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Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.202 by root, Sat Jun 27 08:25:36 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 1.6 2006/08/26 08:44:06 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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"
30#include "shstr.h"
33 31
34typedef 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,
35#define NUM_BODY_LOCATIONS 12 49 NUM_BODY_LOCATIONS
36#define BODY_ARMS 1 50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
37 58
38/* See common/item.c */ 59/* See common/item.c */
39 60
40typedef struct Body_Locations { 61typedef struct Body_Locations
62{
41 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
42 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 */
43 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 */
44} Body_Locations; 66} Body_Locations;
45 67
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47 69
48typedef struct _event 70#define NUM_COINS 4 /* number of coin types */
49{ 71extern const char *const coins[NUM_COINS + 1];
50 int type;
51 const char *hook;
52 const char *plugin;
53 const char *options;
54 struct _event *next;
55} event;
56 72
57/* 73/*
58 * 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
59 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
60 * 76 *
61 * key and value are shared-strings. 77 * key and value are shared-strings.
62 * 78 *
63 * 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
64 * accessing the list directly. 80 * accessing the list directly.
65 * 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.
66 */ 82 */
67typedef struct _key_value { 83struct key_value : slice_allocated
68 const char * key; 84{
69 const char * value;
70 struct _key_value * next; 85 key_value *next;
71} key_value; 86 shstr key, value;
87};
72 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};
73 123
74/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
75 * 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
76 * 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
77 * can_apply and will_apply? 127 * can_apply and will_apply?
78 */ 128 */
79#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
80#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
81#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
82#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
83#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
84 134
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};
85 140
86/* Note that the ordering of this structure is sort of relevent - 141typedef struct oblnk
87 * copy_object copies everything over beyond 'name' using memcpy. 142{ /* Used to link together several objects */
88 * Thus, values that need to be copied need to be located beyond that 143 object_ptr ob;
89 * point. 144 struct oblnk *next;
90 * 145} objectlink;
91 * However, if you're keeping a pointer of some sort, you probably 146
92 * don't just want it copied, so you'll need to add to common/object.c, 147typedef struct oblinkpt
93 * e.g. copy-object 148{ /* Used to link together several object links */
94 * 149 struct oblnk *link;
95 * I've tried to clean up this structure a bit (in terms of formatting) 150 struct oblinkpt *next;
96 * by making it more consistent. I've also tried to locate some of the fields 151 shstr id; /* Used as connected value in buttons/gates */
97 * more logically together (put the item related ones together, the monster 152} oblinkpt;
98 * related ones, etc. 153
99 * This structure is best viewed with about a 100 width screen. 154INTERFACE_CLASS (object)
100 * MSW 2002-07-05 155// these are being copied
156struct object_copy : attachable
157{
158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
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
194 sint32 ACC (RW, nrof); /* How many of the objects */
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 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
209 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp.
101 */ 211 */
212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint16 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 */
102 216
103struct object_simple { 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
218 sint16 ACC (RW, level); /* Level of creature or object */
219
220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
222 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 uint8 ACC (RW, weapontype); /* type of weapon */
224
225 faceidx ACC (RW, face); /* the graphical face */
226
227 faceidx ACC (RW, sound); /* the sound face */
228 faceidx ACC (RW, sound_destroy); /* played on destroy */
229
230 body_slot slot [NUM_BODY_LOCATIONS];
231
232 sint32 ACC (RW, weight); /* Attributes of the object */
233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
237 sint64 ACC (RW, perm_exp); /* Permanent exp */
238 living ACC (RO, stats); /* Str, Con, Dex, etc */
239 /* See the pod/objects.pod for more info about body locations */
240
241 /* Following mostly refers to fields only used for monsters */
242
243 /* Spell related information, may be useful elsewhere
244 * Note that other fields are used - these files are basically
245 * only used in spells.
