ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.52 by root, Wed Dec 13 03:29:45 2006 UTC vs.
Revision 1.176 by root, Mon May 5 15:54:39 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
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 *
49 * key and value are shared-strings. 77 * key and value are shared-strings.
50 * 78 *
51 * 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
52 * accessing the list directly. 80 * accessing the list directly.
53 * 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.
54 */ 82 */
55struct key_value 83struct key_value : slice_allocated
56{ 84{
57 key_value *next; 85 key_value *next;
58 shstr key, value; 86 shstr key, value;
59}; 87};
60 88
61struct UUID 89struct UUID
62{ 90{
63 uint64 seq; 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 }
64}; 122};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
69 123
70/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
71 * 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
72 * 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
73 * can_apply and will_apply? 127 * can_apply and will_apply?
76#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
77#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
78#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
80 134
81/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
82 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. ->copy_to ()
84 */
85
86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr;
88
89// these are not being copied
90ACC_CLASS (object)
91struct object_keep : refcounted
92{ 136{
93 /* These variables are not changed by ->copy_to */ 137 signed char info:4; /* body info as loaded from the file */
94 138 signed char used:4; /* Calculated value based on items equipped */
95 tag_t ACC (RW, count); /* Generation count for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
97
98 player *ACC (RW, contr); /* Pointer to the player which control this object */
99 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
100 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
102 object *ACC (RW, active_prev);/* List. This is used in process_events */
103 /* so that the entire object list does not */
104 /* need to be gone through. */
105 object *ACC (RW, below); /* Pointer to the object stacked below this one */
106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
107 /* Note: stacked in the *same* environment */
108 object *inv; /* Pointer to the first object in the inventory */
109 object *ACC (RW, container); /* Current container being used. I think this
110 * is only used by the player right now.
111 */
112 object *ACC (RW, env); /* Pointer to the object which is the environment.
113 * This is typically the container that the object is in.
114 */
115 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
116 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
117 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
118}; 139};
119 140
141INTERFACE_CLASS (object)
120// these are being copied 142// these are being copied
121struct object_copy : attachable<object> 143struct object_copy : attachable
122{ 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
123 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
124 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
125 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
126 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
127 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
128 /* 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
129 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 */
130 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 */
131 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
132 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
133 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
134 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 */
135 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 */
136 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 */
137 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 */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 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 */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */ 173 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 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 */
142}; 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 */
143 177
144// these are being copied and also cleared
145struct object_pod
146{
147 New_Face *ACC (RW, face); /* Face with colors */
148 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
149 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
150 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 */
151 uint32 ACC (RW, nrof); /* How many of the objects */ 180 uint32 ACC (RW, nrof); /* How many of the objects */
152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
154 181
155 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
157 uint8 ACC (RW, subtype); /* subtype of object */
158 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
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 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 */
164 uint16 ACC (RW, material); /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
167 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) */
168 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
169 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
178 sint8 ACC (RW, item_power); /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
179 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
181 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
188 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 */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the doc/Developers/objects for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
191 219
192 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 222
195 /* allows different movement patterns for attackers */ 223 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 224 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 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. */
199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
200 /* races/classes can need less/more exp to gain levels */ 228 /* races/classes can need less/more exp to gain levels */
201 229
202 /* Spell related information, may be useful elsewhere 230 /* Spell related information, may be useful elsewhere
203 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
204 * only used in spells. 232 * only used in spells.
