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Comparing deliantra/server/include/object.h (file contents):
Revision 1.13 by root, Thu Aug 31 09:19:34 2006 UTC vs.
Revision 1.181 by root, Fri Sep 19 01:39:45 2008 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.h,v 1.13 2006/08/31 09:19:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include <bitset>
28
32#include "cfperl.h" 29#include "cfperl.h"
33#include "shstr.h" 30#include "shstr.h"
34 31
35typedef uint32 tag_t; 32typedef int tag_t;
33
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,
36#define NUM_BODY_LOCATIONS 12 49 NUM_BODY_LOCATIONS
37#define BODY_ARMS 1 50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
38 58
39/* See common/item.c */ 59/* See common/item.c */
40 60
41typedef struct Body_Locations { 61typedef struct Body_Locations
62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 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 */
44 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 */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 69
49typedef struct _event 70#define NUM_COINS 4 /* number of coin types */
50{ 71extern const char *const coins[NUM_COINS + 1];
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 72
58/* 73/*
59 * 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
60 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 76 *
62 * key and value are shared-strings. 77 * key and value are shared-strings.
63 * 78 *
64 * 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
65 * accessing the list directly. 80 * accessing the list directly.
66 * 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.
67 */ 82 */
68typedef struct _key_value { 83struct key_value : slice_allocated
69 const char * key; 84{
70 const char * value;
71 struct _key_value * next; 85 key_value *next;
72} key_value; 86 shstr key, value;
87};
73 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};
74 123
75/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * 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
77 * 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
78 * can_apply and will_apply? 127 * can_apply and will_apply?
79 */ 128 */
80#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
85 134
86 135struct body_slot
87/* Note that the ordering of this structure is sort of relevent - 136{
88 * copy_object copies everything over beyond 'name' using memcpy. 137 signed char info:4; /* body info as loaded from the file */
89 * Thus, values that need to be copied need to be located beyond that 138 signed char used:4; /* Calculated value based on items equipped */
90 * point.
91 *
92 * However, if you're keeping a pointer of some sort, you probably
93 * don't just want it copied, so you'll need to add to common/object.c,
94 * e.g. copy-object
95 *
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */
103
104struct object_simple : attachable<object> {
105 /* These variables are not changed by copy_object() */
106 struct pl *contr; /* Pointer to the player which control this object */
107 struct object *next; /* Pointer to the next object in the free/used list */
108 struct object *prev; /* Pointer to the previous object in the free/used list*/
109 struct object *active_next; /* Next & previous object in the 'active' */
110 struct object *active_prev; /* List. This is used in process_events */
111 /* so that the entire object list does not */
112 /* need to be gone through. */
113 struct object *below; /* Pointer to the object stacked below this one */
114 struct object *above; /* Pointer to the object stacked above this one */
115 /* Note: stacked in the *same* environment*/
116 struct object *inv; /* Pointer to the first object in the inventory */
117 struct object *container; /* Current container being used. I think this
118 * is only used by the player right now.
119 */
120 struct object *env; /* Pointer to the object which is the environment.
121 * This is typically the container that the object is in.
122 */
123 struct object *more; /* Pointer to the rest of a large body of objects */
124 struct object *head; /* Points to the main object of a large body */
125 struct mapstruct *map; /* Pointer to the map in which this object is present */
126
127 tag_t count; /* Unique object number for this object */
128 uint16 refcount; /* How many objects points to this object */
129}; 139};
130 140
131struct object_special { 141INTERFACE_CLASS (object)
132 /* These get an extra add_refcount(), after having been copied by memcpy(). 142// these are being copied
133 * All fields beow this point are automatically copied by memcpy. If 143struct object_copy : attachable
134 * adding something that needs a refcount updated, make sure you modify 144{
135 * copy_object to do so. Everything below here also gets cleared 145 typedef bitset<NUM_FLAGS> flags_t;
136 * by clear_object() 146
137 */ 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
138 const char *name; /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
139 const char *name_pl; /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
140 const char *title; /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
141 const char *race; /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
142 const char *slaying; /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
143 /* 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
144 const char *skill; /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
145 const char *msg; /* If this is a book/sign/magic mouth/etc */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
146 const char *lore; /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
147 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
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 */
148 177
149 sint16 x,y; /* Position in the map for this object */
150 sint16 ox,oy; /* For debugging: Where it was last inserted */
151 float speed; /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
152 float speed_left; /* How much speed is left to spend this round */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
153 uint32 nrof; /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
154 New_Face *face; /* Face with colors */
155 sint8 direction; /* Means the object is moving that way. */
156 sint8 facing; /* Object is oriented/facing that way. */
157 181
158 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
159 uint8 type; /* PLAYER, BULLET, etc. See define.h */
160 uint8 subtype; /* subtype of object */
161 uint16 client_type; /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
162 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
163 uint32 attacktype; /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
164 uint32 path_attuned; /* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
165 uint32 path_repelled; /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
166 uint32 path_denied; /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
167 uint16 material; /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
168 const char *materialname; /* specific material name */
169 sint8 magic; /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
170 uint8 state; /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
171 sint32 value; /* How much money it is worth (or contains) */ 193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
172 sint16 level; /* Level of creature or object */
173 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
175 */ 196 */
176 sint32 last_heal; /* Last healed. Depends on constitution */ 197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
177 sint32 last_sp; /* As last_heal, but for spell points */ 198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
178 sint16 last_grace; /* as last_sp, except for grace */ 199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
179 sint16 last_eat; /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
180 sint16 invisible; /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */
181 uint8 pick_up; /* See crossfire.doc */ 203 uint8 ACC (RW, pick_up); /* See crossfire.doc */
182 sint8 item_power; /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
183 sint8 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) */
184 sint32 weight; /* Attributes of the object */
185 sint32 weight_limit; /* Weight-limit of object */
186 sint32 carrying; /* How much weight this object contains */
187 sint8 glow_radius; /* indicates the glow radius of the object */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
188 living stats; /* Str, Con, Dex, etc */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
189 sint64 perm_exp; /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 struct object *current_weapon; /* Pointer to the weapon currently used */
191 uint32 weapontype; /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
192 uint32 tooltype; /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
193 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
194 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 214 faceidx ACC (RW, face); /* the graphical face */
195 /* See the doc/Developers/objects for more info about body locations */ 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 */
218 /* See the pod/objects.pod for more info about body locations */
196 219
197 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
198 struct object *owner; /* Pointer to the object which controls this one */
199 /* Owner should not be referred to directly - */
200 /* get_owner should be used instead. */
201 tag_t ownercount; /* What count the owner had (in case owner */
202 /* has been freed) */
203 struct object *enemy; /* Monster/player to follow even if not closest */
204 struct object *attacked_by; /* This object start to attack us! only player & monster */
205 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
206 struct treasureliststruct *randomitems; /* Items to be generated */
207 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
208 struct object *chosen_skill; /* the skill chosen to use */
209 uint32 hide; /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
210 /* changes made by kholland@sunlab.cit.cornell.edu */ 222
211 /* allows different movement patterns for attackers */ 223 /* allows different movement patterns for attackers */
212 sint32 move_status; /* What stage in attack mode */ 224 sint32 ACC (RW, move_status); /* What stage in attack mode */
213 uint16 attack_movement;/* What kind of attack movement */ 225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
214 uint8 will_apply; /* See crossfire.doc */ 226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
215 struct object *spellitem; /* Spell ability monster is choosing to use */
216 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
217 /* races/classes can need less/more exp to gain levels */ 228 /* races/classes can need less/more exp to gain levels */
218 229
219 /* Spell related information, may be useful elsewhere 230 /* Spell related information, may be useful elsewhere
220 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
221 * only used in spells. 232 * only used in spells.
