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Comparing deliantra/server/include/object.h (file contents):
Revision 1.18 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.198 by root, Sun Jan 11 06:08:40 2009 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 (©) 2005,2006,2007,2008,2009 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
73 * don't just want it copied, so you'll need to add to common/object.C,
74 * e.g. copy_object.
75 */
76
77// these are not being copied
78struct object_keep
79{ 136{
80 tag_t count; /* Unique object number for this object */ 137 signed char info:4; /* body info as loaded from the file */
81 uint16 refcount; /* How many objects points to this object */ 138 signed char used:4; /* Calculated value based on items equipped */
82
83 /* These variables are not changed by copy_object() */
84 struct pl *contr; /* Pointer to the player which control this object */
85 struct object *next; /* Pointer to the next object in the free/used list */
86 struct object *prev; /* Pointer to the previous object in the free/used list*/
87 struct object *active_next; /* Next & previous object in the 'active' */
88 struct object *active_prev; /* List. This is used in process_events */
89 /* so that the entire object list does not */
90 /* need to be gone through. */
91 struct object *below; /* Pointer to the object stacked below this one */
92 struct object *above; /* Pointer to the object stacked above this one */
93 /* Note: stacked in the *same* environment*/
94 struct object *inv; /* Pointer to the first object in the inventory */
95 struct object *container; /* Current container being used. I think this
96 * is only used by the player right now.
97 */
98 struct object *env; /* Pointer to the object which is the environment.
99 * This is typically the container that the object is in.
100 */
101 struct object *more; /* Pointer to the rest of a large body of objects */
102 struct object *head; /* Points to the main object of a large body */
103 struct mapstruct *map; /* Pointer to the map in which this object is present */
104}; 139};
105 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
154INTERFACE_CLASS (object)
106// these are being copied 155// these are being copied
107struct object_copy : attachable<object> 156struct object_copy : attachable
108{ 157{
109 /* These get an extra add_refcount(), after having been copied by memcpy(). 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
110 * All fields beow this point are automatically copied by memcpy. If 159
111 * adding something that needs a refcount updated, make sure you modify 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
112 * copy_object to do so. Everything below here also gets cleared 161 uint8 ACC (RW, subtype); /* subtype of object */
113 * by clear_object() 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
114 */ 163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
115 shstr name; /* The name of the object, obviously... */ 165 shstr ACC (RW, name); /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
117 shstr title; /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */ 171
122 shstr msg; /* If this is a book/sign/magic mouth/etc */ 172 typedef bitset<NUM_FLAGS> flags_t;
123 shstr lore; /* Obscure information about this object, */ 173 flags_t flag; /* various flags */
124 /* To get put into books and the like. */ 174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
125 shstr materialname; /* specific material name */ 178 shstr ACC (RW, materialname); /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
127}; 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
186 object_ptr ACC (RW, spell); /* Spell that was being cast */
187 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
128 190
129// these are being copied and also cleared
130struct object_pod
131{
132 sint16 x,y; /* Position in the map for this object */
133 float speed; /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
134 float speed_left; /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 nrof; /* How many of the objects */ 193 sint32 ACC (RW, nrof); /* How many of the objects */
136 New_Face *face; /* Face with colors */
137 sint8 direction; /* Means the object is moving that way. */
138 sint8 facing; /* Object is oriented/facing that way. */
139 194
140 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
145 uint32 attacktype; /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */ 203
204 uint16 ACC (RW, materials); /* What materials this object consists of */
150 sint8 magic; /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
152 sint32 value; /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
153 sint16 level; /* Level of creature or object */
154 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
156 */ 211 */
157 sint32 last_heal; /* Last healed. Depends on constitution */ 212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */ 213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */ 216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */
218
162 uint8 pick_up; /* See crossfire.doc */ 219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */
164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
165 sint32 weight; /* Attributes of the object */
166 sint32 weight_limit; /* Weight-limit of object */
167 sint32 carrying; /* How much weight this object contains */
168 sint8 glow_radius; /* indicates the glow radius of the object */ 221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */ 222 uint8 ACC (RW, weapontype); /* type of weapon */
223
224 faceidx ACC (RW, face); /* the graphical face */
225
226 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */
228
229 body_slot slot [NUM_BODY_LOCATIONS];
230
231 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
170 sint64 perm_exp; /* Permanent exp */ 234 sint64 ACC (RW, perm_exp); /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */ 235 living ACC (RO, stats); /* Str, Con, Dex, etc */
