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Comparing deliantra/server/include/object.h (file contents):
Revision 1.17 by root, Sun Sep 3 22:45:56 2006 UTC vs.
Revision 1.188 by root, Sun Nov 16 03:52:12 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 (©) 2005,2006,2007,2008 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-devel@real-time.com
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset>
28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 33
32#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
33 58
34/* See common/item.c */ 59/* See common/item.c */
35 60
36typedef struct Body_Locations { 61typedef struct Body_Locations
62{
37 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
38 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
39 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
40} Body_Locations; 66} Body_Locations;
41 67
42extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
43 72
44/* 73/*
45 * 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
46 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
47 * 76 *
48 * key and value are shared-strings. 77 * key and value are shared-strings.
49 * 78 *
50 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
51 * accessing the list directly. 80 * accessing the list directly.
52 * 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.
53 */ 82 */
54struct key_value { 83struct key_value : slice_allocated
84{
55 key_value *next; 85 key_value *next;
56 shstr key, value; 86 shstr key, value;
57}; 87};
58 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
102 typedef char BUF [32];
103
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};
59 123
60/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
61 * 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
62 * 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
63 * can_apply and will_apply? 127 * can_apply and will_apply?
64 */ 128 */
65#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
66#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
67#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
68#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
69#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
70 134
71 135struct body_slot
72/* However, if you're keeping a pointer of some sort, you probably 136{
73 * don't just want it copied, so you'll need to add to common/object.C, 137 signed char info:4; /* body info as loaded from the file */
74 * e.g. copy_object. 138 signed char used:4; /* Calculated value based on items equipped */
75 */
76
77struct object_simple : attachable<object> {
78 tag_t count; /* Unique object number for this object */
79 uint16 refcount; /* How many objects points to this object */
80
81 /* These variables are not changed by copy_object() */
82 struct pl *contr; /* Pointer to the player which control this object */
83 struct object *next; /* Pointer to the next object in the free/used list */
84 struct object *prev; /* Pointer to the previous object in the free/used list*/
85 struct object *active_next; /* Next & previous object in the 'active' */
86 struct object *active_prev; /* List. This is used in process_events */
87 /* so that the entire object list does not */
88 /* need to be gone through. */
89 struct object *below; /* Pointer to the object stacked below this one */
90 struct object *above; /* Pointer to the object stacked above this one */
91 /* Note: stacked in the *same* environment*/
92 struct object *inv; /* Pointer to the first object in the inventory */
93 struct object *container; /* Current container being used. I think this
94 * is only used by the player right now.
95 */
96 struct object *env; /* Pointer to the object which is the environment.
97 * This is typically the container that the object is in.
98 */
99 struct object *more; /* Pointer to the rest of a large body of objects */
100 struct object *head; /* Points to the main object of a large body */
101 struct mapstruct *map; /* Pointer to the map in which this object is present */
102}; 139};
103 140
104struct object_special { 141INTERFACE_CLASS (object)
105 /* These get an extra add_refcount(), after having been copied by memcpy(). 142// these are being copied
106 * All fields beow this point are automatically copied by memcpy. If 143struct object_copy : attachable
107 * adding something that needs a refcount updated, make sure you modify 144{
108 * copy_object to do so. Everything below here also gets cleared 145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
109 * by clear_object() 146
110 */ 147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
148 uint8 ACC (RW, subtype); /* subtype of object */
149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151
111 shstr name; /* The name of the object, obviously... */ 152 shstr ACC (RW, name); /* The name of the object, obviously... */
112 shstr name_pl; /* The plural name of the object */ 153 shstr ACC (RW, name_pl); /* The plural name of the object */
113 shstr title; /* Of foo, etc */ 154 shstr ACC (RW, title); /* Of foo, etc */
114 shstr race; /* human, goblin, dragon, etc */ 155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
115 shstr slaying; /* Which race to do double damage to */ 156 shstr ACC (RW, slaying); /* Which race to do double damage to */
116 /* If this is an exit, this is the filename */ 157 /* If this is an exit, this is the filename */
158
159 typedef bitset<NUM_FLAGS> flags_t;
160 flags_t flag; /* various flags */
161#if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]);
163#endif
164
165 shstr ACC (RW, materialname); /* specific material name */
117 shstr skill; /* Name of the skill this object uses/grants */ 166 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
118 shstr msg; /* If this is a book/sign/magic mouth/etc */ 167// materialtype_t *ACC (RW, material); /* What material this object consists of */
119 shstr lore; /* Obscure information about this object, */ 168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