222 */ 233 */
223 sint16 duration; /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
224 uint8 duration_modifier; /* how level modifies duration */
225 sint16 casting_time; /* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
226 struct object *spell; /* Spell that was being cast */ 236
227 uint16 start_holding; 237 uint16 ACC (RW, start_holding);
228 char *spellarg; 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
229 uint8 dam_modifier; /* How going up in level effects damage */ 239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
230 sint8 range; /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
231 uint8 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 */
232 245
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);
254
233 /* Following are values used by any object */ 255 /* Following are values used by any object */
234 struct archt *arch; /* Pointer to archetype */
235 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
236 /* this objects turns into or what this object creates */ 256 /* this objects turns into or what this object creates */
237 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
238 uint16 animation_id; /* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
239 uint8 anim_speed; /* ticks between animation-frames */ 263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
240 uint8 last_anim; /* last sequence used to draw face */ 264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
241 sint32 elevation; /* elevation of this terrain - not currently used */
242 uint8 smoothlevel; /* how to smooth this square around*/ 265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
243 266 uint8 ACC (RW, will_apply); /* See crossfire.doc */
244 MoveType move_type; /* Type of movement this object uses */ 267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
245 MoveType move_block; /* What movement types this blocks */ 268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
246 MoveType move_allow; /* What movement types explicitly allowd */ 269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
247 MoveType move_on; /* Move types affected moving on to this space */
248 MoveType move_off; /* Move types affected moving off this space */
249 MoveType move_slow; /* Movement types this slows down */
250 float move_slow_penalty; /* How much this slows down the object */
251
252 event *events;
253
254 const char *custom_name; /* Custom name assigned by player */
255 key_value *key_values; /* Fields not explictly known by the loader. */
256}; 270};
257 271
258struct object : object_special, object_simple { 272struct object : zero_initialised, object_copy
259 void clone (object *destination) 273{
274 // These variables are not changed by ->copy_to
275 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
276
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
281
282 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
283
284 object *ACC (RW, below); /* Pointer to the object stacked below this one */
285 object *ACC (RW, above); /* Pointer to the object stacked above this one */
286 /* Note: stacked in the *same* environment */
287 object *inv; /* Pointer to the first object in the inventory */
288
289 //TODO: container must move into client
290 object_ptr ACC (RW, container); /* Current container being used. I think this
291 * is only used by the player right now.
292 */
293 object *ACC (RW, env); /* Pointer to the object which is the environment.
294 * This is typically the container that the object is in.
295 */
296 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
298 client_container *seen_by; // seen by which player/container currently?
299 key_value *key_values; /* Fields not explictly known by the loader. */
300
301 // privates / perl
302 const shstr &kv_get (const shstr &key) const;
303 void kv_del (const shstr &key);
304 void kv_set (const shstr &key, const shstr &value);
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)
260 { 314 {
261 if (attach) 315 }
262 destination->attach = add_refcount (attach);
263 316
264 if (self || cb) 317 const key_value_access_proxy &operator =(const shstr &value) const
265 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 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);
266 } 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;
342 MTH static object *create ();
343 const mapxy &operator =(const mapxy &pos);
344 MTH void copy_to (object *dst);
345 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory
347 void do_destroy ();
348 void gather_callbacks (AV *&callbacks, event_type event) const;
349 MTH void destroy (bool destroy_inventory = false);
350
351 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
352 MTH void destroy_inv (bool drop_to_ground = false);
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 }
371
372 static bool can_merge_slow (object *op1, object *op2);
373
374 // this is often used in time-critical code, so optimise
375 MTH static bool can_merge (object *op1, object *op2)
376 {
377 return op1->value == op2->value
378 && op1->name == op2->name
379 && can_merge_slow (op1, op2);
380 }
381
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);
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
402 MTH void instantiate ();
403
404 // recalculate all stats
405 MTH void update_stats ();
406 MTH void roll_stats ();
407 MTH void swap_stats (int a, int b);
408 MTH void add_statbonus ();
409 MTH void remove_statbonus ();
410 MTH void drain_stat ();
411 MTH void drain_specific_stat (int deplete_stats);
412 MTH void change_luck (int value);
413
414 // info must hold 256 * 3 bytes currently
415 const char *debug_desc (char *info) 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;
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
446 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
447 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
448 || type == CLOAK || type == BOOTS || type == GLOVES
449 || type == BRACERS || type == GIRDLE; }
450 MTH bool is_alive () const { return (type == PLAYER
451 || flag [FLAG_MONSTER]
452 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
453 && !flag [FLAG_IS_A_TEMPLATE]; }
454 MTH bool is_arrow () const { return type == ARROW
455 || (type == SPELL_EFFECT
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]; }
466
467 /* This return true if object has still randomitems which
468 * could be expanded.