205 */ 233 */
206 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
207 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
208 uint16 ACC (RW, start_holding); 237 uint16 ACC (RW, start_holding);
209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 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
211 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
212 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 */
213 char *ACC (RW, spellarg);
214
215 /* Following are values used by any object */
216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
219 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
228
229 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
230 MoveType ACC (RW, move_block);/* What movement types this blocks */ 244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
232 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 */
233 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 */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
235 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 */
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 */
236}; 268};
237 269
238struct object : zero_initialised, object_keep, object_copy, object_pod 270struct object : zero_initialised, object_copy
239{ 271{
240 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 */
241 274
242 static vector mortals; 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
243 static vector active; // active objects, not yet used 276 int ACC (RO, count);
244 static vector objects; // not used yet, use first->next->... 277 object_vector_index ACC (RO, index); // index into objects
245 static object *first; // will be replaced by "objects" 278 object_vector_index ACC (RO, active); // index into actives
246 279
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 // privates / perl
300 const shstr &kv_get (const shstr &key) const;
301 void kv_del (const shstr &key);
302 void kv_set (const shstr &key, const shstr &value);
303
304 // custom extra fields management
305 struct key_value_access_proxy
306 {
307 object &ob;
308 shstr key;
309
310 key_value_access_proxy (object &ob, const shstr &key)
311 : ob (ob), key (key)
312 {
313 }
314
315 const key_value_access_proxy &operator =(const shstr &value) const
316 {
317 ob.kv_set (key, value);
318 return *this;
319 }
320
321 operator const shstr &() const { return ob.kv_get (key); }
322 operator const char *() const { return ob.kv_get (key); }
323
324 private:
325 void operator =(int);
326 };
327
328 // operator [] is too annoying to use
329 const key_value_access_proxy kv (const shstr &key)
330 {
331 return key_value_access_proxy (*this, key);
332 }
333
334 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
335 MTH void post_load_check (); // do some adjustments after parsing
336 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
337 bool write (object_freezer &f);
338
339 MTH int slottype () const;
247 static object *create (); 340 MTH static object *create ();
341 const mapxy &operator =(const mapxy &pos);
248 void copy_to (object *dst); 342 MTH void copy_to (object *dst);
249 object *clone (); // create + copy_to 343 MTH object *clone (); // create + copy_to a single object
344 MTH object *deep_clone (); // copy whole more chain and inventory
345 void do_destroy ();
346 void gather_callbacks (AV *&callbacks, event_type event) const;
250 void destroy (bool destroy_inventory = false); 347 MTH void destroy (bool destroy_inventory = false);
251 void remove (); 348
349 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
350 MTH void destroy_inv (bool drop_to_ground = false);
252 object *insert (object *item); // insert into inventory 351 MTH object *insert (object *item); // insert into inventory
352 MTH void play_sound (faceidx sound);
253 353
254 static void free_mortals (); 354 void do_remove ();
355 MTH void remove ()
356 {
357 if (!flag [FLAG_REMOVED])
358 do_remove ();
359 }
360
361 MTH bool blocked (maptile *m, int x, int y) const;
362
363 void move_to (const mapxy &pos)
364 {
365 remove ();
366 *this = pos;
367 insert_at (this, this);
368 }
369
255 static bool can_merge_slow (object *op1, object *op2); 370 static bool can_merge_slow (object *op1, object *op2);
256 371
257 // this is often used in time-critical code, so optimise 372 // this is often used in time-critical code, so optimise
258 static bool can_merge (object *op1, object *op2) 373 MTH static bool can_merge (object *op1, object *op2)
259 { 374 {
260 return op1->value == op2->value 375 return op1->value == op2->value
261 && op1->name == op2->name 376 && op1->name == op2->name
262 && can_merge_slow (op1, op2); 377 && can_merge_slow (op1, op2);
263 } 378 }
264 379
265 void clear ();
266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner); 380 MTH void set_owner (object *owner);
381 MTH void set_speed (float speed);
382 MTH bool change_weapon (object *ob);
383 MTH bool change_skill (object *ob);
270 384
385 MTH void open_container (object *new_container);
386 MTH void close_container ()
387 {
388 open_container (0);
389 }
390
391 MTH object *force_find (const shstr name);
392 MTH void force_add (const shstr name, int duration = 0);
393
394 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
395 bool should_invoke (event_type event)
396 {
397 return ev_want_event [event] || ev_want_type [type] || cb;
398 }
399
271 void instantiate () 400 MTH void instantiate ();
272 {
273 if (!uuid.seq) // HACK
274 uuid = gen_uuid ();
275 401
276 attachable<object>::instantiate (); 402 // recalculate all stats
277 } 403 MTH void update_stats ();
404 MTH void roll_stats ();
405 MTH void swap_stats (int a, int b);
406 MTH void add_statbonus ();
407 MTH void remove_statbonus ();
408 MTH void drain_stat ();
409 MTH void drain_specific_stat (int deplete_stats);
410 MTH void change_luck (int value);
278 411
279 // info must hold 256 * 3 bytes currently 412 // info must hold 256 * 3 bytes currently
280 const char *debug_desc (char *info) const; 413 const char *debug_desc (char *info) const;
281 const char *debug_desc () const; 414 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
415 const char *flag_desc (char *desc, int len) const;
416
417 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
418 MTH object *split (sint32 nr = 1); // return 0 on failure
419
420 MTH int number_of () const
421 {
422 return nrof ? nrof : 1;
423 }
424
425 MTH sint32 total_weight () const
426 {
427 return (weight + carrying) * number_of ();
428 }
429
430 MTH void update_weight ();
431
432 // return the dominant material of this item, always return something
433 const materialtype_t *dominant_material () const;
434
435 // return the volume of this object in cm³
436 MTH uint64 volume () const
437 {
438 return total_weight ()
439 * 1000
440 * (type == CONTAINER ? 1000 : 1)
441 / dominant_material ()->density;
442 }
443
444 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
445 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
446 || type == CLOAK || type == BOOTS || type == GLOVES
447 || type == BRACERS || type == GIRDLE; }
448 MTH bool is_alive () const { return (type == PLAYER
449 || flag [FLAG_MONSTER]
450 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
451 && !flag [FLAG_IS_A_TEMPLATE]; }
452 MTH bool is_arrow () const { return type == ARROW
453 || (type == SPELL_EFFECT
454 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
455 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
456
457 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
458
459 // temporary: wether the object can be saved in a map file
460 // contr => is a player
461 // head => only save head of a multitile object
462 // owner => can not reference owner yet
463 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
464
465 /* This return true if object has still randomitems which
466 * could be expanded.
467 */
468 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
469
470 // returns the outermost owner, never returns 0
471 MTH object *outer_owner ()
472 {
473 for (object *op = this; ; op = op->owner)
474 if (!op->owner)
475 return op;
476 }
477
478 // returns the outermost environment, never returns 0
479 MTH object *outer_env ()
480 {
481 for (object *op = this; ; op = op->env)
482 if (!op->env)
483 return op;
484 }
485
486 // returns the player that has this object in his inventory, or 0
487 // we assume the player is always the outer env
488 MTH object *in_player ()
489 {
490 object *op = outer_env ();
491
492 return op->type == PLAYER ? op : 0;
493 }
494
495 // "temporary" helper function
496 MTH object *head_ ()
497 {
498 return head ? head : this;
499 }
500
501 MTH bool is_head ()
502 {
503 return head_ () == this;
504 }
505
506 MTH bool is_on_map () const
507 {
508 return !env && !flag [FLAG_REMOVED];
509 }
510
511 // returns the player that cna see this object, if any
512 MTH object *visible_to () const;
513
514 MTH std::string long_desc (object *who = 0);
515 MTH std::string describe_monster (object *who = 0);
516 MTH std::string describe_item (object *who = 0);
517 MTH std::string describe (object *who = 0);
518
519 // If this object has no extra parts but should have them,
520 // add them, effectively expanding heads into multipart
521 // objects. This method only works on objects not inserted
522 // anywhere.
523 MTH void expand_tail ();
524
525 MTH void create_treasure (treasurelist *tl, int flags = 0);
526
527 // insert object at same map position as 'where'
528 // handles both inventory and map "positions"
529 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
530 MTH void drop_unpaid_items ();
531
532 MTH void activate ();
533 MTH void deactivate ();
534 MTH void activate_recursive ();
535 MTH void deactivate_recursive ();
536
537 // set the given flag on all objects in the inventory recursively
538 MTH void set_flag_inv (int flag, int value = 1);
539
540 void enter_exit (object *exit);//Perl
541 MTH void enter_map (maptile *newmap, int x, int y);
542 void player_goto (const char *path, int x, int y); // only for players
543
544 // returns the mapspace this object is in
545 mapspace &ms () const;
282 546
283 // fully recursive iterator 547 // fully recursive iterator
284 struct iterator_base 548 struct iterator_base
285 { 549 {
286 object *item; 550 object *item;
293 operator object *() const { return item; } 557 operator object *() const { return item; }
294 558
295 object *operator ->() const { return item; } 559 object *operator ->() const { return item; }
296 object &operator * () const { return *item; } 560 object &operator * () const { return *item; }
297 }; 561 };
562
563 MTH unsigned int random_seed () const
564 {
565 return (unsigned int)uuid.seq;
566 }
298 567
299 // depth-first recursive iterator 568 // depth-first recursive iterator
300 struct depth_iterator : iterator_base 569 struct depth_iterator : iterator_base
301 { 570 {
302 depth_iterator (object *container); 571 depth_iterator (object *container);
313 object *end () 582 object *end ()
314 { 583 {
315 return this; 584 return this;
316 } 585 }
317 586
587 /* This returns TRUE if the object is something that
588 * a client might want to know about.
589 */
590 MTH bool client_visible () const
591 {
592 return !invisible && type != PLAYER;
593 }
594
595 // the client does nrof * this weight
596 MTH sint32 client_weight () const
597 {
598 return weight + carrying;
599 }
600
601 MTH struct region *region () const;
602
603 void statusmsg (const char *msg, int color = NDI_BLACK);
604 void failmsg (const char *msg, int color = NDI_RED);
605
606 const char *query_inventory (object *who = 0, const char *indent = "");
607
608 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
609 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
610
318protected: 611protected:
319 friend struct archetype;
320
321 void link (); 612 void link ();
322 void unlink (); 613 void unlink ();
323 614
324 object (); 615 object ();
325 ~object (); 616 ~object ();
617
618private:
619 object &operator =(const object &);
620 object (const object &);
326}; 621};
622
623// move this object to the top of its env's inventory to speed up
624// searches for it.
625static object *
626splay (object *ob)
627{
628 if (ob->env && ob->env->inv != ob)
629 {
630 if (ob->above) ob->above->below = ob->below;
631 if (ob->below) ob->below->above = ob->above;
632
633 ob->above = 0;
634 ob->below = ob->env->inv;
635 ob->below->above = ob;
636 ob->env->inv = ob;
637 }
638
639 return ob;
640}
327 641
328typedef struct oblnk 642typedef struct oblnk
329{ /* Used to link together several objects */ 643{ /* Used to link together several objects */
330 object_ptr ob; 644 object_ptr ob;
331 struct oblnk *next; 645 struct oblnk *next;
332} objectlink; 646} objectlink;
333 647
334typedef struct oblinkpt 648typedef struct oblinkpt
335{ /* Used to link together several object links */ 649{ /* Used to link together several object links */
336 struct oblnk *link; 650 struct oblnk *link;
337 long value; /* Used as connected value in buttons/gates */ 651 sint32 value; /* Used as connected value in buttons/gates */
338 struct oblinkpt *next; 652 struct oblinkpt *next;
339} oblinkpt; 653} oblinkpt;
654
655object *find_skill_by_name (object *who, const char *name);
656object *find_skill_by_name (object *who, const shstr &sh);
657object *find_skill_by_number (object *who, int skillno);
340 658
341/* 659/*
342 * The archetype structure is a set of rules on how to generate and manipulate 660 * The archetype structure is a set of rules on how to generate and manipulate
343 * objects which point to archetypes. 661 * objects which point to archetypes.
344 * This probably belongs in arch.h, but there really doesn't appear to 662 * This probably belongs in arch.h, but there really doesn't appear to
345 * be much left in the archetype - all it really is is a holder for the 663 * be much left in the archetype - all it really is is a holder for the
346 * object and pointers. This structure should get removed, and just replaced 664 * object and pointers. This structure should get removed, and just replaced
347 * by the object structure 665 * by the object structure
348 */ 666 */
349 667
350ACC_CLASS (archetype) 668INTERFACE_CLASS (archetype)
351struct archetype : zero_initialised, refcounted 669struct archetype : object
352{ 670{
353 archetype (); 671 static arch_ptr empty; // the empty_archetype
672 MTH static void gc ();
673
674 archetype (const char *name);
354 ~archetype (); 675 ~archetype ();
676 void gather_callbacks (AV *&callbacks, event_type event) const;
355 677
356 static archetype *find (const char *arch); 678 MTH static archetype *find (const_utf8_string name);
357 679
358 void hash_add (); // add to hastable 680 MTH void link ();
359 void hash_del (); // remove from hashtable 681 MTH void unlink ();
360 682
683 MTH static object *get (const char *name); // (find() || singularity)->instance()
684 MTH object *instance ();
685
686 object_vector_index ACC (RW, archid); // index in archvector
361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 687 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 688
363 struct archetype *ACC (RW, head); /* The main part of a linked object */ 689 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
364 struct archetype *ACC (RW, more); /* Next part of a linked object */ 690 sint8 ACC (RW, max_x), ACC (RW, max_y);
365 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 691
366 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 692 // support for archetype loading
367 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 693 static archetype *read (object_thawer &f);
368 * in comparison to the head. 694 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
369 */ 695 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
370}; 696};
371 697
698inline void
699object_freezer::put (keyword k, archetype *v)
700{
701 put (k, v ? &v->archname : (const char *)0);
702}
703
704typedef object_vector<object, &object::index > objectvec;
705typedef object_vector<object, &object::active> activevec;
706typedef object_vector<archetype, &archetype::archid> archvec;
707
372extern object *objects; 708extern objectvec objects;
373extern object *active_objects; 709extern activevec actives;
710extern archvec archetypes;
374 711
375extern int nrofallocobjects; 712// "safely" iterate over inv in a way such that the current item is removable
713// quite horrible, thats why its hidden in some macro
714#define for_inv_removable(op,var) \
715 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
376 716
377/* This returns TRUE if the object is something that 717#define for_all_objects(var) \
378 * should be displayed in the look window 718 for (unsigned _i = 0; _i < objects.size (); ++_i) \
379 */ 719 statementvar (object *, var, objects [_i])
380#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 720
721#define for_all_actives(var) \
722 for (unsigned _i = 0; _i < actives.size (); ++_i) \
723 statementvar (object *, var, actives [_i])
724
725#define for_all_archetypes(var) \
726 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
727 statementvar (archetype *, var, archetypes [_i])
381 728
382/* Used by update_object to know if the object being passed is 729/* Used by update_object to know if the object being passed is
383 * being added or removed. 730 * being added or removed.
384 */ 731 */
385#define UP_OBJ_INSERT 1 732#define UP_OBJ_INSERT 1
402 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 749 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
403 * Use for treasure chests so the new object is the highest thing 750 * Use for treasure chests so the new object is the highest thing
404 * beneath the player, but not actually above it. Note - the 751 * beneath the player, but not actually above it. Note - the
405 * map and x,y coordinates for the object to be inserted must 752 * map and x,y coordinates for the object to be inserted must
406 * match the originator. 753 * match the originator.
407 * INS_MAP_LOAD: disable lots of checkings done at insertion to
408 * speed up map loading process, as we assume the ordering in
409 * loaded map is correct.
410 * 754 *
411 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 755 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
412 * are mutually exclusive. The behaviour for passing more than one 756 * are mutually exclusive. The behaviour for passing more than one
413 * should be considered undefined - while you may notice what happens 757 * should be considered undefined - while you may notice what happens
414 * right now if you pass more than one, that could very well change 758 * right now if you pass more than one, that could very well change
417#define INS_NO_MERGE 0x0001 761#define INS_NO_MERGE 0x0001
418#define INS_ABOVE_FLOOR_ONLY 0x0002 762#define INS_ABOVE_FLOOR_ONLY 0x0002
419#define INS_NO_WALK_ON 0x0004 763#define INS_NO_WALK_ON 0x0004
420#define INS_ON_TOP 0x0008 764#define INS_ON_TOP 0x0008
421#define INS_BELOW_ORIGINATOR 0x0010 765#define INS_BELOW_ORIGINATOR 0x0010
422#define INS_MAP_LOAD 0x0020
423 766
424#define ARCH_SINGULARITY "singularity"
425#define ARCH_SINGULARITY_LEN 11
426#define ARCH_DETECT_MAGIC "detect_magic"
427#define ARCH_DEPLETION "depletion" 767#define ARCH_DEPLETION "depletion"
428#define ARCH_SYMPTOM "symptom"
429 768
430#endif 769#endif
431 770

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines