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

Comparing deliantra/server/include/object.h (file contents):
Revision 1.24 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.186 by elmex, Mon Oct 6 18:26:35 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset>
28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 33
32#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
33 58
34/* See common/item.c */ 59/* See common/item.c */
35 60
36typedef struct Body_Locations 61typedef struct Body_Locations
37{ 62{
38 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
39 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
40 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 66} Body_Locations;
42 67
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
44 72
45/* 73/*
46 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 76 *
49 * key and value are shared-strings. 77 * key and value are shared-strings.
50 * 78 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 80 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
54 */ 82 */
55struct key_value 83struct key_value : slice_allocated
56{ 84{
57 key_value *next; 85 key_value *next;
58 shstr key, value; 86 shstr key, value;
59}; 87};
60 88
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};
61 123
62/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * 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
64 * 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
65 * can_apply and will_apply? 127 * can_apply and will_apply?
66 */ 128 */
67#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
72 134
73 135struct body_slot
74/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object.
77 */
78
79// these are not being copied
80ACC_CLASS (object)
81struct object_keep
82{ 136{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 137 signed char info:4; /* body info as loaded from the file */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */ 138 signed char used:4; /* Calculated value based on items equipped */
85
86 /* These variables are not changed by copy_object() */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 139};
108 140
141INTERFACE_CLASS (object)
109// these are being copied 142// these are being copied
110struct object_copy:attachable<object> 143struct object_copy : attachable
111{ 144{
112 /* These get an extra add_refcount(), after having been copied by memcpy(). 145 typedef bitset<NUM_FLAGS> flags_t;
113 * All fields beow this point are automatically copied by memcpy. If 146
114 * adding something that needs a refcount updated, make sure you modify 147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
115 * copy_object to do so. Everything below here also gets cleared 148
116 * by clear_object() 149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
117 */ 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
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* 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
124 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 */
125 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 */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130}; 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 */
131 177
132// these are being copied and also cleared
133struct object_pod
134{
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
137 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 */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 181
143 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */
146 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
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 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 */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 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) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 196 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 203 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
167 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) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 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 */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
180 219
181 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186 /* has been freed) */
187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 222
195 /* allows different movement patterns for attackers */ 223 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 224 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 228 /* races/classes can need less/more exp to gain levels */
202 229
203 /* Spell related information, may be useful elsewhere 230 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
205 * only used in spells. 232 * only used in spells.
206 */ 233 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
237 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 240
211 uint16 ACC (RW, start_holding); 241 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
212 char *ACC (RW, spellarg); 253 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 254
217 /* Following are values used by any object */ 255 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 256 /* this objects turns into or what this object creates */
221 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
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
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 */
270};
227 271
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 272struct object : zero_initialised, object_copy
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 273{
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 274 // These variables are not changed by ->copy_to
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 275 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 276
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 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?
235 key_value *key_values; /* Fields not explictly known by the loader. */ 299 key_value *key_values; /* Fields not explictly known by the loader. */
236};
237 300
238#define get_object() object::create () 301 // privates / perl