469 */
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 object *op;
478
479 for (op = this; op->owner; op = op->owner)
480 ;
481
482 return op;
483 }
484
485 // returns the outermost environment, never returns 0
486 MTH object *outer_env ()
487 {
488 object *op;
489
490 for (op = this; op->env; op = op->env)
491 ;
492
493 return op;
494 }
495
496 // returns the player that has this object in his inventory, or 0
497 // we assume the player is always the outer env
498 MTH object *in_player ()
499 {
500 object *op = outer_env ();
501
502 return op->type == PLAYER ? op : 0;
503 }
504
505 // "temporary" helper function
506 MTH object *head_ ()
507 {
508 return head ? head : this;
509 }
510
511 MTH bool is_head ()
512 {
513 return head_ () == this;
514 }
515
516 MTH bool is_on_map () const
517 {
518 return !env && !flag [FLAG_REMOVED];
519 }
520
521 // returns the player that cna see this object, if any
522 MTH object *visible_to () const;
523
524 MTH std::string long_desc (object *who = 0);
525 MTH std::string describe_monster (object *who = 0);
526 MTH std::string describe_item (object *who = 0);
527 MTH std::string describe (object *who = 0);
528
529 // If this object has no extra parts but should have them,
530 // add them, effectively expanding heads into multipart
531 // objects. This method only works on objects not inserted
532 // anywhere.
533 MTH void expand_tail ();
534
535 MTH void create_treasure (treasurelist *tl, int flags = 0);
536
537 // insert object at same map position as 'where'
538 // handles both inventory and map "positions"
539 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
540 MTH void drop_unpaid_items ();
541
542 MTH void activate ();
543 MTH void deactivate ();
544 MTH void activate_recursive ();
545 MTH void deactivate_recursive ();
546
547 // set the given flag on all objects in the inventory recursively
548 MTH void set_flag_inv (int flag, int value = 1);
549
550 void enter_exit (object *exit);//Perl
551 MTH void enter_map (maptile *newmap, int x, int y);
552 void player_goto (const char *path, int x, int y); // only for players
553
554 // returns the mapspace this object is in
555 mapspace &ms () const;
556
557 // fully recursive iterator
558 struct iterator_base
559 {
560 object *item;
561
562 iterator_base (object *container)
563 : item (container)
564 {
565 }
566
567 operator object *() const { return item; }
568
569 object *operator ->() const { return item; }
570 object &operator * () const { return *item; }
571 };
572
573 MTH unsigned int random_seed () const
574 {
575 return (unsigned int)uuid.seq;
576 }
577
578 // depth-first recursive iterator
579 struct depth_iterator : iterator_base
580 {
581 depth_iterator (object *container);
582 void next ();
583 object *operator ++( ) { next (); return item; }
584 object *operator ++(int) { object *i = item; next (); return i; }
585 };
586
587 object *begin ()
588 {
589 return this;
590 }
591
592 object *end ()
593 {
594 return this;
595 }
596
597 /* This returns TRUE if the object is something that
598 * a client might want to know about.