246 */
247 sint16 ACC (RW, duration); /* How long the spell lasts */
248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
252 sint8 ACC (RW, range); /* Range of the spell */
253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 sint8 ACC (RW, item_power); /* power rating of the object */
255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
258 MoveType ACC (RW, move_block);/* What movement types this blocks */
259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
264
265 // 8 free bits
266
267 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
268 /* races/classes can need less/more exp to gain levels */
269 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
270
271 /* Following are values used by any object */
272 /* this objects turns into or what this object creates */
273 treasurelist *ACC (RW, randomitems); /* Items to be generated */
274
275 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
276 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
277 uint8 ACC (RW, will_apply); /* See crossfire.doc */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint16 ACC (RW, animation_id);/* An index into the animation array */
280 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
281
282 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284 /* allows different movement patterns for attackers */
285 uint8 ACC (RW, move_status); /* What stage in attack mode */
286 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
287
288 //16+ free bits
289
290 // rarely-accessed members should be at the end
291 shstr ACC (RW, tag); // a tag used to tracking this object
292 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
293 shstr ACC (RW, lore); /* Obscure information about this object, */
294 /* To get put into books and the like. */
295 shstr ACC (RW, custom_name); /* Custom name assigned by player */
296};
297
298const char *query_weight (const object *op);
299const char *query_short_name (const object *op);
300const char *query_name (const object *op);
301const char *query_base_name (const object *op, int plural);
302
303struct object : zero_initialised, object_copy
304{
104 /* These variables are not changed by copy_object() */ 305 // These variables are not changed by ->copy_to
105 struct pl *contr; /* Pointer to the player which control this object */ 306 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
106 struct object *next; /* Pointer to the next object in the free/used list */ 307
107 struct object *prev; /* Pointer to the previous object in the free/used list*/ 308 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
108 struct object *active_next; /* Next & previous object in the 'active' */ 309 int ACC (RO, count);
109 struct object *active_prev; /* List. This is used in process_events */ 310 object_vector_index ACC (RO, index); // index into objects
110 /* so that the entire object list does not */ 311 object_vector_index ACC (RO, active); // index into actives
111 /* need to be gone through. */ 312
313 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
314
112 struct object *below; /* Pointer to the object stacked below this one */ 315 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */ 316 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/ 317 /* Note: stacked in the *same* environment */
115 struct object *inv; /* Pointer to the first object in the inventory */ 318 object *inv; /* Pointer to the first object in the inventory */
319
320 //TODO: container must move into client
116 struct object *container; /* Current container being used. I think this 321 object_ptr ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now. 322 * is only used by the player right now.
118 */ 323 */
119 struct object *env; /* Pointer to the object which is the environment. 324 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 325 * This is typically the container that the object is in.
121 */ 326 */
122 struct object *more; /* Pointer to the rest of a large body of objects */ 327 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 struct object *head; /* Points to the main object of a large body */ 328 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 struct mapstruct *map; /* Pointer to the map in which this object is present */ 329 client_container *seen_by; // seen by which player/container currently?
330 key_value *key_values; /* Fields not explictly known by the loader. */
125 331
126 tag_t count; /* Unique object number for this object */ 332 // privates / perl
127 uint16 refcount; /* How many objects points to this object */ 333 shstr_tmp kv_get (shstr_tmp key) const;
334 void kv_del (shstr_tmp key);
335 void kv_set (shstr_tmp key, shstr_tmp value);
336
337 // custom extra fields management
338 struct key_value_access_proxy
339 {
340 object &ob;
341 shstr_tmp key;
342
343 key_value_access_proxy (object &ob, shstr_tmp key)
344 : ob (ob), key (key)
345 {
346 }
347
348 const key_value_access_proxy &operator =(shstr_tmp value) const
349 {
350 ob.kv_set (key, value);
351 return *this;
352 }
353
354 operator const shstr_tmp () const { return ob.kv_get (key); }