239#define free_object(op) (op)->free (0) 302 const shstr &kv_get (const shstr &key) const;
240#define free_object2(op, free_inv) (op)->free (free_inv) 303 void kv_del (const shstr &key);
304 void kv_set (const shstr &key, const shstr &value);
241 305
242struct object : zero_initialised, object_keep, object_copy, object_pod 306 // custom extra fields management
243{ 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;
244 static object *create (); 342 MTH static object *create ();
245 void free (bool free_inventory = false); 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 ();
350 MTH void drop_and_destroy ()
351 {
352 destroy_inv (true);
353 destroy ();
354 }
246 355
247 static void free_mortals (); 356 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
357 MTH void destroy_inv (bool drop_to_ground = false);
358 MTH object *insert (object *item); // insert into inventory
359 MTH void play_sound (faceidx sound);
360
361 void do_remove ();
362 MTH void remove ()
363 {
364 if (!flag [FLAG_REMOVED])
365 do_remove ();
366 }
367
368 MTH bool blocked (maptile *m, int x, int y) const;
369
370 void move_to (const mapxy &pos)
371 {
372 remove ();
373 *this = pos;
374 insert_at (this, this);
375 }
376
248 static bool can_merge (object *op1, object *op2); 377 static bool can_merge_slow (object *op1, object *op2);
249 378
250 void clear (); 379 // this is often used in time-critical code, so optimise
251 void clone (object *destination); 380 MTH static bool can_merge (object *op1, object *op2)
381 {
382 return op1->value == op2->value
383 && op1->name == op2->name
384 && can_merge_slow (op1, op2);
385 }
386
387 MTH void set_owner (object *owner);
388 MTH void set_speed (float speed);
389 MTH bool change_weapon (object *ob);
390 MTH bool change_skill (object *ob);
391
392 MTH void open_container (object *new_container);
393 MTH void close_container ()
394 {
395 open_container (0);
396 }
397
398 MTH object *force_find (const shstr name);
399 MTH void force_add (const shstr name, int duration = 0);
400
401 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
402 bool should_invoke (event_type event)
403 {
404 return ev_want_event [event] || ev_want_type [type] || cb;
405 }
406
407 MTH void instantiate ();
408
409 // recalculate all stats
410 MTH void update_stats ();
411 MTH void roll_stats ();
412 MTH void swap_stats (int a, int b);
413 MTH void add_statbonus ();
414 MTH void remove_statbonus ();
415 MTH void drain_stat ();
416 MTH void drain_specific_stat (int deplete_stats);
417 MTH void change_luck (int value);
418
419 // info must hold 256 * 3 bytes currently
420 const char *debug_desc (char *info) const;
421 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
422 const char *flag_desc (char *desc, int len) const;
423
424 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
425 MTH object *split (sint32 nr = 1); // return 0 on failure
426
427 MTH int number_of () const
428 {
429 return nrof ? nrof : 1;
430 }
431
432 MTH sint32 total_weight () const
433 {
434 return (weight + carrying) * number_of ();
435 }
436
437 MTH void update_weight ();
438
439 // return the dominant material of this item, always return something
440 const materialtype_t *dominant_material () const;
441
442 // return the volume of this object in cm³
443 MTH uint64 volume () const
444 {
445 return total_weight ()
446 * 1000
447 * (type == CONTAINER ? 1000 : 1)
448 / dominant_material ()->density;
449 }
450
451 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
452 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
453 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
454 || type == CLOAK || type == BOOTS || type == GLOVES
455 || type == BRACERS || type == GIRDLE; }
456 MTH bool is_alive () const { return (type == PLAYER
457 || flag [FLAG_MONSTER]
458 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
459 && !flag [FLAG_IS_A_TEMPLATE]; }
460 MTH bool is_arrow () const { return type == ARROW
461 || (type == SPELL_EFFECT
462 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
463 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
464
465 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
466
467 // temporary: wether the object can be saved in a map file
468 // contr => is a player
469 // head => only save head of a multitile object
470 // owner => can not reference owner yet
471 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
472
473 /* This return true if object has still randomitems which
474 * could be expanded.
475 */
476 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
477
478 MTH bool has_dialogue () const { return *&msg == '@'; }
479
480 // returns the outermost owner, never returns 0
481 MTH object *outer_owner ()
482 {
483 object *op;
484
485 for (op = this; op->owner; op = op->owner)
486 ;
487
488 return op;
489 }
490
491 // returns the outermost environment, never returns 0
492 MTH object *outer_env ()
493 {
494 object *op;
495
496 for (op = this; op->env; op = op->env)
497 ;
498
499 return op;
500 }
501
502 // returns the player that has this object in his inventory, or 0
503 // we assume the player is always the outer env
504 MTH object *in_player ()
505 {
506 object *op = outer_env ();
507
508 return op->type == PLAYER ? op : 0;
509 }
510
511 // "temporary" helper function
512 MTH object *head_ ()
513 {
514 return head ? head : this;
515 }
516
517 MTH bool is_head ()
518 {
519 return head_ () == this;
520 }
521
522 MTH bool is_on_map () const
523 {
524 return !env && !flag [FLAG_REMOVED];
525 }
526
527 MTH bool is_in_map_or_inv () const
528 {
529 return !flag [FLAG_REMOVED];
530 }
531
532 // returns the player that cna see this object, if any
533 MTH object *visible_to () const;
534
535 MTH std::string long_desc (object *who = 0);
536 MTH std::string describe_monster (object *who = 0);
537 MTH std::string describe_item (object *who = 0);
538 MTH std::string describe (object *who = 0);
539
540 // If this object has no extra parts but should have them,
541 // add them, effectively expanding heads into multipart
542 // objects. This method only works on objects not inserted
543 // anywhere.
544 MTH void expand_tail ();
545
546 MTH void create_treasure (treasurelist *tl, int flags = 0);
547
548 // insert object at same map position as 'where'
549 // handles both inventory and map "positions"
550 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
551 MTH void drop_unpaid_items ();
552
553 MTH void activate ();
554 MTH void deactivate ();
555 MTH void activate_recursive ();
556 MTH void deactivate_recursive ();
557
558 // set the given flag on all objects in the inventory recursively
559 MTH void set_flag_inv (int flag, int value = 1);
560
561 void enter_exit (object *exit);//Perl
562 MTH void enter_map (maptile *newmap, int x, int y);
563 void player_goto (const char *path, int x, int y); // only for players
564
565 // returns the mapspace this object is in
566 mapspace &ms () const;
567
568 // fully recursive iterator
569 struct iterator_base
570 {
571 object *item;
572
573 iterator_base (object *container)
574 : item (container)
575 {
576 }
577
578 operator object *() const { return item; }
579
580 object *operator ->() const { return item; }
581 object &operator * () const { return *item; }
582 };
583
584 MTH unsigned int random_seed () const
585 {
586 return (unsigned int)uuid.seq;
587 }
588
589 // depth-first recursive iterator
590 struct depth_iterator : iterator_base
591 {
592 depth_iterator (object *container);
593 void next ();
594 object *operator ++( ) { next (); return item; }
595 object *operator ++(int) { object *i = item; next (); return i; }
596 };
597
598 object *begin ()
599 {
600 return this;
601 }
602
603 object *end ()
604 {
605 return this;
606 }
607
608 /* This returns TRUE if the object is something that
609 * a client might want to know about.
610 */
611 MTH bool client_visible () const
612 {
613 return !invisible && type != PLAYER;
614 }
615
616 // the client does nrof * this weight
617 MTH sint32 client_weight () const
618 {
619 return weight + carrying;
620 }
621
622 MTH struct region *region () const;
623
624 void statusmsg (const char *msg, int color = NDI_BLACK);
625 void failmsg (const char *msg, int color = NDI_RED);
626
627 const char *query_inventory (object *who = 0, const char *indent = "");
628
629 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
630 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
252 631
253protected: 632protected:
254 friend struct archetype;
255
256 void link (); 633 void link ();
257 void unlink (); 634 void unlink ();
258 635
259 object (); 636 object ();
260 ~object (); 637 ~object ();
638
639private:
640 object &operator =(const object &);
641 object (const object &);
261}; 642};
262 643
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 644// move this object to the top of its env's inventory to speed up
645// searches for it.
646static object *
647splay (object *ob)
648{
649 if (ob->env && ob->env->inv != ob)
650 {
651 if (ob->above) ob->above->below = ob->below;
652 if (ob->below) ob->below->above = ob->above;
653
654 ob->above = 0;
655 ob->below = ob->env->inv;
656 ob->below->above = ob;
657 ob->env->inv = ob;
658 }
659
660 return ob;
661}
264 662
265typedef struct oblnk 663typedef struct oblnk
266{ /* Used to link together several objects */ 664{ /* Used to link together several objects */
267 object *ob; 665 object_ptr ob;
268 struct oblnk *next; 666 struct oblnk *next;
269 tag_t id;
270} objectlink; 667} objectlink;
271 668
272typedef struct oblinkpt 669typedef struct oblinkpt
273{ /* Used to link together several object links */ 670{ /* Used to link together several object links */
274 struct oblnk *link; 671 struct oblnk *link;
275 long value; /* Used as connected value in buttons/gates */ 672 sint32 value; /* Used as connected value in buttons/gates */
276 struct oblinkpt *next; 673 struct oblinkpt *next;
277} oblinkpt; 674} oblinkpt;
675
676object *find_skill_by_name (object *who, const char *name);
677object *find_skill_by_name (object *who, const shstr &sh);
678object *find_skill_by_number (object *who, int skillno);
278 679
279/* 680/*
280 * The archetype structure is a set of rules on how to generate and manipulate 681 * The archetype structure is a set of rules on how to generate and manipulate
281 * objects which point to archetypes. 682 * objects which point to archetypes.
282 * This probably belongs in arch.h, but there really doesn't appear to 683 * This probably belongs in arch.h, but there really doesn't appear to
283 * be much left in the archetype - all it really is is a holder for the 684 * be much left in the archetype - all it really is is a holder for the
284 * object and pointers. This structure should get removed, and just replaced 685 * object and pointers. This structure should get removed, and just replaced
285 * by the object structure 686 * by the object structure
286 */ 687 */
287 688
288ACC_CLASS(archetype) 689INTERFACE_CLASS (archetype)
289struct archetype : zero_initialised 690struct archetype : object
290{ 691{
291 archetype (); 692 static arch_ptr empty; // the empty_archetype
693 MTH static void gc ();
694
695 archetype (const char *name);
292 ~archetype (); 696 ~archetype ();
697 void gather_callbacks (AV *&callbacks, event_type event) const;
293 698
699 MTH static archetype *find (const_utf8_string name);
700
701 MTH void link ();
702 MTH void unlink ();
703
704 MTH static object *get (const char *name); // (find() || singularity)->instance()
705 MTH object *instance ();
706
707 object_vector_index ACC (RW, archid); // index in archvector
294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 708 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 709
296 struct archetype *ACC (RW, head); /* The main part of a linked object */ 710 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
297 struct archetype *ACC (RW, more); /* Next part of a linked object */ 711 sint8 ACC (RW, max_x), ACC (RW, max_y);
298 object ACC (RO, clone); /* An object from which to do copy_object() */ 712
299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 713 // support for archetype loading
300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 714 static archetype *read (object_thawer &f);
301 * in comparison to the head. 715 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
302 */ 716 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
303}; 717};
304 718
719// compatbiility, remove once replaced by ->instance
720inline object *
721arch_to_object (archetype *at)
722{
723 return at->instance ();
724}
725
726inline void
727object_freezer::put (keyword k, archetype *v)
728{
729 put (k, v ? &v->archname : (const char *)0);
730}
731
732typedef object_vector<object, &object::index > objectvec;
733typedef object_vector<object, &object::active> activevec;
734typedef object_vector<archetype, &archetype::archid> archvec;
735
305extern object *objects; 736extern objectvec objects;
306extern object *active_objects; 737extern activevec actives;
738extern archvec archetypes;
307 739
308extern int nrofallocobjects; 740// "safely" iterate over inv in a way such that the current item is removable
741// quite horrible, thats why its hidden in some macro
742#define for_inv_removable(op,var) \
743 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
309 744
310/* This returns TRUE if the object is something that 745#define for_all_objects(var) \
311 * should be displayed in the look window 746 for (unsigned _i = 0; _i < objects.size (); ++_i) \
312 */ 747 statementvar (object *, var, objects [_i])
313#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 748
749#define for_all_actives(var) \
750 for (unsigned _i = 0; _i < actives.size (); ++_i) \
751 statementvar (object *, var, actives [_i])
752
753#define for_all_archetypes(var) \
754 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
755 statementvar (archetype *, var, archetypes [_i])
314 756
315/* Used by update_object to know if the object being passed is 757/* Used by update_object to know if the object being passed is
316 * being added or removed. 758 * being added or removed.
317 */ 759 */
318#define UP_OBJ_INSERT 1 760#define UP_OBJ_INSERT 1
335 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 777 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
336 * Use for treasure chests so the new object is the highest thing 778 * Use for treasure chests so the new object is the highest thing
337 * beneath the player, but not actually above it. Note - the 779 * beneath the player, but not actually above it. Note - the
338 * map and x,y coordinates for the object to be inserted must 780 * map and x,y coordinates for the object to be inserted must
339 * match the originator. 781 * 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 * 782 *
344 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 783 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
345 * are mutually exclusive. The behaviour for passing more than one 784 * are mutually exclusive. The behaviour for passing more than one
346 * should be considered undefined - while you may notice what happens 785 * should be considered undefined - while you may notice what happens
347 * right now if you pass more than one, that could very well change 786 * right now if you pass more than one, that could very well change
350#define INS_NO_MERGE 0x0001 789#define INS_NO_MERGE 0x0001
351#define INS_ABOVE_FLOOR_ONLY 0x0002 790#define INS_ABOVE_FLOOR_ONLY 0x0002
352#define INS_NO_WALK_ON 0x0004 791#define INS_NO_WALK_ON 0x0004
353#define INS_ON_TOP 0x0008 792#define INS_ON_TOP 0x0008
354#define INS_BELOW_ORIGINATOR 0x0010 793#define INS_BELOW_ORIGINATOR 0x0010
355#define INS_MAP_LOAD 0x0020
356 794
357#define ARCH_SINGULARITY "singularity"
358#define ARCH_SINGULARITY_LEN 11
359#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 795#define ARCH_DEPLETION "depletion"
361#define ARCH_SYMPTOM "symptom"
362 796
363#endif 797#endif
798

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines