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Comparing deliantra/server/include/object.h (file contents):
Revision 1.34 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.177 by root, Sat May 17 00:17:02 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 ();
68 123
69/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * 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
71 * 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
72 * can_apply and will_apply? 127 * can_apply and will_apply?
75#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
76#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
77#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
79 134
80/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
81 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object.
83 */
84
85// these are not being copied
86ACC_CLASS (object)
87struct object_keep : refcounted
88{ 136{
89 tag_t ACC (RW, count); /* Unique object number for this object */ 137 signed char info:4; /* body info as loaded from the file */
90 UUID uuid; // Unique Identifier, survives saves etc. 138 signed char used:4; /* Calculated value based on items equipped */
91
92 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113}; 139};
114 140
141INTERFACE_CLASS (object)
115// these are being copied 142// these are being copied
116struct object_copy : attachable<object> 143struct object_copy : attachable
117{ 144{
118 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 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
119 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
120 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
121 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
122 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
123 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
124 /* 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
125 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 */
126 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 */
127 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
128 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
129 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
130 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
131}; 167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
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 */
132 177
133// these are being copied and also cleared
134struct object_pod
135{
136 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
137 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
138 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 */
139 uint32 ACC (RW, nrof); /* How many of the objects */ 180 uint32 ACC (RW, nrof); /* How many of the objects */
140 New_Face *ACC (RW, face); /* Face with colors */
141 sint8 ACC (RW, direction); /* Means the object is moving that way. */
142 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
143 181
144 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
146 uint8 ACC (RW, subtype); /* subtype of object */
147 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
148 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
149 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
150 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
151 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
152 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 */
153 uint16 ACC (RW, material); /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
154 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
155 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
156 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) */
157 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 196 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
165 sint16 ACC (RW, level); /* Level of creature or object */ 202 sint16 ACC (RW, level); /* Level of creature or object */
166 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 203 uint8 ACC (RW, pick_up); /* See crossfire.doc */
167 sint8 ACC (RW, item_power); /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
168 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) */
169 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 */
170 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
171 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
172 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 */
173 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
175 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
176 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
177 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
178 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
179 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 */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 /* See the doc/Developers/objects for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
181 219
182 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
183 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
184 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
185 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
186 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
188 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
189 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
190 /* changes made by kholland@sunlab.cit.cornell.edu */ 222
191 /* allows different movement patterns for attackers */ 223 /* allows different movement patterns for attackers */
192 sint32 ACC (RW, move_status); /* What stage in attack mode */ 224 sint32 ACC (RW, move_status); /* What stage in attack mode */
193 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
194 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. */
195 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
197 /* races/classes can need less/more exp to gain levels */ 228 /* races/classes can need less/more exp to gain levels */
198 229
199 /* Spell related information, may be useful elsewhere 230 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
201 * only used in spells. 232 * only used in spells.
202 */ 233 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
205 uint16 ACC (RW, start_holding); 237 uint16 ACC (RW, start_holding);
206 struct object *ACC (RW, spell); /* Spell that was being cast */
207 char *ACC (RW, spellarg);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 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
210 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
211 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 */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
212 254
213 /* Following are values used by any object */ 255 /* Following are values used by any object */
214 struct archetype *ACC (RW, arch); /* Pointer to archetype */
215 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
216 /* this objects turns into or what this object creates */ 256 /* this objects turns into or what this object creates */
217 uint32 flags[4]; /* various flags */ 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
218 uint16 ACC (RW, animation_id); /* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
219 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
220 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
221 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
222 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
223 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 267 uint8 ACC (RW, will_apply); /* See crossfire.doc */
268};
224 269
225 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 270struct object : zero_initialised, object_copy
226 MoveType ACC (RW, move_block); /* What movement types this blocks */ 271{
227 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 272 // These variables are not changed by ->copy_to
228 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
229 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 274
230 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
231 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 276 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives
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?