355 operator const char *() const { return ob.kv_get (key); }
356
357 private:
358 void operator =(int);
359 };
360
361 // operator [] is too annoying to use
362 const key_value_access_proxy kv (shstr_tmp key)
363 {
364 return key_value_access_proxy (*this, key);
365 }
366
367 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
368 MTH void post_load_check (); // do some adjustments after parsing
369 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
370 bool write (object_freezer &f);
371
372 MTH int slottype () const;
373 MTH static object *create ();
374 const mapxy &operator =(const mapxy &pos);
375 MTH void copy_to (object *dst);
376 MTH object *clone (); // create + copy_to a single object
377 MTH object *deep_clone (); // copy whole more chain and inventory
378 void do_destroy ();
379 void gather_callbacks (AV *&callbacks, event_type event) const;
380 MTH void destroy ();
381 MTH void drop_and_destroy ()
382 {
383 destroy_inv (true);
384 destroy ();
385 }
386
387 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
388 MTH void destroy_inv (bool drop_to_ground = false);
389 MTH object *insert (object *item); // insert into inventory
390 MTH void play_sound (faceidx sound) const;
391 MTH void say_msg (const char *msg) const;
392
393 void do_remove ();
394 MTH void remove ()
395 {
396 if (!flag [FLAG_REMOVED])
397 do_remove ();
398 }
399
400 MTH bool blocked (maptile *m, int x, int y) const;
401
402 void move_to (const mapxy &pos)
403 {
404 remove ();
405 *this = pos;
406 insert_at (this, this);
407 }
408
409 // high-level move functions, return true if successful
410 int move (int dir, object *originator);
411
412 int move (int dir)
413 {
414 return move (dir, this);
415 }
416
417 static bool can_merge_slow (object *op1, object *op2);
418
419 // this is often used in time-critical code, so optimise
420 MTH static bool can_merge (object *op1, object *op2)
421 {
422 return op1->value == op2->value
423 && op1->name == op2->name
424 && can_merge_slow (op1, op2);
425 }
426
427 MTH void set_owner (object *owner);
428 MTH void set_speed (float speed);
429 MTH void set_glow_radius (sint8 rad);
430 MTH bool change_weapon (object *ob);
431 MTH bool change_skill (object *ob);
432
433 MTH void open_container (object *new_container);
434 MTH void close_container ()
435 {
436 open_container (0);
437 }
438
439 MTH object *force_find (shstr_tmp name);
440 MTH object *force_add (shstr_tmp name, int duration = 0);
441
442 oblinkpt *find_link () const;
443 MTH void add_link (maptile *map, shstr_tmp id);
444 MTH void remove_link ();
445
446 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
447 bool should_invoke (event_type event)
448 {
449 return ev_want_event [event] || ev_want_type [type] || cb;
450 }
451
452 MTH void instantiate ();
453
454 // recalculate all stats
455 MTH void update_stats ();
456 MTH void roll_stats ();
457 MTH void swap_stats (int a, int b);
458 MTH void add_statbonus ();
459 MTH void remove_statbonus ();
460 MTH void drain_stat ();
461 MTH void drain_specific_stat (int deplete_stats);
462 MTH void change_luck (int value);
463
464 // info must hold 256 * 3 bytes currently
465 const char *debug_desc (char *info) const;
466 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
467 const char *flag_desc (char *desc, int len) const;
468
469 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
470 MTH object *split (sint32 nr = 1); // return 0 on failure
471
472 MTH int number_of () const
473 {
474 return nrof ? nrof : 1;
475 }
476
477 MTH sint32 total_weight () const
478 {
479 return (weight + carrying) * number_of ();
480 }
481
482 MTH void update_weight ();
483
484 // return the dominant material of this item, always return something
485 const materialtype_t *dominant_material () const;
486
487 // return the volume of this object in cm³
488 MTH uint64 volume () const
489 {
490 return (uint64)total_weight ()
491 * 1000
492 * (type == CONTAINER ? 1000 : 1)
493 / dominant_material ()->density;
494 }
495
496 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
497 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
498 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
499 || type == CLOAK || type == BOOTS || type == GLOVES
500 || type == BRACERS || type == GIRDLE; }
501 MTH bool is_alive () const { return (type == PLAYER
502 || flag [FLAG_MONSTER]
503 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
504 && !flag [FLAG_IS_A_TEMPLATE]; }
505 MTH bool is_arrow () const { return type == ARROW
506 || (type == SPELL_EFFECT
507 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
508 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
509
510 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
511
512 // temporary: wether the object can be saved in a map file
513 // contr => is a player
514 // head => only save head of a multitile object
515 // owner => can not reference owner yet
516 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
517
518 /* This return true if object has still randomitems which
519 * could be expanded.
520 */
521 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
522
523 MTH bool has_dialogue () const { return *&msg == '@'; }
524
525 // returns the outermost owner, never returns 0
526 MTH object *outer_owner ()
527 {
528 object *op;
529
530 for (op = this; op->owner; op = op->owner)
531 ;
532
533 return op;
534 }
535
536 // returns the outermost environment, never returns 0
537 MTH object *outer_env () const
538 {
539 const object *op;
540
541 for (op = this; op->env; op = op->env)
542 ;
543
544 return const_cast<object *>(op);
545 }
546
547 // returns the player that has this object in his inventory, or 0
548 // we assume the player is always the outer env
549 MTH object *in_player () const
550 {
551 object *op = outer_env ();
552
553 return op->type == PLAYER ? op : 0;
554 }
555
556 // "temporary" helper function
557 MTH object *head_ () const
558 {
559 return head ? head : const_cast<object *>(this);
560 }
561
562 MTH bool is_head () const
563 {
564 return head_ () == this;
565 }
566
567 MTH bool is_on_map () const
568 {
569 return !env && !flag [FLAG_REMOVED];
570 }
571
572 MTH bool is_inserted () const
573 {
574 return !flag [FLAG_REMOVED];
575 }
576
577 MTH bool is_player () const
578 {
579 return !!contr;
580 }
581
582 MTH bool affects_los () const
583 {
584 return glow_radius || flag [FLAG_BLOCKSVIEW];
585 }
586
587 MTH bool has_carried_lights () const
588 {
589 return glow_radius;
590 }
591
592 // returns the player that cna see this object, if any
593 MTH object *visible_to () const;
594
595 MTH std::string long_desc (object *who = 0);
596 MTH std::string describe_monster (object *who = 0);
597 MTH std::string describe_item (object *who = 0);
598 MTH std::string describe (object *who = 0);
599
600 MTH const char *query_weight () { return ::query_weight (this); }
601 MTH const char *query_name () { return ::query_name (this); }
602 MTH const char *query_short_name () { return ::query_short_name (this); }
603 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
604
605 // If this object has no extra parts but should have them,
606 // add them, effectively expanding heads into multipart
607 // objects. This method only works on objects not inserted
608 // anywhere.
609 MTH void expand_tail ();
610
611 MTH void create_treasure (treasurelist *tl, int flags = 0);
612
613 // insert object at same map position as 'where'
614 // handles both inventory and map "positions"
615 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
616 MTH void drop_unpaid_items ();
617
618 MTH void activate ();
619 MTH void deactivate ();
620 MTH void activate_recursive ();
621 MTH void deactivate_recursive ();
622
623 // set the given flag on all objects in the inventory recursively
624 MTH void set_flag_inv (int flag, int value = 1);
625
626 void enter_exit (object *exit);//Perl
627 MTH void enter_map (maptile *newmap, int x, int y);
628 void player_goto (const char *path, int x, int y); // only for players
629
630 // returns the mapspace this object is in
631 mapspace &ms () const;
632
633 // fully recursive iterator
634 struct iterator_base
635 {
636 object *item;
637
638 iterator_base (object *container)
639 : item (container)
640 {
641 }
642
643 operator object *() const { return item; }
644
645 object *operator ->() const { return item; }
646 object &operator * () const { return *item; }
647 };
648
649 MTH unsigned int random_seed () const
650 {
651 return (unsigned int)uuid.seq;
652 }
653
654 // depth-first recursive iterator
655 struct depth_iterator : iterator_base
656 {
657 depth_iterator (object *container);
658 void next ();
659 object *operator ++( ) { next (); return item; }
660 object *operator ++(int) { object *i = item; next (); return i; }
661 };
662
663 object *begin ()
664 {
665 return this;
666 }
667
668 object *end ()
669 {
670 return this;
671 }
672
673 /* This returns TRUE if the object is something that
674 * a client might want to know about.
675 */
676 MTH bool client_visible () const
677 {
678 return !invisible && type != PLAYER;
679 }
680
681 // the client does nrof * this weight
682 MTH sint32 client_weight () const
683 {
684 return weight + carrying;
685 }
686
687 MTH struct region *region () const;
688
689 void statusmsg (const char *msg, int color = NDI_BLACK);
690 void failmsg (const char *msg, int color = NDI_RED);
691
692 const char *query_inventory (object *who = 0, const char *indent = "");
693
694 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
695 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
696
697 // make some noise with given item into direction dir,
698 // currently only used for players to make them temporarily visible
699 // when they are invisible.
700 MTH void make_noise ();
701
702 /* animation */
703 bool has_anim () { return animation_id; }
704 const animation &anim () const { return animations [animation_id]; }
705 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
706 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
707 /* anim_frames () returns the number of animations allocated. The last
708 * usuable animation will be anim_frames () - 1 (for example, if an object
709 * has 8 animations, anim_frames () will return 8, but the values will
710 * range from 0 through 7.
711 */
712 int anim_frames () const { return anim ().num_animations; }
713 int anim_facings () const { return anim ().facings; }
714
715protected:
716 void link ();
717 void unlink ();
718
719 object ();
720 ~object ();
721
722private:
723 object &operator =(const object &);
724 object (const object &);
128}; 725};
129 726
130struct object_special : extendable<object> { 727// move this object to the top of its env's inventory to speed up
131 data_type get_dt () const { return DT_OBJECT; } 728// searches for it.
729static object *
730splay (object *ob)
731{
732 if (ob->env && ob->env->inv != ob)
733 {
734 if (ob->above) ob->above->below = ob->below;
735 if (ob->below) ob->below->above = ob->above;
132 736
133 /* These get an extra add_refcount(), after having been copied by memcpy(). 737 ob->above = 0;
134 * All fields beow this point are automatically copied by memcpy. If 738 ob->below = ob->env->inv;
135 * adding something that needs a refcount updated, make sure you modify 739 ob->below->above = ob;
136 * copy_object to do so. Everything below here also gets cleared 740 ob->env->inv = ob;
137 * by clear_object() 741 }
138 */
139 const char *name; /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */
141 const char *title; /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */
146 const char *msg; /* If this is a book/sign/magic mouth/etc */
147 const char *lore; /* Obscure information about this object, */
148 /* To get put into books and the like. */
149 742
150 sint16 x,y; /* Position in the map for this object */ 743 return ob;
151 sint16 ox,oy; /* For debugging: Where it was last inserted */ 744}
152 float speed; /* The overall speed of this object */
153 float speed_left; /* How much speed is left to spend this round */
154 uint32 nrof; /* How many of the objects */
155 New_Face *face; /* Face with colors */
156 sint8 direction; /* Means the object is moving that way. */
157 sint8 facing; /* Object is oriented/facing that way. */
158 745
159 /* This next big block are basically used for monsters and equipment */ 746object *find_skill_by_name_fuzzy (object *who, const char *name);
160 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 747object *find_skill_by_name (object *who, shstr_cmp sh);
161 uint8 subtype; /* subtype of object */ 748object *find_skill_by_number (object *who, int skillno);
162 uint16 client_type; /* Public type information. see doc/Developers/objects */
163 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164 uint32 attacktype; /* Bitmask of attacks this object does */
165 uint32 path_attuned; /* Paths the object is attuned to */
166 uint32 path_repelled; /* Paths the object is repelled from */
167 uint32 path_denied; /* Paths the object is denied access to */
168 uint16 material; /* What materials this object consist of */
169 const char *materialname; /* specific material name */
170 sint8 magic; /* Any magical bonuses to this item */
171 uint8 state; /* How the object was last drawn (animation) */
172 sint32 value; /* How much money it is worth (or contains) */
173 sint16 level; /* Level of creature or object */
174 /* Note that the last_.. values are sometimes used for non obvious
175 * meanings by some objects, eg, sp penalty, permanent exp.
176 */
177 sint32 last_heal; /* Last healed. Depends on constitution */
178 sint32 last_sp; /* As last_heal, but for spell points */
179 sint16 last_grace; /* as last_sp, except for grace */
180 sint16 last_eat; /* How long since we last ate */
181 sint16 invisible; /* How much longer the object will be invis */
182 uint8 pick_up; /* See crossfire.doc */
183 sint8 item_power; /* power rating of the object */
184 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
185 sint32 weight; /* Attributes of the object */
186 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */
189 living stats; /* Str, Con, Dex, etc */
190 sint64 perm_exp; /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */
196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 /* See the doc/Developers/objects for more info about body locations */
199
200 /* Following mostly refers to fields only used for monsters */
201 struct object *owner; /* Pointer to the object which controls this one */
202 /* Owner should not be referred to directly - */
203 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *attacked_by; /* This object start to attack us! only player & monster */
208 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209 struct treasureliststruct *randomitems; /* Items to be generated */
210 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 struct object *chosen_skill; /* the skill chosen to use */
212 uint32 hide; /* The object is hidden, not invisible */
213 /* changes made by kholland@sunlab.cit.cornell.edu */
214 /* allows different movement patterns for attackers */
215 sint32 move_status; /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */
218 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */
221
222 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically
224 * only used in spells.