172 uint32 weapontype; /* type of weapon */ 236 /* See the pod/objects.pod for more info about body locations */
173 uint32 tooltype; /* type of tool or build facility */
174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
175 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
176 /* See the doc/Developers/objects for more info about body locations */
177 237
178 /* Following mostly refers to fields only used for monsters */ 238 /* Following mostly refers to fields only used for monsters */
179 struct object *owner; /* Pointer to the object which controls this one */ 239
180 /* Owner should not be referred to directly - */
181 /* get_owner should be used instead. */
182 tag_t ownercount; /* What count the owner had (in case owner */
183 /* has been freed) */
184 struct object *enemy; /* Monster/player to follow even if not closest */
185 struct object *attacked_by; /* This object start to attack us! only player & monster */
186 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *randomitems; /* Items to be generated */
188 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
189 struct object *chosen_skill; /* the skill chosen to use */
190 uint32 hide; /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */ 240 /* allows different movement patterns for attackers */
193 sint32 move_status; /* What stage in attack mode */ 241 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */ 242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */ 243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
196 struct object *spellitem; /* Spell ability monster is choosing to use */
197 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 245 /* races/classes can need less/more exp to gain levels */
199 246
200 /* Spell related information, may be useful elsewhere 247 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 248 * Note that other fields are used - these files are basically
202 * only used in spells. 249 * only used in spells.
203 */ 250 */
204 sint16 duration; /* How long the spell lasts */ 251 sint16 ACC (RW, duration); /* How long the spell lasts */
205 uint8 duration_modifier; /* how level modifies duration */
206 sint16 casting_time; /* time left before spell goes off */ 252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */ 253
208 uint16 start_holding; 254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 char *spellarg;
210 uint8 dam_modifier; /* How going up in level effects damage */ 255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 range; /* Range of the spell */ 256 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 range_modifier; /* How going up in level effects range */ 257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
258
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
213 272
214 /* Following are values used by any object */ 273 /* Following are values used by any object */
215 struct archt *arch; /* Pointer to archetype */
216 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
217 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276
219 uint16 animation_id; /* An index into the animation array */ 277 uint16 ACC (RW, animation_id);/* An index into the animation array */
220 uint8 anim_speed; /* ticks between animation-frames */ 278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 last_anim; /* last sequence used to draw face */ 279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint32 elevation; /* elevation of this terrain - not currently used */ 280
223 uint8 smoothlevel; /* how to smooth this square around*/ 281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
224 284
225 MoveType move_type; /* Type of movement this object uses */ 285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
226 MoveType move_block; /* What movement types this blocks */ 286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
227 MoveType move_allow; /* What movement types explicitly allowd */ 287
228 MoveType move_on; /* Move types affected moving on to this space */ 288 // rarely-accessed members should be at the end
229 MoveType move_off; /* Move types affected moving off this space */ 289 shstr ACC (RW, tag); // a tag used to tracking this object
230 MoveType move_slow; /* Movement types this slows down */ 290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
231 float move_slow_penalty; /* How much this slows down the object */ 291 shstr ACC (RW, lore); /* Obscure information about this object, */
232 key_value *key_values; /* Fields not explictly known by the loader. */ 292 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */
233}; 294};
234 295
296const char *query_weight (const object *op);
297const char *query_short_name (const object *op);
298const char *query_name (const object *op);
299const char *query_base_name (const object *op, int plural);
300
235struct object : zero_initialised, object_keep, object_copy, object_pod 301struct object : zero_initialised, object_copy
236{ 302{
237 void clear (); 303 // These variables are not changed by ->copy_to
238 void clone (object *destination); 304 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
305
306 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
307 int ACC (RO, count);
308 object_vector_index ACC (RO, index); // index into objects
309 object_vector_index ACC (RO, active); // index into actives
310
311 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
312
313 object *ACC (RW, below); /* Pointer to the object stacked below this one */
314 object *ACC (RW, above); /* Pointer to the object stacked above this one */
315 /* Note: stacked in the *same* environment */
316 object *inv; /* Pointer to the first object in the inventory */
317
318 //TODO: container must move into client
319 object_ptr ACC (RW, container); /* Current container being used. I think this
320 * is only used by the player right now.