120 /* To get put into books and the like. */ 169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
173 object_ptr ACC (RW, spell); /* Spell that was being cast */
174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
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 */
121 177
122 sint16 x,y; /* Position in the map for this object */
123 float speed; /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
124 float 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 */
125 uint32 nrof; /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
126 New_Face *face; /* Face with colors */
127 sint8 direction; /* Means the object is moving that way. */
128 sint8 facing; /* Object is oriented/facing that way. */
129 181
130 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
131 uint8 type; /* PLAYER, BULLET, etc. See define.h */
132 uint8 subtype; /* subtype of object */
133 uint16 client_type; /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185
135 uint32 attacktype; /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 path_attuned; /* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 path_repelled; /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 path_denied; /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 material; /* What materials this object consist of */ 190
140 shstr materialname; /* specific material name */ 191 uint16 ACC (RW, materials); /* What materials this object consists of */
141 sint8 magic; /* Any magical bonuses to this item */ 192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
142 uint8 state; /* How the object was last drawn (animation) */ 193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
143 sint32 value; /* How much money it is worth (or contains) */ 195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
144 sint16 level; /* Level of creature or object */
145 /* Note that the last_.. values are sometimes used for non obvious 196 /* Note that the last_.. values are sometimes used for non obvious
146 * meanings by some objects, eg, sp penalty, permanent exp. 197 * meanings by some objects, eg, sp penalty, permanent exp.
147 */ 198 */
148 sint32 last_heal; /* Last healed. Depends on constitution */ 199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
149 sint32 last_sp; /* As last_heal, but for spell points */ 200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
150 sint16 last_grace; /* as last_sp, except for grace */ 201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
151 sint16 last_eat; /* How long since we last ate */ 202 sint16 ACC (RW, last_eat); /* How long since we last ate */
152 sint16 invisible; /* How much longer the object will be invis */ 203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
204 sint16 ACC (RW, level); /* Level of creature or object */
205
153 uint8 pick_up; /* See crossfire.doc */ 206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
154 sint8 item_power; /* power rating of the object */
155 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
156 sint32 weight; /* Attributes of the object */
157 sint32 weight_limit; /* Weight-limit of object */
158 sint32 carrying; /* How much weight this object contains */
159 sint8 glow_radius; /* indicates the glow radius of the object */ 208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
160 living stats; /* Str, Con, Dex, etc */ 209 uint8 ACC (RW, weapontype); /* type of weapon */
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 sint32 ACC (RW, weight); /* Attributes of the object */
219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
161 sint64 perm_exp; /* Permanent exp */ 221 sint64 ACC (RW, perm_exp); /* Permanent exp */
162 struct object *current_weapon; /* Pointer to the weapon currently used */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
163 uint32 weapontype; /* type of weapon */ 223 /* See the pod/objects.pod for more info about body locations */
164 uint32 tooltype; /* type of tool or build facility */
165 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
166 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
167 /* See the doc/Developers/objects for more info about body locations */
168 224
169 /* Following mostly refers to fields only used for monsters */ 225 /* Following mostly refers to fields only used for monsters */
170 struct object *owner; /* Pointer to the object which controls this one */ 226
171 /* Owner should not be referred to directly - */
172 /* get_owner should be used instead. */
173 tag_t ownercount; /* What count the owner had (in case owner */
174 /* has been freed) */
175 struct object *enemy; /* Monster/player to follow even if not closest */
176 struct object *attacked_by; /* This object start to attack us! only player & monster */
177 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
178 struct treasureliststruct *randomitems; /* Items to be generated */
179 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
180 struct object *chosen_skill; /* the skill chosen to use */
181 uint32 hide; /* The object is hidden, not invisible */
182 /* changes made by kholland@sunlab.cit.cornell.edu */
183 /* allows different movement patterns for attackers */ 227 /* allows different movement patterns for attackers */
184 sint32 move_status; /* What stage in attack mode */ 228 sint32 ACC (RW, move_status); /* What stage in attack mode */
185 uint16 attack_movement;/* What kind of attack movement */ 229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
186 uint8 will_apply; /* See crossfire.doc */ 230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
187 struct object *spellitem; /* Spell ability monster is choosing to use */
188 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 231 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
189 /* races/classes can need less/more exp to gain levels */ 232 /* races/classes can need less/more exp to gain levels */
190 233
191 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
192 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
193 * only used in spells. 236 * only used in spells.
194 */ 237 */
195 sint16 duration; /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
196 uint8 duration_modifier; /* how level modifies duration */
197 sint16 casting_time; /* time left before spell goes off */ 239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
198 struct object *spell; /* Spell that was being cast */ 240
199 uint16 start_holding; 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
200 char *spellarg;
201 uint8 dam_modifier; /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
202 sint8 range; /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
203 uint8 range_modifier; /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
204 245
246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
247 MoveType ACC (RW, move_block);/* What movement types this blocks */
248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
258 char *ACC (RW, spellarg);
259
205 /* Following are values used by any object */ 260 /* Following are values used by any object */
206 struct archt *arch; /* Pointer to archetype */
207 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
208 /* this objects turns into or what this object creates */ 261 /* this objects turns into or what this object creates */
209 uint32 flags[4]; /* various flags */ 262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
263
210 uint16 animation_id; /* An index into the animation array */ 264 uint16 ACC (RW, animation_id);/* An index into the animation array */
211 uint8 anim_speed; /* ticks between animation-frames */ 265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
212 uint8 last_anim; /* last sequence used to draw face */ 266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
213 sint32 elevation; /* elevation of this terrain - not currently used */ 267
214 uint8 smoothlevel; /* how to smooth this square around*/ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
215 271
216 MoveType move_type; /* Type of movement this object uses */ 272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
217 MoveType move_block; /* What movement types this blocks */ 273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
218 MoveType move_allow; /* What movement types explicitly allowd */
219 MoveType move_on; /* Move types affected moving on to this space */
220 MoveType move_off; /* Move types affected moving off this space */
221 MoveType move_slow; /* Movement types this slows down */
222 float move_slow_penalty; /* How much this slows down the object */
223 274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
224 shstr custom_name; /* Custom name assigned by player */ 280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
225 key_value *key_values; /* Fields not explictly known by the loader. */
226}; 281};
227 282
228struct object : object_special, object_simple, zero_initialised { 283struct object : zero_initialised, object_copy
229 void clone (object *destination) 284{
285 // These variables are not changed by ->copy_to
286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
287
288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
289 int ACC (RO, count);
290 object_vector_index ACC (RO, index); // index into objects
291 object_vector_index ACC (RO, active); // index into actives
292
293 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
294
295 object *ACC (RW, below); /* Pointer to the object stacked below this one */
296 object *ACC (RW, above); /* Pointer to the object stacked above this one */
297 /* Note: stacked in the *same* environment */
298 object *inv; /* Pointer to the first object in the inventory */
299
300 //TODO: container must move into client
301 object_ptr ACC (RW, container); /* Current container being used. I think this
302 * is only used by the player right now.
303 */
304 object *ACC (RW, env); /* Pointer to the object which is the environment.
305 * This is typically the container that the object is in.
306 */
307 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
308 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
309 client_container *seen_by; // seen by which player/container currently?
310 key_value *key_values; /* Fields not explictly known by the loader. */
311
312 // privates / perl
313 const shstr &kv_get (const shstr &key) const;
314 void kv_del (const shstr &key);
315 void kv_set (const shstr &key, const shstr &value);
316
317 // custom extra fields management
318 struct key_value_access_proxy
319 {
320 object &ob;
321 shstr key;
322
323 key_value_access_proxy (object &ob, const shstr &key)
324 : ob (ob), key (key)
230 { 325 {
231 destination->attach = attach; 326 }
232 327
233 if (self || cb) 328 const key_value_access_proxy &operator =(const shstr &value) const
234 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 329 {
330 ob.kv_set (key, value);
331 return *this;
332 }
333
334 operator const shstr &() const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); }
336
337 private:
338 void operator =(int);
235 } 339 };
340
341 // operator [] is too annoying to use
342 const key_value_access_proxy kv (const shstr &key)
343 {
344 return key_value_access_proxy (*this, key);
345 }
346
347 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
348 MTH void post_load_check (); // do some adjustments after parsing
349 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
350 bool write (object_freezer &f);
351
352 MTH int slottype () const;
353 MTH static object *create ();
354 const mapxy &operator =(const mapxy &pos);
355 MTH void copy_to (object *dst);
356 MTH object *clone (); // create + copy_to a single object
357 MTH object *deep_clone (); // copy whole more chain and inventory
358 void do_destroy ();
359 void gather_callbacks (AV *&callbacks, event_type event) const;
360 MTH void destroy ();
361 MTH void drop_and_destroy ()
362 {
363 destroy_inv (true);
364 destroy ();
365 }
366
367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
368 MTH void destroy_inv (bool drop_to_ground = false);
369 MTH object *insert (object *item); // insert into inventory
370 MTH void play_sound (faceidx sound);
371
372 void do_remove ();
373 MTH void remove ()
374 {
375 if (!flag [FLAG_REMOVED])
376 do_remove ();
377 }
378
379 MTH bool blocked (maptile *m, int x, int y) const;
380
381 void move_to (const mapxy &pos)
382 {
383 remove ();
384 *this = pos;
385 insert_at (this, this);
386 }
387
388 static bool can_merge_slow (object *op1, object *op2);
389
390 // this is often used in time-critical code, so optimise
391 MTH static bool can_merge (object *op1, object *op2)
392 {
393 return op1->value == op2->value
394 && op1->name == op2->name
395 && can_merge_slow (op1, op2);
396 }
397
398 MTH void set_owner (object *owner);
399 MTH void set_speed (float speed);
400 MTH bool change_weapon (object *ob);
401 MTH bool change_skill (object *ob);
402
403 MTH void open_container (object *new_container);
404 MTH void close_container ()
405 {
406 open_container (0);
407 }
408
409 MTH object *force_find (const shstr name);
410 MTH void force_add (const shstr name, int duration = 0);
411
412 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
413 bool should_invoke (event_type event)
414 {
415 return ev_want_event [event] || ev_want_type [type] || cb;
416 }
417
418 MTH void instantiate ();
419
420 // recalculate all stats
421 MTH void update_stats ();
422 MTH void roll_stats ();
423 MTH void swap_stats (int a, int b);
424 MTH void add_statbonus ();
425 MTH void remove_statbonus ();
426 MTH void drain_stat ();
427 MTH void drain_specific_stat (int deplete_stats);
428 MTH void change_luck (int value);
429
430 // info must hold 256 * 3 bytes currently
431 const char *debug_desc (char *info) const;
432 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
433 const char *flag_desc (char *desc, int len) const;
434
435 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
436 MTH object *split (sint32 nr = 1); // return 0 on failure
437
438 MTH int number_of () const
439 {
440 return nrof ? nrof : 1;
441 }
442
443 MTH sint32 total_weight () const
444 {
445 return (weight + carrying) * number_of ();
446 }
447
448 MTH void update_weight ();
449
450 // return the dominant material of this item, always return something
451 const materialtype_t *dominant_material () const;
452
453 // return the volume of this object in cm³
454 MTH uint64 volume () const
455 {
456 return total_weight ()
457 * 1000
458 * (type == CONTAINER ? 1000 : 1)
459 / dominant_material ()->density;
460 }
461
462 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
463 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
464 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
465 || type == CLOAK || type == BOOTS || type == GLOVES
466 || type == BRACERS || type == GIRDLE; }
467 MTH bool is_alive () const { return (type == PLAYER
468 || flag [FLAG_MONSTER]
469 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
470 && !flag [FLAG_IS_A_TEMPLATE]; }
471 MTH bool is_arrow () const { return type == ARROW
472 || (type == SPELL_EFFECT
473 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
474 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
475
476 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
477
478 // temporary: wether the object can be saved in a map file
479 // contr => is a player
480 // head => only save head of a multitile object
481 // owner => can not reference owner yet
482 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
483
484 /* This return true if object has still randomitems which
485 * could be expanded.
