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Comparing deliantra/server/include/object.h (file contents):
Revision 1.9 by root, Sun Aug 27 17:59:26 2006 UTC vs.
Revision 1.196 by root, Thu Jan 8 03:03:24 2009 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 1.9 2006/08/27 17:59:26 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
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};
86 140
87/* Note that the ordering of this structure is sort of relevent - 141typedef struct oblnk
88 * copy_object copies everything over beyond 'name' using memcpy. 142{ /* Used to link together several objects */
89 * Thus, values that need to be copied need to be located beyond that 143 object_ptr ob;
90 * point. 144 struct oblnk *next;
91 * 145} objectlink;
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 */
103 146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
154INTERFACE_CLASS (object)
155// these are being copied
104struct object_simple : attachable<object> { 156struct object_copy : attachable
105 static data_type get_dt () { return DT_OBJECT; } 157{
158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
106 159
160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 uint8 ACC (RW, subtype); /* subtype of object */
162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
165 shstr ACC (RW, name); /* The name of the object, obviously... */
166 shstr ACC (RW, name_pl); /* The plural name of the object */
167 shstr ACC (RW, title); /* Of foo, etc */
168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
169 shstr ACC (RW, slaying); /* Which race to do double damage to */
170 /* If this is an exit, this is the filename */
171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
180// materialtype_t *ACC (RW, material); /* What material this object consists of */
181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
186 object_ptr ACC (RW, spell); /* Spell that was being cast */
187 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190
191 float ACC (RW, speed); /* The overall speed of this object */
192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
204 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp.
211 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */
218
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */
223
224 faceidx ACC (RW, face); /* the graphical face */
225
226 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */
228
229 body_slot slot [NUM_BODY_LOCATIONS];
230
231 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
234 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */
237
238 /* Following mostly refers to fields only used for monsters */
239
240 /* allows different movement patterns for attackers */
241 sint32 ACC (RW, move_status); /* What stage in attack mode */
242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
245 /* races/classes can need less/more exp to gain levels */
246
247 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically
249 * only used in spells.
250 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
256 sint8 ACC (RW, range); /* Range of the spell */
257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
258
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
272
273 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276
277 uint16 ACC (RW, animation_id);/* An index into the animation array */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287
288 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */
294};
295
296struct object : zero_initialised, object_copy
297{
107 /* These variables are not changed by copy_object() */ 298 // These variables are not changed by ->copy_to
108 struct pl *contr; /* Pointer to the player which control this object */ 299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
109 struct object *next; /* Pointer to the next object in the free/used list */ 300
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
111 struct object *active_next; /* Next & previous object in the 'active' */ 302 int ACC (RO, count);
112 struct object *active_prev; /* List. This is used in process_events */ 303 object_vector_index ACC (RO, index); // index into objects
113 /* so that the entire object list does not */ 304 object_vector_index ACC (RO, active); // index into actives
114 /* need to be gone through. */ 305
306 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
307
115 struct object *below; /* Pointer to the object stacked below this one */ 308 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 309 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 310 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 311 object *inv; /* Pointer to the first object in the inventory */
312
313 //TODO: container must move into client
119 struct object *container; /* Current container being used. I think this 314 object_ptr ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 315 * is only used by the player right now.
121 */ 316 */
122 struct object *env; /* Pointer to the object which is the environment. 317 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 318 * This is typically the container that the object is in.
124 */ 319 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 320 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */ 321 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 322 client_container *seen_by; // seen by which player/container currently?
323 key_value *key_values; /* Fields not explictly known by the loader. */
128 324
129 tag_t count; /* Unique object number for this object */ 325 // privates / perl
130 uint16 refcount; /* How many objects points to this object */ 326 shstr_tmp kv_get (shstr_tmp key) const;
327 void kv_del (shstr_tmp key);
328 void kv_set (shstr_tmp key, shstr_tmp value);
329
330 // custom extra fields management
331 struct key_value_access_proxy
332 {
333 object &ob;
334 shstr_tmp key;
335
336 key_value_access_proxy (object &ob, shstr_tmp key)
337 : ob (ob), key (key)
338 {
339 }
340
341 const key_value_access_proxy &operator =(shstr_tmp value) const
342 {
343 ob.kv_set (key, value);
344 return *this;
345 }
346
347 operator const shstr_tmp () const { return ob.kv_get (key); }
348 operator const char *() const { return ob.kv_get (key); }
349
350 private:
351 void operator =(int);
352 };
353
354 // operator [] is too annoying to use
355 const key_value_access_proxy kv (shstr_tmp key)
356 {
357 return key_value_access_proxy (*this, key);
358 }
359
360 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
361 MTH void post_load_check (); // do some adjustments after parsing
362 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
363 bool write (object_freezer &f);
364
365 MTH int slottype () const;
366 MTH static object *create ();
367 const mapxy &operator =(const mapxy &pos);
368 MTH void copy_to (object *dst);
369 MTH object *clone (); // create + copy_to a single object
370 MTH object *deep_clone (); // copy whole more chain and inventory
371 void do_destroy ();
372 void gather_callbacks (AV *&callbacks, event_type event) const;
373 MTH void destroy ();
374 MTH void drop_and_destroy ()
375 {
376 destroy_inv (true);
377 destroy ();
378 }
379
380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
381 MTH void destroy_inv (bool drop_to_ground = false);
382 MTH object *insert (object *item); // insert into inventory
383 MTH void play_sound (faceidx sound);
384
385 void do_remove ();
386 MTH void remove ()
387 {
388 if (!flag [FLAG_REMOVED])
389 do_remove ();
390 }
391
392 MTH bool blocked (maptile *m, int x, int y) const;
393
394 void move_to (const mapxy &pos)
395 {
396 remove ();
397 *this = pos;
398 insert_at (this, this);
399 }
400
401 // high-level move functions, return true if successful
402 int move (int dir, object *originator);
403
404 int move (int dir)
405 {
406 return move (dir, this);
407 }
408
409 static bool can_merge_slow (object *op1, object *op2);
410
411 // this is often used in time-critical code, so optimise
412 MTH static bool can_merge (object *op1, object *op2)
413 {
414 return op1->value == op2->value
415 && op1->name == op2->name
416 && can_merge_slow (op1, op2);
417 }
418
419 MTH void set_owner (object *owner);
420 MTH void set_speed (float speed);
421 MTH bool change_weapon (object *ob);
422 MTH bool change_skill (object *ob);
423
424 MTH void open_container (object *new_container);
425 MTH void close_container ()
426 {
427 open_container (0);
428 }
429
430 MTH object *force_find (shstr_tmp name);
431 MTH object *force_add (shstr_tmp name, int duration = 0);
432
433 oblinkpt *find_link () const;
434 MTH void add_link (maptile *map, shstr_tmp id);
435 MTH void remove_link ();
436
437 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
438 bool should_invoke (event_type event)
439 {
440 return ev_want_event [event] || ev_want_type [type] || cb;
441 }
442
443 MTH void instantiate ();
444
445 // recalculate all stats
446 MTH void update_stats ();
447 MTH void roll_stats ();
448 MTH void swap_stats (int a, int b);
449 MTH void add_statbonus ();
450 MTH void remove_statbonus ();
451 MTH void drain_stat ();
452 MTH void drain_specific_stat (int deplete_stats);
453 MTH void change_luck (int value);
454
455 // info must hold 256 * 3 bytes currently
456 const char *debug_desc (char *info) const;
457 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
458 const char *flag_desc (char *desc, int len) const;
459
460 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
461 MTH object *split (sint32 nr = 1); // return 0 on failure
462
463 MTH int number_of () const
464 {
465 return nrof ? nrof : 1;
466 }
467
468 MTH sint32 total_weight () const
469 {
470 return (weight + carrying) * number_of ();
471 }
472
473 MTH void update_weight ();
474
475 // return the dominant material of this item, always return something
476 const materialtype_t *dominant_material () const;
477
478 // return the volume of this object in cm³
479 MTH uint64 volume () const
480 {
481 return (uint64)total_weight ()
482 * 1000
483 * (type == CONTAINER ? 1000 : 1)
484 / dominant_material ()->density;
485 }
486
487 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
488 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
489 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
490 || type == CLOAK || type == BOOTS || type == GLOVES
491 || type == BRACERS || type == GIRDLE; }
492 MTH bool is_alive () const { return (type == PLAYER
493 || flag [FLAG_MONSTER]
494 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
495 && !flag [FLAG_IS_A_TEMPLATE]; }
496 MTH bool is_arrow () const { return type == ARROW
497 || (type == SPELL_EFFECT
498 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
499 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
500
501 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
502
503 // temporary: wether the object can be saved in a map file
504 // contr => is a player
505 // head => only save head of a multitile object
506 // owner => can not reference owner yet
507 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
508
509 /* This return true if object has still randomitems which
510 * could be expanded.