321 */
322 object *ACC (RW, env); /* Pointer to the object which is the environment.
323 * This is typically the container that the object is in.
324 */
325 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
326 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
327 client_container *seen_by; // seen by which player/container currently?
328 key_value *key_values; /* Fields not explictly known by the loader. */
329
330 // privates / perl
331 shstr_tmp kv_get (shstr_tmp key) const;
332 void kv_del (shstr_tmp key);
333 void kv_set (shstr_tmp key, shstr_tmp value);
334
335 // custom extra fields management
336 struct key_value_access_proxy
337 {
338 object &ob;
339 shstr_tmp key;
340
341 key_value_access_proxy (object &ob, shstr_tmp key)
342 : ob (ob), key (key)
343 {
344 }
345
346 const key_value_access_proxy &operator =(shstr_tmp value) const
347 {
348 ob.kv_set (key, value);
349 return *this;
350 }
351
352 operator const shstr_tmp () const { return ob.kv_get (key); }
353 operator const char *() const { return ob.kv_get (key); }
354
355 private:
356 void operator =(int);
357 };
358
359 // operator [] is too annoying to use
360 const key_value_access_proxy kv (shstr_tmp key)
361 {
362 return key_value_access_proxy (*this, key);
363 }
364
365 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
366 MTH void post_load_check (); // do some adjustments after parsing
367 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
368 bool write (object_freezer &f);
369
370 MTH int slottype () const;
371 MTH static object *create ();
372 const mapxy &operator =(const mapxy &pos);
373 MTH void copy_to (object *dst);
374 MTH object *clone (); // create + copy_to a single object
375 MTH object *deep_clone (); // copy whole more chain and inventory
376 void do_destroy ();
377 void gather_callbacks (AV *&callbacks, event_type event) const;
378 MTH void destroy ();
379 MTH void drop_and_destroy ()
380 {
381 destroy_inv (true);
382 destroy ();
383 }
384
385 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
386 MTH void destroy_inv (bool drop_to_ground = false);
387 MTH object *insert (object *item); // insert into inventory
388 MTH void play_sound (faceidx sound) const;
389 MTH void say_msg (const char *msg) const;
390
391 void do_remove ();
392 MTH void remove ()
393 {
394 if (!flag [FLAG_REMOVED])
395 do_remove ();
396 }
397
398 MTH bool blocked (maptile *m, int x, int y) const;
399
400 void move_to (const mapxy &pos)
401 {
402 remove ();
403 *this = pos;
404 insert_at (this, this);
405 }
406
407 // high-level move functions, return true if successful
408 int move (int dir, object *originator);
409
410 int move (int dir)
411 {
412 return move (dir, this);
413 }
414
415 static bool can_merge_slow (object *op1, object *op2);
416
417 // this is often used in time-critical code, so optimise
418 MTH static bool can_merge (object *op1, object *op2)
419 {
420 return op1->value == op2->value
421 && op1->name == op2->name
422 && can_merge_slow (op1, op2);
423 }
424
425 MTH void set_owner (object *owner);
426 MTH void set_speed (float speed);
427 MTH bool change_weapon (object *ob);
428 MTH bool change_skill (object *ob);
429
430 MTH void open_container (object *new_container);
431 MTH void close_container ()
432 {
433 open_container (0);
434 }
435
436 MTH object *force_find (shstr_tmp name);
437 MTH object *force_add (shstr_tmp name, int duration = 0);
438
439 oblinkpt *find_link () const;
440 MTH void add_link (maptile *map, shstr_tmp id);
441 MTH void remove_link ();
442
443 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
444 bool should_invoke (event_type event)
445 {
446 return ev_want_event [event] || ev_want_type [type] || cb;
447 }
448
449 MTH void instantiate ();
450
451 // recalculate all stats
452 MTH void update_stats ();
453 MTH void roll_stats ();
454 MTH void swap_stats (int a, int b);
455 MTH void add_statbonus ();
456 MTH void remove_statbonus ();
457 MTH void drain_stat ();
458 MTH void drain_specific_stat (int deplete_stats);
459 MTH void change_luck (int value);
460
461 // info must hold 256 * 3 bytes currently
462 const char *debug_desc (char *info) const;
463 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
464 const char *flag_desc (char *desc, int len) const;
465
466 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
467 MTH object *split (sint32 nr = 1); // return 0 on failure
468
469 MTH int number_of () const
470 {
471 return nrof ? nrof : 1;
472 }
473
474 MTH sint32 total_weight () const
475 {
476 return (weight + carrying) * number_of ();
477 }
478
479 MTH void update_weight ();
480
481 // return the dominant material of this item, always return something
482 const materialtype_t *dominant_material () const;
483
484 // return the volume of this object in cm³
485 MTH uint64 volume () const
486 {
487 return (uint64)total_weight ()
488 * 1000
489 * (type == CONTAINER ? 1000 : 1)
490 / dominant_material ()->density;
491 }
492
493 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
494 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
495 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
496 || type == CLOAK || type == BOOTS || type == GLOVES
497 || type == BRACERS || type == GIRDLE; }
498 MTH bool is_alive () const { return (type == PLAYER
499 || flag [FLAG_MONSTER]
500 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
501 && !flag [FLAG_IS_A_TEMPLATE]; }
502 MTH bool is_arrow () const { return type == ARROW
503 || (type == SPELL_EFFECT
504 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
505 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
506
507 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
508
509 // temporary: wether the object can be saved in a map file
510 // contr => is a player
511 // head => only save head of a multitile object
512 // owner => can not reference owner yet
513 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
514
515 /* This return true if object has still randomitems which
516 * could be expanded.
517 */
518 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
519
520 MTH bool has_dialogue () const { return *&msg == '@'; }
521
522 // returns the outermost owner, never returns 0
523 MTH object *outer_owner ()
524 {
525 object *op;
526
527 for (op = this; op->owner; op = op->owner)
528 ;
529
530 return op;
531 }
532
533 // returns the outermost environment, never returns 0
534 MTH object *outer_env () const
535 {
536 const object *op;
537
538 for (op = this; op->env; op = op->env)
539 ;
540
541 return const_cast<object *>(op);
542 }
543
544 // returns the player that has this object in his inventory, or 0
545 // we assume the player is always the outer env
546 MTH object *in_player () const
547 {
548 object *op = outer_env ();
549
550 return op->type == PLAYER ? op : 0;
551 }
552
553 // "temporary" helper function
554 MTH object *head_ () const
555 {
556 return head ? head : const_cast<object *>(this);
557 }
558
559 MTH bool is_head () const
560 {
561 return head_ () == this;
562 }
563
564 MTH bool is_on_map () const
565 {
566 return !env && !flag [FLAG_REMOVED];
567 }
568
569 MTH bool is_inserted () const
570 {
571 return !flag [FLAG_REMOVED];
572 }
573
574 MTH bool is_player () const
575 {
576 return !!contr;
577 }
578
579 MTH bool affects_los () const
580 {
581 return glow_radius || flag [FLAG_BLOCKSVIEW];
582 }
583
584 MTH bool has_carried_lights () const
585 {
586 return glow_radius;
587 }
588
589 // returns the player that cna see this object, if any
590 MTH object *visible_to () const;
591
592 MTH std::string long_desc (object *who = 0);
593 MTH std::string describe_monster (object *who = 0);
594 MTH std::string describe_item (object *who = 0);
595 MTH std::string describe (object *who = 0);
596
597 MTH const char *query_weight () { return ::query_weight (this); }
598 MTH const char *query_name () { return ::query_name (this); }
599 MTH const char *query_short_name () { return ::query_short_name (this); }
600 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
601
602 // If this object has no extra parts but should have them,
603 // add them, effectively expanding heads into multipart
604 // objects. This method only works on objects not inserted
605 // anywhere.
606 MTH void expand_tail ();
607
608 MTH void create_treasure (treasurelist *tl, int flags = 0);
609
610 // insert object at same map position as 'where'
611 // handles both inventory and map "positions"
612 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
613 MTH void drop_unpaid_items ();
614
615 MTH void activate ();
616 MTH void deactivate ();
617 MTH void activate_recursive ();
618 MTH void deactivate_recursive ();
619
620 // set the given flag on all objects in the inventory recursively
621 MTH void set_flag_inv (int flag, int value = 1);
622
623 void enter_exit (object *exit);//Perl
624 MTH void enter_map (maptile *newmap, int x, int y);
625 void player_goto (const char *path, int x, int y); // only for players
626
627 // returns the mapspace this object is in
628 mapspace &ms () const;
629
630 // fully recursive iterator
631 struct iterator_base
632 {
633 object *item;
634
635 iterator_base (object *container)
636 : item (container)
637 {
638 }
639
640 operator object *() const { return item; }
641
642 object *operator ->() const { return item; }
643 object &operator * () const { return *item; }
644 };
645
646 MTH unsigned int random_seed () const
647 {
648 return (unsigned int)uuid.seq;
649 }
650
651 // depth-first recursive iterator
652 struct depth_iterator : iterator_base
653 {
654 depth_iterator (object *container);
655 void next ();
656 object *operator ++( ) { next (); return item; }
657 object *operator ++(int) { object *i = item; next (); return i; }
658 };
659
660 object *begin ()
661 {
662 return this;
663 }
664
665 object *end ()
666 {
667 return this;
668 }
669
670 /* This returns TRUE if the object is something that
671 * a client might want to know about.
672 */
673 MTH bool client_visible () const
674 {
675 return !invisible && type != PLAYER;
676 }
677
678 // the client does nrof * this weight
679 MTH sint32 client_weight () const
680 {
681 return weight + carrying;
682 }
683
684 MTH struct region *region () const;
685
686 void statusmsg (const char *msg, int color = NDI_BLACK);
687 void failmsg (const char *msg, int color = NDI_RED);
688
689 const char *query_inventory (object *who = 0, const char *indent = "");
690
691 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
692 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
693
694 // make some noise with given item into direction dir,
695 // currently only used for players to make them temporarily visible
696 // when they are invisible.
697 MTH void make_noise ();
698
699protected:
700 void link ();
701 void unlink ();
702
703 object ();
704 ~object ();
705
706private:
707 object &operator =(const object &);
708 object (const object &);
239}; 709};
240 710
241typedef struct oblnk { /* Used to link together several objects */ 711// move this object to the top of its env's inventory to speed up
242 object *ob; 712// searches for it.
243 struct oblnk *next; 713static object *
244 tag_t id; 714splay (object *ob)
245} objectlink; 715{
716 if (ob->env && ob->env->inv != ob)
717 {
718 if (ob->above) ob->above->below = ob->below;
719 if (ob->below) ob->below->above = ob->above;
246 720
247typedef struct oblinkpt { /* Used to link together several object links */ 721 ob->above = 0;
248 struct oblnk *link; 722 ob->below = ob->env->inv;
249 long value; /* Used as connected value in buttons/gates */ 723 ob->below->above = ob;
250 struct oblinkpt *next; 724 ob->env->inv = ob;
251} oblinkpt; 725 }
726
727 return ob;
728}
729
730object *find_skill_by_name_fuzzy (object *who, const char *name);
731object *find_skill_by_name (object *who, shstr_cmp sh);
732object *find_skill_by_number (object *who, int skillno);
252 733
253/* 734/*
254 * The archetype structure is a set of rules on how to generate and manipulate 735 * The archetype structure is a set of rules on how to generate and manipulate
255 * objects which point to archetypes. 736 * objects which point to archetypes.
256 * This probably belongs in arch.h, but there really doesn't appear to 737 * This probably belongs in arch.h, but there really doesn't appear to
257 * be much left in the archetype - all it really is is a holder for the 738 * be much left in the archetype - all it really is is a holder for the
258 * object and pointers. This structure should get removed, and just replaced 739 * object and pointers. This structure should get removed, and just replaced
259 * by the object structure 740 * by the object structure
260 */ 741 */
261 742
262typedef struct archt : zero_initialised 743INTERFACE_CLASS (archetype)
744struct archetype : object
263{ 745{
746 static arch_ptr empty; // the empty_archetype
747 MTH static void gc ();
748
749 archetype (const char *name);
750 ~archetype ();
751 void gather_callbacks (AV *&callbacks, event_type event) const;
752
753 MTH static archetype *find (const_utf8_string name);
754
755 MTH void link ();
756 MTH void unlink ();
757
758 MTH static object *get (const char *name); // (find() || singularity)->instance()
759 MTH object *instance ();
760
761 object_vector_index ACC (RW, archid); // index in archvector
264 shstr name; /* More definite name, like "generate_kobold" */ 762 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
265 struct archt *next; /* Next archetype in a linked list */
266 struct archt *head; /* The main part of a linked object */
267 struct archt *more; /* Next part of a linked object */
268 object clone; /* An object from which to do copy_object() */
269 uint32 editable; /* editable flags (mainly for editor) */
270 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
271 * in comparison to the head.
272 */
273} archetype;
274 763
764 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
765 sint8 ACC (RW, max_x), ACC (RW, max_y);
766
767 // support for archetype loading
768 static archetype *read (object_thawer &f);
769 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
770 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
771};
772
773// compatbiility, remove once replaced by ->instance
774inline object *
775arch_to_object (archetype *at)
776{
777 return at->instance ();
778}
779
780inline void
781object_freezer::put (keyword k, archetype *v)
782{
783 put (k, v ? &v->archname : (const char *)0);
784}
785
786typedef object_vector<object, &object::index > objectvec;
787typedef object_vector<object, &object::active> activevec;
788typedef object_vector<archetype, &archetype::archid> archvec;
789
275extern object *objects; 790extern objectvec objects;
276extern object *active_objects; 791extern activevec actives;
792extern archvec archetypes;
277 793
278extern int nrofallocobjects; 794// "safely" iterate over inv in a way such that the current item is removable
795// quite horrible, that's why its hidden in some macro
796#define for_inv_removable(op,var) \
797 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
279 798
280/* This returns TRUE if the object is something that 799#define for_all_objects(var) \
281 * should be displayed in the look window 800 for (unsigned _i = 0; _i < objects.size (); ++_i) \
282 */ 801 statementvar (object *, var, objects [_i])
283#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 802
803#define for_all_actives(var) \
804 for (unsigned _i = 0; _i < actives.size (); ++_i) \
805 statementvar (object *, var, actives [_i])
806
807#define for_all_archetypes(var) \
808 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
809 statementvar (archetype *, var, archetypes [_i])
284 810
285/* Used by update_object to know if the object being passed is 811/* Used by update_object to know if the object being passed is
286 * being added or removed. 812 * being added or removed.
287 */ 813 */
288#define UP_OBJ_INSERT 1 814#define UP_OBJ_INSERT 1
289#define UP_OBJ_REMOVE 2 815#define UP_OBJ_REMOVE 2
290#define UP_OBJ_CHANGE 3 816#define UP_OBJ_CHANGE 3
291#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 817#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
292 818
293/* These are flags passed to insert_ob_in_map and 819/* These are flags passed to insert_ob_in_map and
294 * insert_ob_in_ob. Note that all flags may not be meaningful 820 * insert_ob_in_ob. Note that all flags may not be meaningful
295 * for both functions. 821 * for both functions.
296 * Most are fairly explanatory: 822 * Most are fairly explanatory:
305 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 831 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
306 * Use for treasure chests so the new object is the highest thing 832 * Use for treasure chests so the new object is the highest thing
307 * beneath the player, but not actually above it. Note - the 833 * beneath the player, but not actually above it. Note - the
308 * map and x,y coordinates for the object to be inserted must 834 * map and x,y coordinates for the object to be inserted must
309 * match the originator. 835 * 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 * 836 *
314 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 837 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
315 * are mutually exclusive. The behaviour for passing more than one 838 * are mutually exclusive. The behaviour for passing more than one
316 * should be considered undefined - while you may notice what happens 839 * should be considered undefined - while you may notice what happens
317 * right now if you pass more than one, that could very well change 840 * right now if you pass more than one, that could very well change
320#define INS_NO_MERGE 0x0001 843#define INS_NO_MERGE 0x0001
321#define INS_ABOVE_FLOOR_ONLY 0x0002 844#define INS_ABOVE_FLOOR_ONLY 0x0002
322#define INS_NO_WALK_ON 0x0004 845#define INS_NO_WALK_ON 0x0004
323#define INS_ON_TOP 0x0008 846#define INS_ON_TOP 0x0008
324#define INS_BELOW_ORIGINATOR 0x0010 847#define INS_BELOW_ORIGINATOR 0x0010
325#define INS_MAP_LOAD 0x0020
326 848
327#define ARCH_SINGULARITY "singularity"
328#define ARCH_SINGULARITY_LEN 11
329#define ARCH_DETECT_MAGIC "detect_magic"
330#define ARCH_DEPLETION "depletion" 849#define ARCH_DEPLETION "depletion"
331#define ARCH_SYMPTOM "symptom"
332 850
333#endif 851#endif
852

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