486 */
487 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
488
489 MTH bool has_dialogue () const { return *&msg == '@'; }
490
491 // returns the outermost owner, never returns 0
492 MTH object *outer_owner ()
493 {
494 object *op;
495
496 for (op = this; op->owner; op = op->owner)
497 ;
498
499 return op;
500 }
501
502 // returns the outermost environment, never returns 0
503 MTH object *outer_env ()
504 {
505 object *op;
506
507 for (op = this; op->env; op = op->env)
508 ;
509
510 return op;
511 }
512
513 // returns the player that has this object in his inventory, or 0
514 // we assume the player is always the outer env
515 MTH object *in_player ()
516 {
517 object *op = outer_env ();
518
519 return op->type == PLAYER ? op : 0;
520 }
521
522 // "temporary" helper function
523 MTH object *head_ ()
524 {
525 return head ? head : this;
526 }
527
528 MTH bool is_head ()
529 {
530 return head_ () == this;
531 }
532
533 MTH bool is_on_map () const
534 {
535 return !env && !flag [FLAG_REMOVED];
536 }
537
538 MTH bool is_inserted () const
539 {
540 return !flag [FLAG_REMOVED];
541 }
542
543 // returns the player that cna see this object, if any
544 MTH object *visible_to () const;
545
546 MTH std::string long_desc (object *who = 0);
547 MTH std::string describe_monster (object *who = 0);
548 MTH std::string describe_item (object *who = 0);
549 MTH std::string describe (object *who = 0);
550
551 // If this object has no extra parts but should have them,
552 // add them, effectively expanding heads into multipart
553 // objects. This method only works on objects not inserted
554 // anywhere.
555 MTH void expand_tail ();
556
557 MTH void create_treasure (treasurelist *tl, int flags = 0);
558
559 // insert object at same map position as 'where'
560 // handles both inventory and map "positions"
561 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
562 MTH void drop_unpaid_items ();
563
564 MTH void activate ();
565 MTH void deactivate ();
566 MTH void activate_recursive ();
567 MTH void deactivate_recursive ();
568
569 // set the given flag on all objects in the inventory recursively
570 MTH void set_flag_inv (int flag, int value = 1);
571
572 void enter_exit (object *exit);//Perl
573 MTH void enter_map (maptile *newmap, int x, int y);
574 void player_goto (const char *path, int x, int y); // only for players
575
576 // returns the mapspace this object is in
577 mapspace &ms () const;
578
579 // fully recursive iterator
580 struct iterator_base
581 {
582 object *item;
583
584 iterator_base (object *container)
585 : item (container)
586 {
587 }
588
589 operator object *() const { return item; }
590
591 object *operator ->() const { return item; }
592 object &operator * () const { return *item; }
593 };
594
595 MTH unsigned int random_seed () const
596 {
597 return (unsigned int)uuid.seq;
598 }
599
600 // depth-first recursive iterator
601 struct depth_iterator : iterator_base
602 {
603 depth_iterator (object *container);
604 void next ();
605 object *operator ++( ) { next (); return item; }
606 object *operator ++(int) { object *i = item; next (); return i; }
607 };
608
609 object *begin ()
610 {
611 return this;
612 }
613
614 object *end ()
615 {
616 return this;
617 }
618
619 /* This returns TRUE if the object is something that
620 * a client might want to know about.
