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Comparing deliantra/server/include/object.h (file contents):
Revision 1.5 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.186 by elmex, Mon Oct 6 18:26:35 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 1.5 2006/08/25 17:11:53 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
29#include "cfperl.h"
30#include "shstr.h"
31
32typedef 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,
33#define NUM_BODY_LOCATIONS 12 49 NUM_BODY_LOCATIONS
34#define BODY_ARMS 1 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
62{
39 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
40 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 */
41 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 */
42} Body_Locations; 66} Body_Locations;
43 67
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45 69
46typedef struct _event 70#define NUM_COINS 4 /* number of coin types */
47{ 71extern const char *const coins[NUM_COINS + 1];
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 72
55/* 73/*
56 * 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
57 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 76 *
59 * key and value are shared-strings. 77 * key and value are shared-strings.
60 * 78 *
61 * 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
62 * accessing the list directly. 80 * accessing the list directly.
63 * 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.
64 */ 82 */
65typedef struct _key_value { 83struct key_value : slice_allocated
66 const char * key; 84{
67 const char * value;
68 struct _key_value * next; 85 key_value *next;
69} key_value; 86 shstr key, value;
87};
70 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};
71 123
72/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * 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
74 * 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
75 * can_apply and will_apply? 127 * can_apply and will_apply?
76 */ 128 */
77#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
82 134
135struct body_slot
136{
137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139};
83 140
84/* Note that the ordering of this structure is sort of relevent - 141INTERFACE_CLASS (object)
85 * copy_object copies everything over beyond 'name' using memcpy. 142// these are being copied
86 * Thus, values that need to be copied need to be located beyond that 143struct object_copy : attachable
87 * point. 144{
88 * 145 typedef bitset<NUM_FLAGS> flags_t;
89 * However, if you're keeping a pointer of some sort, you probably 146
90 * don't just want it copied, so you'll need to add to common/object.c, 147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
91 * e.g. copy-object 148
92 * 149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
93 * I've tried to clean up this structure a bit (in terms of formatting) 150 uint8 ACC (RW, subtype); /* subtype of object */
94 * by making it more consistent. I've also tried to locate some of the fields 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
95 * more logically together (put the item related ones together, the monster 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
96 * related ones, etc. 153
97 * This structure is best viewed with about a 100 width screen. 154 shstr ACC (RW, name); /* The name of the object, obviously... */
98 * MSW 2002-07-05 155 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
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 */
177
178 float ACC (RW, speed); /* The overall speed of this object */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp.
99 */ 196 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
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 */
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 */
210 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
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 */
218 /* See the pod/objects.pod for more info about body locations */
100 219
101struct object_simple { 220 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222
223 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
228 /* races/classes can need less/more exp to gain levels */
229
230 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically
232 * only used in spells.
233 */
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);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
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
253 char *ACC (RW, spellarg);
254
255 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */
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
262 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
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};
271
272struct object : zero_initialised, object_copy
273{
102 /* These variables are not changed by copy_object() */ 274 // These variables are not changed by ->copy_to
103 struct pl *contr; /* Pointer to the player which control this object */ 275 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
104 struct object *next; /* Pointer to the next object in the free/used list */ 276
105 struct object *prev; /* Pointer to the previous object in the free/used list*/ 277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
106 struct object *active_next; /* Next & previous object in the 'active' */ 278 int ACC (RO, count);
107 struct object *active_prev; /* List. This is used in process_events */ 279 object_vector_index ACC (RO, index); // index into objects
108 /* so that the entire object list does not */ 280 object_vector_index ACC (RO, active); // index into actives
109 /* need to be gone through. */ 281
282 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
283
110 struct object *below; /* Pointer to the object stacked below this one */ 284 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 struct object *above; /* Pointer to the object stacked above this one */ 285 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment*/ 286 /* Note: stacked in the *same* environment */
113 struct 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
114 struct object *container; /* Current container being used. I think this 290 object_ptr ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now. 291 * is only used by the player right now.
116 */ 292 */
117 struct object *env; /* Pointer to the object which is the environment. 293 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 294 * This is typically the container that the object is in.
119 */ 295 */
120 struct object *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 */
121 struct object *head; /* Points to the main object of a large body */ 297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 struct mapstruct *map; /* Pointer to the map in which this object is present */ 298 client_container *seen_by; // seen by which player/container currently?
299 key_value *key_values; /* Fields not explictly known by the loader. */
123 300
124 tag_t count; /* Unique object number for this object */ 301 // privates / perl
125 uint16 refcount; /* How many objects points to this object */ 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)
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;
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 ();
350 MTH void drop_and_destroy ()
351 {
352 destroy_inv (true);
353 destroy ();
354 }
355
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
377 static bool can_merge_slow (object *op1, object *op2);
378
379 // this is often used in time-critical code, so optimise
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
631
632protected:
633 void link ();
634 void unlink ();
635
636 object ();
637 ~object ();
638
639private:
640 object &operator =(const object &);
641 object (const object &);
126}; 642};
127 643
128struct object_special { 644// move this object to the top of its env's inventory to speed up
129 /* These get an extra add_refcount(), after having been copied by memcpy(). 645// searches for it.
130 * All fields beow this point are automatically copied by memcpy. If 646static object *
131 * adding something that needs a refcount updated, make sure you modify 647splay (object *ob)
132 * copy_object to do so. Everything below here also gets cleared 648{
133 * by clear_object() 649 if (ob->env && ob->env->inv != ob)
134 */ 650 {
135 const char *name; /* The name of the object, obviously... */ 651 if (ob->above) ob->above->below = ob->below;
136 const char *name_pl; /* The plural name of the object */ 652 if (ob->below) ob->below->above = ob->above;
137 const char *title; /* Of foo, etc */
138 const char *race; /* human, goblin, dragon, etc */
139 const char *slaying; /* Which race to do double damage to */
140 /* If this is an exit, this is the filename */
141 const char *skill; /* Name of the skill this object uses/grants */
142 const char *msg; /* If this is a book/sign/magic mouth/etc */
143 const char *lore; /* Obscure information about this object, */
144 /* To get put into books and the like. */
145 653
146 sint16 x,y; /* Position in the map for this object */ 654 ob->above = 0;
147 sint16 ox,oy; /* For debugging: Where it was last inserted */ 655 ob->below = ob->env->inv;
148 float speed; /* The overall speed of this object */ 656 ob->below->above = ob;
149 float speed_left; /* How much speed is left to spend this round */ 657 ob->env->inv = ob;
150 uint32 nrof; /* How many of the objects */ 658 }
151 New_Face *face; /* Face with colors */
152 sint8 direction; /* Means the object is moving that way. */
153 sint8 facing; /* Object is oriented/facing that way. */
154 659
155 /* This next big block are basically used for monsters and equipment */ 660 return ob;
156 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 661}
157 uint8 subtype; /* subtype of object */
158 uint16 client_type; /* Public type information. see doc/Developers/objects */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
160 uint32 attacktype; /* Bitmask of attacks this object does */
161 uint32 path_attuned; /* Paths the object is attuned to */
162 uint32 path_repelled; /* Paths the object is repelled from */
163 uint32 path_denied; /* Paths the object is denied access to */
164 uint16 material; /* What materials this object consist of */
165 const char *materialname; /* specific material name */
166 sint8 magic; /* Any magical bonuses to this item */
167 uint8 state; /* How the object was last drawn (animation) */
168 sint32 value; /* How much money it is worth (or contains) */
169 sint16 level; /* Level of creature or object */
170 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp.
172 */
173 sint32 last_heal; /* Last healed. Depends on constitution */
174 sint32 last_sp; /* As last_heal, but for spell points */
175 sint16 last_grace; /* as last_sp, except for grace */
176 sint16 last_eat; /* How long since we last ate */
177 sint16 invisible; /* How much longer the object will be invis */
178 uint8 pick_up; /* See crossfire.doc */
179 sint8 item_power; /* power rating of the object */
180 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
181 sint32 weight; /* Attributes of the object */
182 sint32 weight_limit; /* Weight-limit of object */
183 sint32 carrying; /* How much weight this object contains */
184 sint8 glow_radius; /* indicates the glow radius of the object */
185 living stats; /* Str, Con, Dex, etc */
186 sint64 perm_exp; /* Permanent exp */
187 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
188 /* each time the object attacks something */
189 struct object *current_weapon; /* Pointer to the weapon currently used */
190 uint32 weapontype; /* type of weapon */
191 uint32 tooltype; /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194 /* See the doc/Developers/objects for more info about body locations */
195 662
196 /* Following mostly refers to fields only used for monsters */ 663typedef struct oblnk
197 struct object *owner; /* Pointer to the object which controls this one */
198 /* Owner should not be referred to directly - */
199 /* get_owner should be used instead. */
200 tag_t ownercount; /* What count the owner had (in case owner */
201 /* has been freed) */
202 struct object *enemy; /* Monster/player to follow even if not closest */
203 struct object *attacked_by; /* This object start to attack us! only player & monster */
204 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
205 struct treasureliststruct *randomitems; /* Items to be generated */
206 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
207 struct object *chosen_skill; /* the skill chosen to use */
208 uint32 hide; /* The object is hidden, not invisible */
209 /* changes made by kholland@sunlab.cit.cornell.edu */
210 /* allows different movement patterns for attackers */
211 sint32 move_status; /* What stage in attack mode */
212 uint16 attack_movement;/* What kind of attack movement */
213 uint8 will_apply; /* See crossfire.doc */
214 struct object *spellitem; /* Spell ability monster is choosing to use */
215 double expmul; /* needed experience = (calc_exp*expmul) - means some */
216 /* races/classes can need less/more exp to gain levels */
217
218 /* Spell related information, may be useful elsewhere
219 * Note that other fields are used - these files are basically
220 * only used in spells.
221 */
222 sint16 duration; /* How long the spell lasts */
223 uint8 duration_modifier; /* how level modifies duration */
224 sint16 casting_time; /* time left before spell goes off */
225 struct object *spell; /* Spell that was being cast */
226 uint16 start_holding;
227 char *spellarg;
228 uint8 dam_modifier; /* How going up in level effects damage */
229 sint8 range; /* Range of the spell */
230 uint8 range_modifier; /* How going up in level effects range */
231
232 /* Following are values used by any object */
233 struct archt *arch; /* Pointer to archetype */
234 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
235 /* this objects turns into or what this object creates */
236 uint32 flags[4]; /* various flags */
237 uint16 animation_id; /* An index into the animation array */
238 uint8 anim_speed; /* ticks between animation-frames */
239 uint8 last_anim; /* last sequence used to draw face */
240 sint32 elevation; /* elevation of this terrain - not currently used */
241 uint8 smoothlevel; /* how to smooth this square around*/
242
243 MoveType move_type; /* Type of movement this object uses */
244 MoveType move_block; /* What movement types this blocks */
245 MoveType move_allow; /* What movement types explicitly allowd */
246 MoveType move_on; /* Move types affected moving on to this space */
247 MoveType move_off; /* Move types affected moving off this space */
248 MoveType move_slow; /* Movement types this slows down */
249 float move_slow_penalty; /* How much this slows down the object */
250
251 event *events;
252
253 const char *custom_name; /* Custom name assigned by player */
254 key_value *key_values; /* Fields not explictly known by the loader. */
255};
256
257struct object : object_special, object_simple {
258 void *self, *cb; // CF+ perl's self and callback registry
259};
260
261typedef struct oblnk { /* Used to link together several objects */ 664{ /* Used to link together several objects */
262 object *ob; 665 object_ptr ob;
263 struct oblnk *next; 666 struct oblnk *next;
264 tag_t id;
265} objectlink; 667} objectlink;
266 668
267typedef struct oblinkpt { /* Used to link together several object links */ 669typedef struct oblinkpt
670{ /* Used to link together several object links */
268 struct oblnk *link; 671 struct oblnk *link;
269 long value; /* Used as connected value in buttons/gates */ 672 sint32 value; /* Used as connected value in buttons/gates */
270 struct oblinkpt *next; 673 struct oblinkpt *next;
271} 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);
272 679
273/* 680/*
274 * 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
275 * objects which point to archetypes. 682 * objects which point to archetypes.
276 * 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
277 * 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
278 * object and pointers. This structure should get removed, and just replaced 685 * object and pointers. This structure should get removed, and just replaced
279 * by the object structure 686 * by the object structure
280 */ 687 */
281 688
282typedef struct archt { 689INTERFACE_CLASS (archetype)
690struct archetype : object
691{
692 static arch_ptr empty; // the empty_archetype
693 MTH static void gc ();
694
695 archetype (const char *name);
696 ~archetype ();
697 void gather_callbacks (AV *&callbacks, event_type event) const;
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
283 const char *name; /* More definite name, like "generate_kobold" */ 708 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
284 struct archt *next; /* Next archetype in a linked list */
285 struct archt *head; /* The main part of a linked object */
286 struct archt *more; /* Next part of a linked object */
287 object clone; /* An object from which to do copy_object() */
288 uint32 editable; /* editable flags (mainly for editor) */
289 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
290 * in comparison to the head.
291 */
292} archetype;
293 709
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...) */
711 sint8 ACC (RW, max_x), ACC (RW, max_y);
712
713 // support for archetype loading
714 static archetype *read (object_thawer &f);
715 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
716 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
717};
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
294extern object *objects; 736extern objectvec objects;
295extern object *active_objects; 737extern activevec actives;
296extern object *free_objects; 738extern archvec archetypes;
297extern object objarray[STARTMAX];
298 739
299extern int nrofallocobjects; 740// "safely" iterate over inv in a way such that the current item is removable
300extern int nroffreeobjects; 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; )
301 744
302/* This returns TRUE if the object is somethign that 745#define for_all_objects(var) \
303 * should be displayed in the look window 746 for (unsigned _i = 0; _i < objects.size (); ++_i) \
304 */ 747 statementvar (object *, var, objects [_i])
305#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])
306 756
307/* 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
308 * being added or removed. 758 * being added or removed.
309 */ 759 */
310#define UP_OBJ_INSERT 1 760#define UP_OBJ_INSERT 1
311#define UP_OBJ_REMOVE 2 761#define UP_OBJ_REMOVE 2
312#define UP_OBJ_CHANGE 3 762#define UP_OBJ_CHANGE 3
313#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 763#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
314 764
315/* These are flags passed to insert_ob_in_map and 765/* These are flags passed to insert_ob_in_map and
316 * insert_ob_in_ob. Note that all flags may not be meaningful 766 * insert_ob_in_ob. Note that all flags may not be meaningful
317 * for both functions. 767 * for both functions.
318 * Most are fairly explanatory: 768 * Most are fairly explanatory:
327 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 777 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
328 * 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
329 * beneath the player, but not actually above it. Note - the 779 * beneath the player, but not actually above it. Note - the
330 * 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
331 * match the originator. 781 * match the originator.
332 * INS_MAP_LOAD: disable lots of checkings done at insertion to
333 * speed up map loading process, as we assume the ordering in
334 * loaded map is correct.
335 * 782 *
336 * 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
337 * are mutually exclusive. The behaviour for passing more than one 784 * are mutually exclusive. The behaviour for passing more than one
338 * should be considered undefined - while you may notice what happens 785 * should be considered undefined - while you may notice what happens
339 * 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
340 * in future revisions of the code. 787 * in future revisions of the code.
341 */ 788 */
342#define INS_NO_MERGE 0x0001 789#define INS_NO_MERGE 0x0001
343#define INS_ABOVE_FLOOR_ONLY 0x0002 790#define INS_ABOVE_FLOOR_ONLY 0x0002
344#define INS_NO_WALK_ON 0x0004 791#define INS_NO_WALK_ON 0x0004
345#define INS_ON_TOP 0x0008 792#define INS_ON_TOP 0x0008
346#define INS_BELOW_ORIGINATOR 0x0010 793#define INS_BELOW_ORIGINATOR 0x0010
347#define INS_MAP_LOAD 0x0020
348 794
349#define ARCH_SINGULARITY "singularity"
350#define ARCH_SINGULARITY_LEN 11
351#define ARCH_DETECT_MAGIC "detect_magic"
352#define ARCH_DEPLETION "depletion" 795#define ARCH_DEPLETION "depletion"
353#define ARCH_SYMPTOM "symptom"
354
355extern void (*object_free_callback)(object *ob); // called for every object_free
356 796
357#endif 797#endif
798

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