511 */
512 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
513
514 MTH bool has_dialogue () const { return *&msg == '@'; }
515
516 // returns the outermost owner, never returns 0
517 MTH object *outer_owner ()
518 {
519 object *op;
520
521 for (op = this; op->owner; op = op->owner)
522 ;
523
524 return op;
525 }
526
527 // returns the outermost environment, never returns 0
528 MTH object *outer_env ()
529 {
530 object *op;
531
532 for (op = this; op->env; op = op->env)
533 ;
534
535 return op;
536 }
537
538 // returns the player that has this object in his inventory, or 0
539 // we assume the player is always the outer env
540 MTH object *in_player ()
541 {
542 object *op = outer_env ();
543
544 return op->type == PLAYER ? op : 0;
545 }
546
547 // "temporary" helper function
548 MTH object *head_ ()
549 {
550 return head ? head : this;
551 }
552
553 MTH bool is_head ()
554 {
555 return head_ () == this;
556 }
557
558 MTH bool is_on_map () const
559 {
560 return !env && !flag [FLAG_REMOVED];
561 }
562
563 MTH bool is_inserted () const
564 {
565 return !flag [FLAG_REMOVED];
566 }
567
568 MTH bool is_player () const
569 {
570 return !!contr;
571 }
572
573 MTH bool affects_los () const
574 {
575 return glow_radius || flag [FLAG_BLOCKSVIEW];
576 }
577
578 MTH bool has_carried_lights () const
579 {
580 return glow_radius;
581 }
582
583 // returns the player that cna see this object, if any
584 MTH object *visible_to () const;
585
586 MTH std::string long_desc (object *who = 0);
587 MTH std::string describe_monster (object *who = 0);
588 MTH std::string describe_item (object *who = 0);
589 MTH std::string describe (object *who = 0);
590
591 // If this object has no extra parts but should have them,
592 // add them, effectively expanding heads into multipart
593 // objects. This method only works on objects not inserted
594 // anywhere.
595 MTH void expand_tail ();
596
597 MTH void create_treasure (treasurelist *tl, int flags = 0);
598
599 // insert object at same map position as 'where'
600 // handles both inventory and map "positions"
601 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
602 MTH void drop_unpaid_items ();
603
604 MTH void activate ();
605 MTH void deactivate ();
606 MTH void activate_recursive ();
607 MTH void deactivate_recursive ();
608
609 // set the given flag on all objects in the inventory recursively
610 MTH void set_flag_inv (int flag, int value = 1);
611
612 void enter_exit (object *exit);//Perl
613 MTH void enter_map (maptile *newmap, int x, int y);
614 void player_goto (const char *path, int x, int y); // only for players
615
616 // returns the mapspace this object is in
617 mapspace &ms () const;
618
619 // fully recursive iterator
620 struct iterator_base
621 {
622 object *item;
623
624 iterator_base (object *container)
625 : item (container)
626 {
627 }
628
629 operator object *() const { return item; }
630
631 object *operator ->() const { return item; }
632 object &operator * () const { return *item; }
633 };
634
635 MTH unsigned int random_seed () const
636 {
637 return (unsigned int)uuid.seq;
638 }
639
640 // depth-first recursive iterator
641 struct depth_iterator : iterator_base
642 {
643 depth_iterator (object *container);
644 void next ();
645 object *operator ++( ) { next (); return item; }
646 object *operator ++(int) { object *i = item; next (); return i; }
647 };
648
649 object *begin ()
650 {
651 return this;
652 }
653
654 object *end ()
655 {
656 return this;
657 }
658
659 /* This returns TRUE if the object is something that
660 * a client might want to know about.
661 */
662 MTH bool client_visible () const
663 {
664 return !invisible && type != PLAYER;
665 }
666
667 // the client does nrof * this weight
668 MTH sint32 client_weight () const
669 {
670 return weight + carrying;
671 }
672
673 MTH struct region *region () const;
674
675 void statusmsg (const char *msg, int color = NDI_BLACK);
676 void failmsg (const char *msg, int color = NDI_RED);
677
678 const char *query_inventory (object *who = 0, const char *indent = "");
679
680 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
681 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
682
683 // make some noise with given item into direction dir,
684 // currently only used for players to make them temporarily visible
685 // when they are invisible.
686 MTH void make_noise ();
687
688protected:
689 void link ();
690 void unlink ();
691
692 object ();
693 ~object ();
694
695private:
696 object &operator =(const object &);
697 object (const object &);
131}; 698};
132 699
133struct object_special { 700// move this object to the top of its env's inventory to speed up
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 701// searches for it.
135 * All fields beow this point are automatically copied by memcpy. If 702static object *
136 * adding something that needs a refcount updated, make sure you modify 703splay (object *ob)
137 * copy_object to do so. Everything below here also gets cleared 704{
138 * by clear_object() 705 if (ob->env && ob->env->inv != ob)
139 */
140 const char *name; /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */
142 const char *title; /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */
149 /* To get put into books and the like. */
150
151 sint16 x,y; /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */
159
160 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp.
177 */
178 sint32 last_heal; /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */
183 uint8 pick_up; /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */
191 sint64 perm_exp; /* Permanent exp */
192 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
193 /* each time the object attacks something */
194 struct object *current_weapon; /* Pointer to the weapon currently used */
195 uint32 weapontype; /* type of weapon */
196 uint32 tooltype; /* type of tool or build facility */
197 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
199 /* See the doc/Developers/objects for more info about body locations */
200
201 /* Following mostly refers to fields only used for monsters */
202 struct object *owner; /* Pointer to the object which controls this one */
203 /* Owner should not be referred to directly - */
204 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */
207 struct object *enemy; /* Monster/player to follow even if not closest */
208 struct object *attacked_by; /* This object start to attack us! only player & monster */
209 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
210 struct treasureliststruct *randomitems; /* Items to be generated */
211 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
212 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */
219 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */
222
223 /* Spell related information, may be useful elsewhere
224 * Note that other fields are used - these files are basically
225 * only used in spells.
226 */
227 sint16 duration; /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding;
232 char *spellarg;
233 uint8 dam_modifier; /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */
236
237 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */
239 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
240 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/
247
248 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */
255
256 event *events;
257
258 const char *custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */
260};
261
262struct object : object_special, object_simple {
263 void instantiate_ ();
264 void instantiate ()
265 {
266 if (attach)
267 { 706 {
268 instantiate_ (); 707 if (ob->above) ob->above->below = ob->below;
269 free_string (attach); 708 if (ob->below) ob->below->above = ob->above;
270 attach = 0; 709
710 ob->above = 0;
711 ob->below = ob->env->inv;
712 ob->below->above = ob;
713 ob->env->inv = ob;
271 } 714 }
272 }
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277 715
278 if (self || cb) 716 return ob;
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 717}
280 }
281};
282 718
283typedef struct oblnk { /* Used to link together several objects */ 719object *find_skill_by_name_fuzzy (object *who, const char *name);
284 object *ob; 720object *find_skill_by_name (object *who, shstr_cmp sh);
285 struct oblnk *next; 721object *find_skill_by_number (object *who, int skillno);
286 tag_t id;
287} objectlink;
288
289typedef struct oblinkpt { /* Used to link together several object links */
290 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next;
293} oblinkpt;
294 722
295/* 723/*
296 * The archetype structure is a set of rules on how to generate and manipulate 724 * The archetype structure is a set of rules on how to generate and manipulate
297 * objects which point to archetypes. 725 * objects which point to archetypes.
