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Comparing deliantra/server/include/object.h (file contents):
Revision 1.68 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.180 by root, Thu Aug 28 19:31:46 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@schmorp.de
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset> 27#include <bitset>
28 28
29#include "cfperl.h" 29#include "cfperl.h"
30#include "shstr.h" 30#include "shstr.h"
31 31
32typedef uint32 tag_t; 32typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 33
34#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
35 58
36/* See common/item.c */ 59/* See common/item.c */
37 60
38typedef struct Body_Locations 61typedef struct Body_Locations
39{ 62{
40 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
41 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
42 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
43} Body_Locations; 66} Body_Locations;
44 67
45extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
46 72
47/* 73/*
48 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
49 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
50 * 76 *
51 * key and value are shared-strings. 77 * key and value are shared-strings.
52 * 78 *
53 * 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
54 * accessing the list directly. 80 * accessing the list directly.
55 * 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.
56 */ 82 */
57struct key_value 83struct key_value : slice_allocated
58{ 84{
59 key_value *next; 85 key_value *next;
60 shstr key, value; 86 shstr key, value;
61}; 87};
62 88
63struct UUID 89struct UUID
64{ 90{
65 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
66 96
67 UUID () { } 97 UUID () { }
68 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; } 99 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
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 }
71}; 122};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
76 123
77/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
78 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
79 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
80 * can_apply and will_apply? 127 * can_apply and will_apply?
83#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
87 134
88/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C, 136{
90 * e.g. ->copy_to () 137 signed char info:4; /* body info as loaded from the file */
91 */ 138 signed char used:4; /* Calculated value based on items equipped */
139};
92 140
93INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
94// these are being copied 142// these are being copied
95struct object_copy : attachable 143struct object_copy : attachable
96{ 144{
97 typedef bitset<NUM_FLAGS> flags_t; 145 typedef bitset<NUM_FLAGS> flags_t;
98 146
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 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 */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
102 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
103 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
104 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
105 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
106 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
107 /* 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
108 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 */
109 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 */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
113 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 */
114 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 */
115 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 */
116 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 */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 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 */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 173 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 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 */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 177
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
126 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 */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
128 181
129 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */
132 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
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 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 */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 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) */
142 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
152 sint8 ACC (RW, item_power); /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
153 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) */
154 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 */
155 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 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 */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
162 sint8 ACC (RW, 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 */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
165 219
166 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
177 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
178 * only used in spells. 232 * only used in spells.
179 */ 233 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
182 uint16 ACC (RW, start_holding); 237 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 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
185 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
186 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 */
187
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */ 244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 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 */
192 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 */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
194 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 */
195 252
196 char *ACC (RW, spellarg); 253 char *ACC (RW, spellarg);
197 254
198 /* Following are values used by any object */ 255 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 256 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 257 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */ 258 flags_t flag; /* various flags */
203#if FOR_PERL 259#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]); 260 bool ACC (RW, flag[NUM_FLAGS]);
205#endif 261#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 266 uint8 ACC (RW, will_apply); /* See crossfire.doc */
267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
212}; 270};
213 271
214struct object : zero_initialised, object_copy 272struct object : zero_initialised, object_copy
215{ 273{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 274 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 275 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 276
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
278 int ACC (RO, count);
279 object_vector_index ACC (RO, index); // index into objects
280 object_vector_index ACC (RO, active); // index into actives
223 281
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 282 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 283
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 284 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 285 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 286 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 287 object *inv; /* Pointer to the first object in the inventory */
288
289 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 290 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 291 * is only used by the player right now.
237 */ 292 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 293 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 294 * This is typically the container that the object is in.
240 */ 295 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 296 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently? 298 client_container *seen_by; // seen by which player/container currently?
299 key_value *key_values; /* Fields not explictly known by the loader. */
244 300
245 static vector active; // active objects, not yet used 301 // privates / perl
246 static vector objects; // not used yet, use first->next->... 302 const shstr &kv_get (const shstr &key) const;
247 static object *first; // will be replaced by "objects" 303 void kv_del (const shstr &key);
304 void kv_set (const shstr &key, const shstr &value);
248 305
306 // custom extra fields management
307 struct key_value_access_proxy
308 {
309 object &ob;
310 shstr key;
311
312 key_value_access_proxy (object &ob, const shstr &key)
313 : ob (ob), key (key)
314 {
315 }
316
317 const key_value_access_proxy &operator =(const shstr &value) const
318 {
319 ob.kv_set (key, value);
320 return *this;
321 }
322
323 operator const shstr &() const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); }
325
326 private:
327 void operator =(int);
328 };
329
330 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key)
332 {
333 return key_value_access_proxy (*this, key);
334 }
335
336 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
337 MTH void post_load_check (); // do some adjustments after parsing
338 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
339 bool write (object_freezer &f);
340
341 MTH int slottype () const;
249 static object *create (); 342 MTH static object *create ();
343 const mapxy &operator =(const mapxy &pos);
250 void copy_to (object *dst); 344 MTH void copy_to (object *dst);
251 object *clone (); // create + copy_to 345 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory
252 void do_destroy (); 347 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 348 void gather_callbacks (AV *&callbacks, event_type event) const;
254 void destroy (bool destroy_inventory = false); 349 MTH void destroy (bool destroy_inventory = false);
255 350
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 351 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 void destroy_inv (bool drop_to_ground = false); 352 MTH void destroy_inv (bool drop_to_ground = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory 353 MTH object *insert (object *item); // insert into inventory
354 MTH void play_sound (faceidx sound);
355
356 void do_remove ();
357 MTH void remove ()
358 {
359 if (!flag [FLAG_REMOVED])
360 do_remove ();
361 }
362
363 MTH bool blocked (maptile *m, int x, int y) const;
364
365 void move_to (const mapxy &pos)
366 {
367 remove ();
368 *this = pos;
369 insert_at (this, this);
370 }
260 371
261 static bool can_merge_slow (object *op1, object *op2); 372 static bool can_merge_slow (object *op1, object *op2);
262 373
263 // this is often used in time-critical code, so optimise 374 // this is often used in time-critical code, so optimise
264 static bool can_merge (object *op1, object *op2) 375 MTH static bool can_merge (object *op1, object *op2)
265 { 376 {
266 return op1->value == op2->value 377 return op1->value == op2->value
267 && op1->name == op2->name 378 && op1->name == op2->name
268 && can_merge_slow (op1, op2); 379 && can_merge_slow (op1, op2);
269 } 380 }
270 381
271 void set_owner (object *owner); 382 MTH void set_owner (object *owner);
383 MTH void set_speed (float speed);
384 MTH bool change_weapon (object *ob);
385 MTH bool change_skill (object *ob);
272 386
387 MTH void open_container (object *new_container);
388 MTH void close_container ()
389 {
390 open_container (0);
391 }
392
393 MTH object *force_find (const shstr name);
394 MTH void force_add (const shstr name, int duration = 0);
395
396 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
397 bool should_invoke (event_type event)
398 {
399 return ev_want_event [event] || ev_want_type [type] || cb;
400 }
401
273 void instantiate () 402 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 403
281 // recalculate all stats 404 // recalculate all stats
282 void update_stats (); 405 MTH void update_stats ();
283 void roll_stats (); 406 MTH void roll_stats ();
284 void swap_stats (int a, int b); 407 MTH void swap_stats (int a, int b);
285 void add_statbonus (); 408 MTH void add_statbonus ();
286 void remove_statbonus (); 409 MTH void remove_statbonus ();
287 void drain_stat (); 410 MTH void drain_stat ();
288 void drain_specific_stat (int deplete_stats); 411 MTH void drain_specific_stat (int deplete_stats);
289 void change_luck (int value); 412 MTH void change_luck (int value);
290 413
291 // info must hold 256 * 3 bytes currently 414 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 415 const char *debug_desc (char *info) const;
293 const char *debug_desc () const; 416 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
417 const char *flag_desc (char *desc, int len) const;
294 418
419 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
420 MTH object *split (sint32 nr = 1); // return 0 on failure
421
422 MTH int number_of () const
423 {
424 return nrof ? nrof : 1;
425 }
426
427 MTH sint32 total_weight () const
428 {
429 return (weight + carrying) * number_of ();
430 }
431
432 MTH void update_weight ();
433
434 // return the dominant material of this item, always return something
435 const materialtype_t *dominant_material () const;
436
437 // return the volume of this object in cm³
438 MTH uint64 volume () const
439 {
440 return total_weight ()
441 * 1000
442 * (type == CONTAINER ? 1000 : 1)
443 / dominant_material ()->density;
444 }
445
295 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 446 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
296 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 447 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
297 || type == CLOAK || type == BOOTS || type == GLOVES 448 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; } 449 || type == BRACERS || type == GIRDLE; }
299 bool is_alive () const { return (type == PLAYER 450 MTH bool is_alive () const { return (type == PLAYER
300 || flag [FLAG_MONSTER] 451 || flag [FLAG_MONSTER]
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 452 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; } 453 && !flag [FLAG_IS_A_TEMPLATE]; }
303 bool is_arrow () const { return type == ARROW 454 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT 455 || (type == SPELL_EFFECT
305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 456 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
457 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
458
459 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
460
461 // temporary: wether the object can be saved in a map file
462 // contr => is a player
463 // head => only save head of a multitile object
464 // owner => can not reference owner yet
465 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
306 466
307 /* This return true if object has still randomitems which 467 /* This return true if object has still randomitems which
308 * could be expanded. 468 * could be expanded.
309 */ 469 */
310 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 470 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
471
472 MTH bool has_dialogue () const { return *&msg == '@'; }
473
474 // returns the outermost owner, never returns 0
475 MTH object *outer_owner ()
476 {
477 for (object *op = this; ; op = op->owner)
478 if (!op->owner)
479 return op;
480 }
481
482 // returns the outermost environment, never returns 0
483 MTH object *outer_env ()
484 {
485 for (object *op = this; ; op = op->env)
486 if (!op->env)
487 return op;
488 }
311 489
312 // returns the player that has this object in his inventory, or 0 490 // returns the player that has this object in his inventory, or 0
491 // we assume the player is always the outer env
313 object *in_player () const 492 MTH object *in_player ()
314 { 493 {
315 for (object *op = env; op; op = op->env) 494 object *op = outer_env ();
316 if (op->type == PLAYER)
317 return op;
318 495
319 return 0; 496 return op->type == PLAYER ? op : 0;
320 } 497 }
498
499 // "temporary" helper function
500 MTH object *head_ ()
501 {
502 return head ? head : this;
503 }
504
505 MTH bool is_head ()
506 {
507 return head_ () == this;
508 }
509
510 MTH bool is_on_map () const
511 {
512 return !env && !flag [FLAG_REMOVED];
513 }
514
515 // returns the player that cna see this object, if any
516 MTH object *visible_to () const;
517
518 MTH std::string long_desc (object *who = 0);
519 MTH std::string describe_monster (object *who = 0);
520 MTH std::string describe_item (object *who = 0);
521 MTH std::string describe (object *who = 0);
522
523 // If this object has no extra parts but should have them,
524 // add them, effectively expanding heads into multipart
525 // objects. This method only works on objects not inserted
526 // anywhere.
527 MTH void expand_tail ();
528
529 MTH void create_treasure (treasurelist *tl, int flags = 0);
530
531 // insert object at same map position as 'where'
532 // handles both inventory and map "positions"
533 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
534 MTH void drop_unpaid_items ();
535
536 MTH void activate ();
537 MTH void deactivate ();
538 MTH void activate_recursive ();
539 MTH void deactivate_recursive ();
540
541 // set the given flag on all objects in the inventory recursively
542 MTH void set_flag_inv (int flag, int value = 1);
543
544 void enter_exit (object *exit);//Perl
545 MTH void enter_map (maptile *newmap, int x, int y);
546 void player_goto (const char *path, int x, int y); // only for players
321 547
322 // returns the mapspace this object is in 548 // returns the mapspace this object is in
323 mapspace &ms () const; 549 mapspace &ms () const;
324 550
325 // fully recursive iterator 551 // fully recursive iterator
335 operator object *() const { return item; } 561 operator object *() const { return item; }
336 562
337 object *operator ->() const { return item; } 563 object *operator ->() const { return item; }
338 object &operator * () const { return *item; } 564 object &operator * () const { return *item; }
339 }; 565 };
566
567 MTH unsigned int random_seed () const
568 {
569 return (unsigned int)uuid.seq;
570 }
340 571
341 // depth-first recursive iterator 572 // depth-first recursive iterator
342 struct depth_iterator : iterator_base 573 struct depth_iterator : iterator_base
343 { 574 {
344 depth_iterator (object *container); 575 depth_iterator (object *container);
355 object *end () 586 object *end ()
356 { 587 {
357 return this; 588 return this;
358 } 589 }
359 590
591 /* This returns TRUE if the object is something that
592 * a client might want to know about.
593 */
594 MTH bool client_visible () const
595 {
596 return !invisible && type != PLAYER;
597 }
598
599 // the client does nrof * this weight
600 MTH sint32 client_weight () const
601 {
602 return weight + carrying;
603 }
604
605 MTH struct region *region () const;
606
607 void statusmsg (const char *msg, int color = NDI_BLACK);
608 void failmsg (const char *msg, int color = NDI_RED);
609
610 const char *query_inventory (object *who = 0, const char *indent = "");
611
612 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
613 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
614
360protected: 615protected:
361 friend struct archetype;
362
363 void link (); 616 void link ();
364 void unlink (); 617 void unlink ();
365 618
366 object (); 619 object ();
367 ~object (); 620 ~object ();
621
622private:
623 object &operator =(const object &);
624 object (const object &);
368}; 625};
626
627// move this object to the top of its env's inventory to speed up
628// searches for it.
629static object *
630splay (object *ob)
631{
632 if (ob->env && ob->env->inv != ob)
633 {
634 if (ob->above) ob->above->below = ob->below;
635 if (ob->below) ob->below->above = ob->above;
636
637 ob->above = 0;
638 ob->below = ob->env->inv;
639 ob->below->above = ob;
640 ob->env->inv = ob;
641 }
642
643 return ob;
644}
369 645
370typedef struct oblnk 646typedef struct oblnk
371{ /* Used to link together several objects */ 647{ /* Used to link together several objects */
372 object_ptr ob; 648 object_ptr ob;
373 struct oblnk *next; 649 struct oblnk *next;
374} objectlink; 650} objectlink;
375 651
376typedef struct oblinkpt 652typedef struct oblinkpt
377{ /* Used to link together several object links */ 653{ /* Used to link together several object links */
378 struct oblnk *link; 654 struct oblnk *link;
379 long value; /* Used as connected value in buttons/gates */ 655 sint32 value; /* Used as connected value in buttons/gates */
380 struct oblinkpt *next; 656 struct oblinkpt *next;
381} oblinkpt; 657} oblinkpt;
658
659object *find_skill_by_name (object *who, const char *name);
660object *find_skill_by_name (object *who, const shstr &sh);
661object *find_skill_by_number (object *who, int skillno);
382 662
383/* 663/*
384 * The archetype structure is a set of rules on how to generate and manipulate 664 * The archetype structure is a set of rules on how to generate and manipulate
385 * objects which point to archetypes. 665 * objects which point to archetypes.
386 * This probably belongs in arch.h, but there really doesn't appear to 666 * This probably belongs in arch.h, but there really doesn't appear to
388 * object and pointers. This structure should get removed, and just replaced 668 * object and pointers. This structure should get removed, and just replaced
389 * by the object structure 669 * by the object structure
390 */ 670 */
391 671
392INTERFACE_CLASS (archetype) 672INTERFACE_CLASS (archetype)
393struct archetype : zero_initialised, attachable 673struct archetype : object
394{ 674{
395 archetype (); 675 static arch_ptr empty; // the empty_archetype
676 MTH static void gc ();
677
678 archetype (const char *name);
396 ~archetype (); 679 ~archetype ();
397 void gather_callbacks (AV *&callbacks, event_type event) const; 680 void gather_callbacks (AV *&callbacks, event_type event) const;
398 681
399 static archetype *find (const char *arch); 682 MTH static archetype *find (const_utf8_string name);
400 683
401 void hash_add (); // add to hashtable 684 MTH void link ();
402 void hash_del (); // remove from hashtable 685 MTH void unlink ();
403 686
687 MTH static object *get (const char *name); // (find() || singularity)->instance()
688 MTH object *instance ();
689
690 object_vector_index ACC (RW, archid); // index in archvector
404 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 691 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
405 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 692
406 struct archetype *ACC (RW, head); /* The main part of a linked object */ 693 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
407 struct archetype *ACC (RW, more); /* Next part of a linked object */ 694 sint8 ACC (RW, max_x), ACC (RW, max_y);
408 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 695
409 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 696 // support for archetype loading
410 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 697 static archetype *read (object_thawer &f);
411 * in comparison to the head. 698 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
412 */ 699 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
413}; 700};
414 701
702// compatbiility, remove once replaced by ->instance
703inline object *
704arch_to_object (archetype *at)
705{
706 return at->instance ();
707}
708
709inline void
710object_freezer::put (keyword k, archetype *v)
711{
712 put (k, v ? &v->archname : (const char *)0);
713}
714
715typedef object_vector<object, &object::index > objectvec;
716typedef object_vector<object, &object::active> activevec;
717typedef object_vector<archetype, &archetype::archid> archvec;
718
415extern object *objects; 719extern objectvec objects;
416extern object *active_objects; 720extern activevec actives;
721extern archvec archetypes;
417 722
418extern int nrofallocobjects; 723// "safely" iterate over inv in a way such that the current item is removable
724// quite horrible, thats why its hidden in some macro
725#define for_inv_removable(op,var) \
726 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
419 727
420/* This returns TRUE if the object is something that 728#define for_all_objects(var) \
421 * should be displayed in the look window 729 for (unsigned _i = 0; _i < objects.size (); ++_i) \
422 */ 730 statementvar (object *, var, objects [_i])
423#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 731
732#define for_all_actives(var) \
733 for (unsigned _i = 0; _i < actives.size (); ++_i) \
734 statementvar (object *, var, actives [_i])
735
736#define for_all_archetypes(var) \
737 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
738 statementvar (archetype *, var, archetypes [_i])
424 739
425/* Used by update_object to know if the object being passed is 740/* Used by update_object to know if the object being passed is
426 * being added or removed. 741 * being added or removed.
427 */ 742 */
428#define UP_OBJ_INSERT 1 743#define UP_OBJ_INSERT 1
445 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 760 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
446 * Use for treasure chests so the new object is the highest thing 761 * Use for treasure chests so the new object is the highest thing
447 * beneath the player, but not actually above it. Note - the 762 * beneath the player, but not actually above it. Note - the
448 * map and x,y coordinates for the object to be inserted must 763 * map and x,y coordinates for the object to be inserted must
449 * match the originator. 764 * match the originator.
450 * INS_MAP_LOAD: disable lots of checkings done at insertion to
451 * speed up map loading process, as we assume the ordering in
452 * loaded map is correct.
453 * 765 *
454 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 766 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
455 * are mutually exclusive. The behaviour for passing more than one 767 * are mutually exclusive. The behaviour for passing more than one
456 * should be considered undefined - while you may notice what happens 768 * should be considered undefined - while you may notice what happens
457 * right now if you pass more than one, that could very well change 769 * right now if you pass more than one, that could very well change
460#define INS_NO_MERGE 0x0001 772#define INS_NO_MERGE 0x0001
461#define INS_ABOVE_FLOOR_ONLY 0x0002 773#define INS_ABOVE_FLOOR_ONLY 0x0002
462#define INS_NO_WALK_ON 0x0004 774#define INS_NO_WALK_ON 0x0004
463#define INS_ON_TOP 0x0008 775#define INS_ON_TOP 0x0008
464#define INS_BELOW_ORIGINATOR 0x0010 776#define INS_BELOW_ORIGINATOR 0x0010
465#define INS_MAP_LOAD 0x0020
466 777
467#define ARCH_SINGULARITY "singularity"
468#define ARCH_SINGULARITY_LEN 11
469#define ARCH_DETECT_MAGIC "detect_magic"
470#define ARCH_DEPLETION "depletion" 778#define ARCH_DEPLETION "depletion"
471#define ARCH_SYMPTOM "symptom"
472 779
473#endif 780#endif
474 781

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