599 */
600 MTH bool client_visible () const
601 {
602 return !invisible && type != PLAYER;
603 }
604
605 // the client does nrof * this weight
606 MTH sint32 client_weight () const
607 {
608 return weight + carrying;
609 }
610
611 MTH struct region *region () const;
612
613 void statusmsg (const char *msg, int color = NDI_BLACK);
614 void failmsg (const char *msg, int color = NDI_RED);
615
616 const char *query_inventory (object *who = 0, const char *indent = "");
617
618 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
619 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
620
621protected:
622 void link ();
623 void unlink ();
624
625 object ();
626 ~object ();
627
628private:
629 object &operator =(const object &);
630 object (const object &);
267}; 631};
268 632
633// move this object to the top of its env's inventory to speed up
634// searches for it.
635static object *
636splay (object *ob)
637{
638 if (ob->env && ob->env->inv != ob)
639 {
640 if (ob->above) ob->above->below = ob->below;
641 if (ob->below) ob->below->above = ob->above;
642
643 ob->above = 0;
644 ob->below = ob->env->inv;
645 ob->below->above = ob;
646 ob->env->inv = ob;
647 }
648
649 return ob;
650}
651
652typedef struct oblnk
269typedef struct oblnk { /* Used to link together several objects */ 653{ /* Used to link together several objects */
270 object *ob; 654 object_ptr ob;
271 struct oblnk *next; 655 struct oblnk *next;
272 tag_t id;
273} objectlink; 656} objectlink;
274 657
275typedef struct oblinkpt { /* Used to link together several object links */ 658typedef struct oblinkpt
659{ /* Used to link together several object links */
276 struct oblnk *link; 660 struct oblnk *link;
277 long value; /* Used as connected value in buttons/gates */ 661 sint32 value; /* Used as connected value in buttons/gates */
278 struct oblinkpt *next; 662 struct oblinkpt *next;
279} oblinkpt; 663} oblinkpt;
664
665object *find_skill_by_name (object *who, const char *name);
666object *find_skill_by_name (object *who, const shstr &sh);
667object *find_skill_by_number (object *who, int skillno);
280 668
281/* 669/*
282 * The archetype structure is a set of rules on how to generate and manipulate 670 * The archetype structure is a set of rules on how to generate and manipulate
283 * objects which point to archetypes. 671 * objects which point to archetypes.
284 * This probably belongs in arch.h, but there really doesn't appear to 672 * This probably belongs in arch.h, but there really doesn't appear to
285 * be much left in the archetype - all it really is is a holder for the 673 * be much left in the archetype - all it really is is a holder for the
286 * object and pointers. This structure should get removed, and just replaced 674 * object and pointers. This structure should get removed, and just replaced
287 * by the object structure 675 * by the object structure
288 */ 676 */
289 677
290typedef struct archt { 678INTERFACE_CLASS (archetype)
679struct archetype : object
680{
681 static arch_ptr empty; // the empty_archetype
682 MTH static void gc ();
683
684 archetype (const char *name);
685 ~archetype ();
686 void gather_callbacks (AV *&callbacks, event_type event) const;
687
688 MTH static archetype *find (const_utf8_string name);
689
690 MTH void link ();
691 MTH void unlink ();
692
693 MTH static object *get (const char *name); // (find() || singularity)->instance()
694 MTH object *instance ();
695
696 object_vector_index ACC (RW, archid); // index in archvector
291 const char *name; /* More definite name, like "generate_kobold" */ 697 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
292 struct archt *next; /* Next archetype in a linked list */
293 struct archt *head; /* The main part of a linked object */
294 struct archt *more; /* Next part of a linked object */
295 object clone; /* An object from which to do copy_object() */
296 uint32 editable; /* editable flags (mainly for editor) */
297 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
298 * in comparison to the head.
299 */
300} archetype;
301 698
699 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
700 sint8 ACC (RW, max_x), ACC (RW, max_y);
701
702 // support for archetype loading
703 static archetype *read (object_thawer &f);
704 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
705 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
706};
707
708// compatbiility, remove once replaced by ->instance
709inline object *
710arch_to_object (archetype *at)
711{
712 return at->instance ();
713}
714
715inline void
716object_freezer::put (keyword k, archetype *v)
717{
718 put (k, v ? &v->archname : (const char *)0);
719}
720
721typedef object_vector<object, &object::index > objectvec;
722typedef object_vector<object, &object::active> activevec;
723typedef object_vector<archetype, &archetype::archid> archvec;
724
302extern object *objects; 725extern objectvec objects;
303extern object *active_objects; 726extern activevec actives;
304extern object *free_objects; 727extern archvec archetypes;
305extern object objarray[STARTMAX];
306 728
307extern int nrofallocobjects; 729// "safely" iterate over inv in a way such that the current item is removable
308extern int nroffreeobjects; 730// quite horrible, thats why its hidden in some macro
731#define for_inv_removable(op,var) \
732 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
309 733
310/* This returns TRUE if the object is somethign that 734#define for_all_objects(var) \
311 * should be displayed in the look window 735 for (unsigned _i = 0; _i < objects.size (); ++_i) \
312 */ 736 statementvar (object *, var, objects [_i])
313#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 737
738#define for_all_actives(var) \
739 for (unsigned _i = 0; _i < actives.size (); ++_i) \
740 statementvar (object *, var, actives [_i])
741
742#define for_all_archetypes(var) \
743 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
744 statementvar (archetype *, var, archetypes [_i])
314 745
315/* Used by update_object to know if the object being passed is 746/* Used by update_object to know if the object being passed is
316 * being added or removed. 747 * being added or removed.
317 */ 748 */
318#define UP_OBJ_INSERT 1 749#define UP_OBJ_INSERT 1
319#define UP_OBJ_REMOVE 2 750#define UP_OBJ_REMOVE 2
320#define UP_OBJ_CHANGE 3 751#define UP_OBJ_CHANGE 3
321#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 752#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
322 753
323/* These are flags passed to insert_ob_in_map and 754/* These are flags passed to insert_ob_in_map and
324 * insert_ob_in_ob. Note that all flags may not be meaningful 755 * insert_ob_in_ob. Note that all flags may not be meaningful
325 * for both functions. 756 * for both functions.
326 * Most are fairly explanatory: 757 * Most are fairly explanatory:
335 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 766 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
336 * Use for treasure chests so the new object is the highest thing 767 * Use for treasure chests so the new object is the highest thing
337 * beneath the player, but not actually above it. Note - the 768 * beneath the player, but not actually above it. Note - the
338 * map and x,y coordinates for the object to be inserted must 769 * map and x,y coordinates for the object to be inserted must
339 * match the originator. 770 * match the originator.
340 * INS_MAP_LOAD: disable lots of checkings done at insertion to
341 * speed up map loading process, as we assume the ordering in
342 * loaded map is correct.
343 * 771 *
344 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 772 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
345 * are mutually exclusive. The behaviour for passing more than one 773 * are mutually exclusive. The behaviour for passing more than one
346 * should be considered undefined - while you may notice what happens 774 * should be considered undefined - while you may notice what happens
347 * right now if you pass more than one, that could very well change 775 * right now if you pass more than one, that could very well change
348 * in future revisions of the code. 776 * in future revisions of the code.
349 */ 777 */
350#define INS_NO_MERGE 0x0001 778#define INS_NO_MERGE 0x0001
351#define INS_ABOVE_FLOOR_ONLY 0x0002 779#define INS_ABOVE_FLOOR_ONLY 0x0002
352#define INS_NO_WALK_ON 0x0004 780#define INS_NO_WALK_ON 0x0004
353#define INS_ON_TOP 0x0008 781#define INS_ON_TOP 0x0008
354#define INS_BELOW_ORIGINATOR 0x0010 782#define INS_BELOW_ORIGINATOR 0x0010
355#define INS_MAP_LOAD 0x0020
356 783
357#define ARCH_SINGULARITY "singularity"
358#define ARCH_SINGULARITY_LEN 11
359#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 784#define ARCH_DEPLETION "depletion"
361#define ARCH_SYMPTOM "symptom"
362 785
363#endif 786#endif
787

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