298 * This probably belongs in arch.h, but there really doesn't appear to 726 * This probably belongs in arch.h, but there really doesn't appear to
299 * be much left in the archetype - all it really is is a holder for the 727 * be much left in the archetype - all it really is is a holder for the
300 * object and pointers. This structure should get removed, and just replaced 728 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 729 * by the object structure
302 */ 730 */
303 731
304typedef struct archt { 732INTERFACE_CLASS (archetype)
733struct archetype : object
734{
735 static arch_ptr empty; // the empty_archetype
736 MTH static void gc ();
737
738 archetype (const char *name);
739 ~archetype ();
740 void gather_callbacks (AV *&callbacks, event_type event) const;
741
742 MTH static archetype *find (const_utf8_string name);
743
744 MTH void link ();
745 MTH void unlink ();
746
747 MTH static object *get (const char *name); // (find() || singularity)->instance()
748 MTH object *instance ();
749
750 object_vector_index ACC (RW, archid); // index in archvector
305 const char *name; /* More definite name, like "generate_kobold" */ 751 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */
307 struct archt *head; /* The main part of a linked object */
308 struct archt *more; /* Next part of a linked object */
309 object clone; /* An object from which to do copy_object() */
310 uint32 editable; /* editable flags (mainly for editor) */
311 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
312 * in comparison to the head.
313 */
314} archetype;
315 752
753 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
754 sint8 ACC (RW, max_x), ACC (RW, max_y);
755
756 // support for archetype loading
757 static archetype *read (object_thawer &f);
758 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
759 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
760};
761
762// compatbiility, remove once replaced by ->instance
763inline object *
764arch_to_object (archetype *at)
765{
766 return at->instance ();
767}
768
769inline void
770object_freezer::put (keyword k, archetype *v)
771{
772 put (k, v ? &v->archname : (const char *)0);
773}
774
775typedef object_vector<object, &object::index > objectvec;
776typedef object_vector<object, &object::active> activevec;
777typedef object_vector<archetype, &archetype::archid> archvec;
778
316extern object *objects; 779extern objectvec objects;
317extern object *active_objects; 780extern activevec actives;
318extern object *free_objects; 781extern archvec archetypes;
319extern object objarray[STARTMAX];
320 782
321extern int nrofallocobjects; 783// "safely" iterate over inv in a way such that the current item is removable
322extern int nroffreeobjects; 784// quite horrible, that's why its hidden in some macro
785#define for_inv_removable(op,var) \
786 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
323 787
324/* This returns TRUE if the object is somethign that 788#define for_all_objects(var) \
325 * should be displayed in the look window 789 for (unsigned _i = 0; _i < objects.size (); ++_i) \
326 */ 790 statementvar (object *, var, objects [_i])
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 791
792#define for_all_actives(var) \
793 for (unsigned _i = 0; _i < actives.size (); ++_i) \
794 statementvar (object *, var, actives [_i])
795
796#define for_all_archetypes(var) \
797 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
798 statementvar (archetype *, var, archetypes [_i])
328 799
329/* Used by update_object to know if the object being passed is 800/* Used by update_object to know if the object being passed is
330 * being added or removed. 801 * being added or removed.
331 */ 802 */
332#define UP_OBJ_INSERT 1 803#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 804#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 805#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 806#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 807
337/* These are flags passed to insert_ob_in_map and 808/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 809 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 810 * for both functions.
340 * Most are fairly explanatory: 811 * Most are fairly explanatory:
349 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 820 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
350 * Use for treasure chests so the new object is the highest thing 821 * Use for treasure chests so the new object is the highest thing
351 * beneath the player, but not actually above it. Note - the 822 * beneath the player, but not actually above it. Note - the
352 * map and x,y coordinates for the object to be inserted must 823 * map and x,y coordinates for the object to be inserted must
353 * match the originator. 824 * match the originator.
354 * INS_MAP_LOAD: disable lots of checkings done at insertion to
355 * speed up map loading process, as we assume the ordering in
356 * loaded map is correct.
357 * 825 *
358 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 826 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
359 * are mutually exclusive. The behaviour for passing more than one 827 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 828 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 829 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 830 * in future revisions of the code.
363 */ 831 */
364#define INS_NO_MERGE 0x0001 832#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 833#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 834#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 835#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 836#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020
370 837
371#define ARCH_SINGULARITY "singularity"
372#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion" 838#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom"
376 839
377#endif 840#endif
841

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