621 */
622 MTH bool client_visible () const
623 {
624 return !invisible && type != PLAYER;
625 }
626
627 // the client does nrof * this weight
628 MTH sint32 client_weight () const
629 {
630 return weight + carrying;
631 }
632
633 MTH struct region *region () const;
634
635 void statusmsg (const char *msg, int color = NDI_BLACK);
636 void failmsg (const char *msg, int color = NDI_RED);
637
638 const char *query_inventory (object *who = 0, const char *indent = "");
639
640 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
641 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
642
643protected:
644 void link ();
645 void unlink ();
646
647 object ();
648 ~object ();
649
650private:
651 object &operator =(const object &);
652 object (const object &);
236}; 653};
237 654
655// move this object to the top of its env's inventory to speed up
656// searches for it.
657static object *
658splay (object *ob)
659{
660 if (ob->env && ob->env->inv != ob)
661 {
662 if (ob->above) ob->above->below = ob->below;
663 if (ob->below) ob->below->above = ob->above;
664
665 ob->above = 0;
666 ob->below = ob->env->inv;
667 ob->below->above = ob;
668 ob->env->inv = ob;
669 }
670
671 return ob;
672}
673
674typedef struct oblnk
238typedef struct oblnk { /* Used to link together several objects */ 675{ /* Used to link together several objects */
239 object *ob; 676 object_ptr ob;
240 struct oblnk *next; 677 struct oblnk *next;
241 tag_t id;
242} objectlink; 678} objectlink;
243 679
244typedef struct oblinkpt { /* Used to link together several object links */ 680typedef struct oblinkpt
681{ /* Used to link together several object links */
245 struct oblnk *link; 682 struct oblnk *link;
246 long value; /* Used as connected value in buttons/gates */ 683 sint32 value; /* Used as connected value in buttons/gates */
247 struct oblinkpt *next; 684 struct oblinkpt *next;
248} oblinkpt; 685} oblinkpt;
686
687object *find_skill_by_name (object *who, const char *name);
688object *find_skill_by_name (object *who, const shstr &sh);
689object *find_skill_by_number (object *who, int skillno);
249 690
250/* 691/*
251 * The archetype structure is a set of rules on how to generate and manipulate 692 * The archetype structure is a set of rules on how to generate and manipulate
252 * objects which point to archetypes. 693 * objects which point to archetypes.
253 * This probably belongs in arch.h, but there really doesn't appear to 694 * This probably belongs in arch.h, but there really doesn't appear to
254 * be much left in the archetype - all it really is is a holder for the 695 * be much left in the archetype - all it really is is a holder for the
255 * object and pointers. This structure should get removed, and just replaced 696 * object and pointers. This structure should get removed, and just replaced
256 * by the object structure 697 * by the object structure
257 */ 698 */
258 699
259typedef struct archt : zero_initialised 700INTERFACE_CLASS (archetype)
701struct archetype : object
260{ 702{
703 static arch_ptr empty; // the empty_archetype
704 MTH static void gc ();
705
706 archetype (const char *name);
707 ~archetype ();
708 void gather_callbacks (AV *&callbacks, event_type event) const;
709
710 MTH static archetype *find (const_utf8_string name);
711
712 MTH void link ();
713 MTH void unlink ();
714
715 MTH static object *get (const char *name); // (find() || singularity)->instance()
716 MTH object *instance ();
717
718 object_vector_index ACC (RW, archid); // index in archvector
261 shstr name; /* More definite name, like "generate_kobold" */ 719 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
262 struct archt *next; /* Next archetype in a linked list */
263 struct archt *head; /* The main part of a linked object */
264 struct archt *more; /* Next part of a linked object */
265 object clone; /* An object from which to do copy_object() */
266 uint32 editable; /* editable flags (mainly for editor) */
267 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
268 * in comparison to the head.
269 */
270} archetype;
271 720
721 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
722 sint8 ACC (RW, max_x), ACC (RW, max_y);
723
724 // support for archetype loading
725 static archetype *read (object_thawer &f);
726 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
727 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
728};
729
730// compatbiility, remove once replaced by ->instance
731inline object *
732arch_to_object (archetype *at)
733{
734 return at->instance ();
735}
736
737inline void
738object_freezer::put (keyword k, archetype *v)
739{
740 put (k, v ? &v->archname : (const char *)0);
741}
742
743typedef object_vector<object, &object::index > objectvec;
744typedef object_vector<object, &object::active> activevec;
745typedef object_vector<archetype, &archetype::archid> archvec;
746
272extern object *objects; 747extern objectvec objects;
273extern object *active_objects; 748extern activevec actives;
274extern object *free_objects; 749extern archvec archetypes;
275extern object objarray[STARTMAX];
276 750
277extern int nrofallocobjects; 751// "safely" iterate over inv in a way such that the current item is removable
278extern int nroffreeobjects; 752// quite horrible, thats why its hidden in some macro
753#define for_inv_removable(op,var) \
754 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
279 755
280/* This returns TRUE if the object is something that 756#define for_all_objects(var) \
281 * should be displayed in the look window 757 for (unsigned _i = 0; _i < objects.size (); ++_i) \
282 */ 758 statementvar (object *, var, objects [_i])
283#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 759
760#define for_all_actives(var) \
761 for (unsigned _i = 0; _i < actives.size (); ++_i) \
762 statementvar (object *, var, actives [_i])
763
764#define for_all_archetypes(var) \
765 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
766 statementvar (archetype *, var, archetypes [_i])
284 767
285/* Used by update_object to know if the object being passed is 768/* Used by update_object to know if the object being passed is
286 * being added or removed. 769 * being added or removed.
287 */ 770 */
288#define UP_OBJ_INSERT 1 771#define UP_OBJ_INSERT 1
289#define UP_OBJ_REMOVE 2 772#define UP_OBJ_REMOVE 2
290#define UP_OBJ_CHANGE 3 773#define UP_OBJ_CHANGE 3
291#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 774#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
292 775
293/* These are flags passed to insert_ob_in_map and 776/* These are flags passed to insert_ob_in_map and
294 * insert_ob_in_ob. Note that all flags may not be meaningful 777 * insert_ob_in_ob. Note that all flags may not be meaningful
295 * for both functions. 778 * for both functions.
296 * Most are fairly explanatory: 779 * Most are fairly explanatory:
305 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 788 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
306 * Use for treasure chests so the new object is the highest thing 789 * Use for treasure chests so the new object is the highest thing
307 * beneath the player, but not actually above it. Note - the 790 * beneath the player, but not actually above it. Note - the
308 * map and x,y coordinates for the object to be inserted must 791 * map and x,y coordinates for the object to be inserted must
309 * match the originator. 792 * match the originator.
310 * INS_MAP_LOAD: disable lots of checkings done at insertion to
311 * speed up map loading process, as we assume the ordering in
312 * loaded map is correct.
313 * 793 *
314 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 794 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
315 * are mutually exclusive. The behaviour for passing more than one 795 * are mutually exclusive. The behaviour for passing more than one
316 * should be considered undefined - while you may notice what happens 796 * should be considered undefined - while you may notice what happens
317 * right now if you pass more than one, that could very well change 797 * right now if you pass more than one, that could very well change
320#define INS_NO_MERGE 0x0001 800#define INS_NO_MERGE 0x0001
321#define INS_ABOVE_FLOOR_ONLY 0x0002 801#define INS_ABOVE_FLOOR_ONLY 0x0002
322#define INS_NO_WALK_ON 0x0004 802#define INS_NO_WALK_ON 0x0004
323#define INS_ON_TOP 0x0008 803#define INS_ON_TOP 0x0008
324#define INS_BELOW_ORIGINATOR 0x0010 804#define INS_BELOW_ORIGINATOR 0x0010
325#define INS_MAP_LOAD 0x0020
326 805
327#define ARCH_SINGULARITY "singularity"
328#define ARCH_SINGULARITY_LEN 11
329#define ARCH_DETECT_MAGIC "detect_magic"
330#define ARCH_DEPLETION "depletion" 806#define ARCH_DEPLETION "depletion"
331#define ARCH_SYMPTOM "symptom"
332 807
333#endif 808#endif
809

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