232 key_value *key_values; /* Fields not explictly known by the loader. */ 297 key_value *key_values; /* Fields not explictly known by the loader. */
233};
234 298
235struct object : zero_initialised, object_keep, object_copy, object_pod 299 // privates / perl
236{ 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;
237 static object *create (); 340 MTH static object *create ();
341 const mapxy &operator =(const mapxy &pos);
342 MTH void copy_to (object *dst);
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;
238 void free (bool free_inventory = false); 347 MTH void destroy (bool destroy_inventory = false);
239 348
240 static void free_mortals (); 349 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
350 MTH void destroy_inv (bool drop_to_ground = false);
351 MTH object *insert (object *item); // insert into inventory
352 MTH void play_sound (faceidx sound);
353
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
241 static bool can_merge (object *op1, object *op2); 370 static bool can_merge_slow (object *op1, object *op2);
242 371
243 void clear (); 372 // this is often used in time-critical code, so optimise
244 void clone (object *destination); 373 MTH static bool can_merge (object *op1, object *op2)
245
246 void instantiate ()
247 { 374 {
248 if (!uuid.seq) // HACK 375 return op1->value == op2->value
249 uuid = gen_uuid (); 376 && op1->name == op2->name
250 377 && can_merge_slow (op1, op2);
251 attachable<object>::instantiate ();
252 } 378 }
253 379
254 void set_owner (object *owner); 380 MTH void set_owner (object *owner);
255 object *get_owner (); 381 MTH void set_speed (float speed);
382 MTH bool change_weapon (object *ob);
383 MTH bool change_skill (object *ob);
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
400 MTH void instantiate ();
401
402 // recalculate all stats
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);
256 411
257 // info must hold 256 * 3 bytes currently 412 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const; 413 const char *debug_desc (char *info) const;
259 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;
260 546
261 // fully recursive iterator 547 // fully recursive iterator
262 struct iterator_base 548 struct iterator_base
263 { 549 {
264 object *item; 550 object *item;
271 operator object *() const { return item; } 557 operator object *() const { return item; }
272 558
273 object *operator ->() const { return item; } 559 object *operator ->() const { return item; }
274 object &operator * () const { return *item; } 560 object &operator * () const { return *item; }
275 }; 561 };
562
563 MTH unsigned int random_seed () const
564 {
565 return (unsigned int)uuid.seq;
566 }
276 567
277 // depth-first recursive iterator 568 // depth-first recursive iterator
278 struct depth_iterator : iterator_base 569 struct depth_iterator : iterator_base
279 { 570 {
280 depth_iterator (object *container); 571 depth_iterator (object *container);
291 object *end () 582 object *end ()
292 { 583 {
293 return this; 584 return this;
294 } 585 }
295 586
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
296protected: 611protected:
297 friend struct archetype;
298
299 void link (); 612 void link ();
300 void unlink (); 613 void unlink ();
301 614
302 object (); 615 object ();
303 ~object (); 616 ~object ();
617
618private:
619 object &operator =(const object &);
620 object (const object &);
304}; 621};
305 622
306#define get_object() object::create () 623// move this object to the top of its env's inventory to speed up
307#define free_object(op) (op)->free (0) 624// searches for it.
308#define free_object2(op, free_inv) (op)->free (free_inv)
309#define clear_owner(op) (op)->owner = 0
310#define copy_owner(op,other) (op)->owner = (other)->owner
311#define clear_object(op) (op)->clear ()
312
313static inline object * 625static object *
314get_owner (object *op) 626splay (object *ob)
315{ 627{
316 return op->get_owner (); 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;
317} 640}
318
319static inline void
320set_owner (object *op, object *owner)
321{
322 op->set_owner (owner);
323}
324
325#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
326 641
327typedef struct oblnk 642typedef struct oblnk
328{ /* Used to link together several objects */ 643{ /* Used to link together several objects */
329 object *ob; 644 object_ptr ob;
330 struct oblnk *next; 645 struct oblnk *next;
331 tag_t id;
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 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
678 MTH static archetype *find (const_utf8_string name);
679
680 MTH void link ();
681 MTH void unlink ();
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
356 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 687 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
357 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 688
358 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...) */
359 struct archetype *ACC (RW, more); /* Next part of a linked object */ 690 sint8 ACC (RW, max_x), ACC (RW, max_y);
360 object ACC (RO, clone); /* An object from which to do copy_object() */ 691
361 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 692 // support for archetype loading
362 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);
363 * in comparison to the head. 694 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
364 */ 695 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
365}; 696};
366 697
698// compatbiility, remove once replaced by ->instance
699inline object *
700arch_to_object (archetype *at)
701{
702 return at->instance ();
703}
704
705inline void
706object_freezer::put (keyword k, archetype *v)
707{
708 put (k, v ? &v->archname : (const char *)0);
709}
710
711typedef object_vector<object, &object::index > objectvec;
712typedef object_vector<object, &object::active> activevec;
713typedef object_vector<archetype, &archetype::archid> archvec;
714
367extern object *objects; 715extern objectvec objects;
368extern object *active_objects; 716extern activevec actives;
717extern archvec archetypes;
369 718
370extern int nrofallocobjects; 719// "safely" iterate over inv in a way such that the current item is removable
720// quite horrible, thats why its hidden in some macro
721#define for_inv_removable(op,var) \
722 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
371 723
372/* This returns TRUE if the object is something that 724#define for_all_objects(var) \
373 * should be displayed in the look window 725 for (unsigned _i = 0; _i < objects.size (); ++_i) \
374 */ 726 statementvar (object *, var, objects [_i])
375#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 727
728#define for_all_actives(var) \
729 for (unsigned _i = 0; _i < actives.size (); ++_i) \
730 statementvar (object *, var, actives [_i])
731
732#define for_all_archetypes(var) \
733 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
734 statementvar (archetype *, var, archetypes [_i])
376 735
377/* Used by update_object to know if the object being passed is 736/* Used by update_object to know if the object being passed is
378 * being added or removed. 737 * being added or removed.
379 */ 738 */
380#define UP_OBJ_INSERT 1 739#define UP_OBJ_INSERT 1
397 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 756 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
398 * Use for treasure chests so the new object is the highest thing 757 * Use for treasure chests so the new object is the highest thing
399 * beneath the player, but not actually above it. Note - the 758 * beneath the player, but not actually above it. Note - the
400 * map and x,y coordinates for the object to be inserted must 759 * map and x,y coordinates for the object to be inserted must
401 * match the originator. 760 * match the originator.
402 * INS_MAP_LOAD: disable lots of checkings done at insertion to
403 * speed up map loading process, as we assume the ordering in
404 * loaded map is correct.
405 * 761 *
406 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 762 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
407 * are mutually exclusive. The behaviour for passing more than one 763 * are mutually exclusive. The behaviour for passing more than one
408 * should be considered undefined - while you may notice what happens 764 * should be considered undefined - while you may notice what happens
409 * right now if you pass more than one, that could very well change 765 * right now if you pass more than one, that could very well change
412#define INS_NO_MERGE 0x0001 768#define INS_NO_MERGE 0x0001
413#define INS_ABOVE_FLOOR_ONLY 0x0002 769#define INS_ABOVE_FLOOR_ONLY 0x0002
414#define INS_NO_WALK_ON 0x0004 770#define INS_NO_WALK_ON 0x0004
415#define INS_ON_TOP 0x0008 771#define INS_ON_TOP 0x0008
416#define INS_BELOW_ORIGINATOR 0x0010 772#define INS_BELOW_ORIGINATOR 0x0010
417#define INS_MAP_LOAD 0x0020
418 773
419#define ARCH_SINGULARITY "singularity"
420#define ARCH_SINGULARITY_LEN 11
421#define ARCH_DETECT_MAGIC "detect_magic"
422#define ARCH_DEPLETION "depletion" 774#define ARCH_DEPLETION "depletion"
423#define ARCH_SYMPTOM "symptom"
424 775
425#endif 776#endif
777

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