER;
529 }
530
531 MTH struct region *region () const;
532
533 void statusmsg (const char *msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED);
535
536 const char *query_inventory (object *who = 0, const char *indent = "");
537
538 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
539 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
540
342protected: 541protected:
343 friend struct archetype;
344
345 void link (); 542 void link ();
346 void unlink (); 543 void unlink ();
347 544
348 object (); 545 object ();
349 ~object (); 546 ~object ();
350}; 547};
548
549// move this object to the top of its env's inventory to speed up
550// searches for it.
551static object *
552splay (object *ob)
553{
554 if (ob->env && ob->env->inv != ob)
555 {
556 if (ob->above) ob->above->below = ob->below;
557 if (ob->below) ob->below->above = ob->above;
558
559 ob->above = 0;
560 ob->below = ob->env->inv;
561 ob->below->above = ob;
562 ob->env->inv = ob;
563 }
564
565 return ob;
566}
351 567
352typedef struct oblnk 568typedef struct oblnk
353{ /* Used to link together several objects */ 569{ /* Used to link together several objects */
354 object_ptr ob; 570 object_ptr ob;
355 struct oblnk *next; 571 struct oblnk *next;
359{ /* Used to link together several object links */ 575{ /* Used to link together several object links */
360 struct oblnk *link; 576 struct oblnk *link;
361 long value; /* Used as connected value in buttons/gates */ 577 long value; /* Used as connected value in buttons/gates */
362 struct oblinkpt *next; 578 struct oblinkpt *next;
363} oblinkpt; 579} oblinkpt;
580
581object *find_skill_by_name (object *who, const char *name);
582object *find_skill_by_name (object *who, const shstr &sh);
583object *find_skill_by_number (object *who, int skillno);
364 584
365/* 585/*
366 * The archetype structure is a set of rules on how to generate and manipulate 586 * The archetype structure is a set of rules on how to generate and manipulate
367 * objects which point to archetypes. 587 * objects which point to archetypes.
368 * This probably belongs in arch.h, but there really doesn't appear to 588 * This probably belongs in arch.h, but there really doesn't appear to
369 * be much left in the archetype - all it really is is a holder for the 589 * be much left in the archetype - all it really is is a holder for the
370 * object and pointers. This structure should get removed, and just replaced 590 * object and pointers. This structure should get removed, and just replaced
371 * by the object structure 591 * by the object structure
372 */ 592 */
373 593
374ACC_CLASS (archetype) 594INTERFACE_CLASS (archetype)
375struct archetype : zero_initialised, refcounted 595struct archetype : object
376{ 596{
377 archetype (); 597 archetype (const char *name);
378 ~archetype (); 598 ~archetype ();
599 void gather_callbacks (AV *&callbacks, event_type event) const;
379 600
380 static archetype *find (const char *arch); 601 static archetype *read (object_thawer &f);
381 602
382 void hash_add (); // add to hastable 603 MTH static archetype *get (const_utf8_string name); // find or create
383 void hash_del (); // remove from hashtable 604 MTH static archetype *find (const_utf8_string name);
384 605
606 MTH void link ();
607 MTH void unlink ();
608
609 MTH object *instance ();
610
611 object_vector_index ACC (RW, archid); // index in archvector
385 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
386 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 613 bool ACC (RW, stub); // if true, this is an invalid archetype
387 struct archetype *ACC (RW, head); /* The main part of a linked object */
388 struct archetype *ACC (RW, more); /* Next part of a linked object */
389 object ACC (RO, clone); /* An object from which to do ->copy_to () */
390 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
391 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
392 * in comparison to the head.
393 */
394};
395 614
615 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
616 sint8 ACC (RW, max_x), ACC (RW, max_y);
617};
618
619inline void
620object_freezer::put (keyword k, archetype *v)
621{
622 put (k, v ? &v->archname : (const char *)0);
623}
624
625typedef object_vector<object, &object::index > objectvec;
626typedef object_vector<object, &object::active> activevec;
627typedef object_vector<archetype, &archetype::archid> archvec;
628
396extern object *objects; 629extern objectvec objects;
397extern object *active_objects; 630extern activevec actives;
631extern archvec archetypes;
398 632
399extern int nrofallocobjects; 633#define for_all_objects(var) \
634 for (unsigned _i = 0; _i < objects.size (); ++_i) \
635 statementvar (object *, var, objects [_i])
400 636
401/* This returns TRUE if the object is something that 637#define for_all_actives(var) \
402 * should be displayed in the look window 638 for (unsigned _i = 0; _i < actives.size (); ++_i) \
403 */ 639 statementvar (object *, var, actives [_i])
404#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 640
641#define for_all_archetypes(var) \
642 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
643 statementvar (archetype *, var, archetypes [_i])
405 644
406/* Used by update_object to know if the object being passed is 645/* Used by update_object to know if the object being passed is
407 * being added or removed. 646 * being added or removed.
408 */ 647 */
409#define UP_OBJ_INSERT 1 648#define UP_OBJ_INSERT 1
426 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 665 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
427 * Use for treasure chests so the new object is the highest thing 666 * Use for treasure chests so the new object is the highest thing
428 * beneath the player, but not actually above it. Note - the 667 * beneath the player, but not actually above it. Note - the
429 * map and x,y coordinates for the object to be inserted must 668 * map and x,y coordinates for the object to be inserted must
430 * match the originator. 669 * match the originator.
431 * INS_MAP_LOAD: disable lots of checkings done at insertion to
432 * speed up map loading process, as we assume the ordering in
433 * loaded map is correct.
434 * 670 *
435 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 671 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
436 * are mutually exclusive. The behaviour for passing more than one 672 * are mutually exclusive. The behaviour for passing more than one
437 * should be considered undefined - while you may notice what happens 673 * should be considered undefined - while you may notice what happens
438 * right now if you pass more than one, that could very well change 674 * right now if you pass more than one, that could very well change
441#define INS_NO_MERGE 0x0001 677#define INS_NO_MERGE 0x0001
442#define INS_ABOVE_FLOOR_ONLY 0x0002 678#define INS_ABOVE_FLOOR_ONLY 0x0002
443#define INS_NO_WALK_ON 0x0004 679#define INS_NO_WALK_ON 0x0004
444#define INS_ON_TOP 0x0008 680#define INS_ON_TOP 0x0008
445#define INS_BELOW_ORIGINATOR 0x0010 681#define INS_BELOW_ORIGINATOR 0x0010
446#define INS_MAP_LOAD 0x0020
447 682
448#define ARCH_SINGULARITY "singularity"
449#define ARCH_SINGULARITY_LEN 11
450#define ARCH_DETECT_MAGIC "detect_magic"
451#define ARCH_DEPLETION "depletion" 683#define ARCH_DEPLETION "depletion"
452#define ARCH_SYMPTOM "symptom"
453 684
454#endif 685#endif
455 686

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