225 */
226 sint16 duration; /* How long the spell lasts */
227 uint8 duration_modifier; /* how level modifies duration */
228 sint16 casting_time; /* time left before spell goes off */
229 struct object *spell; /* Spell that was being cast */
230 uint16 start_holding;
231 char *spellarg;
232 uint8 dam_modifier; /* How going up in level effects damage */
233 sint8 range; /* Range of the spell */
234 uint8 range_modifier; /* How going up in level effects range */
235
236 /* Following are values used by any object */
237 struct archt *arch; /* Pointer to archetype */
238 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
239 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */
241 uint16 animation_id; /* An index into the animation array */
242 uint8 anim_speed; /* ticks between animation-frames */
243 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */
245 uint8 smoothlevel; /* how to smooth this square around*/
246
247 MoveType move_type; /* Type of movement this object uses */
248 MoveType move_block; /* What movement types this blocks */
249 MoveType move_allow; /* What movement types explicitly allowd */
250 MoveType move_on; /* Move types affected moving on to this space */
251 MoveType move_off; /* Move types affected moving off this space */
252 MoveType move_slow; /* Movement types this slows down */
253 float move_slow_penalty; /* How much this slows down the object */
254
255 event *events;
256
257 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */
259};
260
261struct object : object_special, object_simple {
262};
263
264typedef struct oblnk { /* Used to link together several objects */
265 object *ob;
266 struct oblnk *next;
267 tag_t id;
268} objectlink;
269
270typedef struct oblinkpt { /* Used to link together several object links */
271 struct oblnk *link;
272 long value; /* Used as connected value in buttons/gates */
273 struct oblinkpt *next;
274} oblinkpt;
275 749
276/* 750/*
277 * The archetype structure is a set of rules on how to generate and manipulate 751 * The archetype structure is a set of rules on how to generate and manipulate
278 * objects which point to archetypes. 752 * objects which point to archetypes.
279 * This probably belongs in arch.h, but there really doesn't appear to 753 * This probably belongs in arch.h, but there really doesn't appear to
280 * be much left in the archetype - all it really is is a holder for the 754 * be much left in the archetype - all it really is is a holder for the
281 * object and pointers. This structure should get removed, and just replaced 755 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure 756 * by the object structure
283 */ 757 */
284 758
285typedef struct archt { 759INTERFACE_CLASS (archetype)
760struct archetype : object
761{
762 static arch_ptr empty; // the empty_archetype
763 MTH static void gc ();
764
765 archetype (const char *name);
766 ~archetype ();
767 void gather_callbacks (AV *&callbacks, event_type event) const;
768
769 MTH static archetype *find (const_utf8_string name);
770
771 MTH void link ();
772 MTH void unlink ();
773
774 MTH static object *get (const char *name); // (find() || singularity)->instance()
775 MTH object *instance ();
776
777 object_vector_index ACC (RW, archid); // index in archvector
286 const char *name; /* More definite name, like "generate_kobold" */ 778 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
287 struct archt *next; /* Next archetype in a linked list */
288 struct archt *head; /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */
291 uint32 editable; /* editable flags (mainly for editor) */
292 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
293 * in comparison to the head.
294 */
295} archetype;
296 779
780 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
781 sint8 ACC (RW, max_x), ACC (RW, max_y);
782
783 // support for archetype loading
784 static archetype *read (object_thawer &f);
785 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
786 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
787};
788
789// compatbiility, remove once replaced by ->instance
790inline object *
791arch_to_object (archetype *at)
792{
793 return at->instance ();
794}
795
796inline void
797object_freezer::put (keyword k, archetype *v)
798{
799 put (k, v ? &v->archname : (const char *)0);
800}
801
802typedef object_vector<object, &object::index > objectvec;
803typedef object_vector<object, &object::active> activevec;
804typedef object_vector<archetype, &archetype::archid> archvec;
805
297extern object *objects; 806extern objectvec objects;
298extern object *active_objects; 807extern activevec actives;
299extern object *free_objects; 808extern archvec archetypes;
300extern object objarray[STARTMAX];
301 809
302extern int nrofallocobjects; 810// "safely" iterate over inv in a way such that the current item is removable
303extern int nroffreeobjects; 811// quite horrible, that's why its hidden in some macro
812#define for_inv_removable(op,var) \
813 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
304 814
305/* This returns TRUE if the object is somethign that 815#define for_all_objects(var) \
306 * should be displayed in the look window 816 for (unsigned _i = 0; _i < objects.size (); ++_i) \
307 */ 817 statementvar (object *, var, objects [_i])
308#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 818
819#define for_all_actives(var) \
820 for (unsigned _i = 0; _i < actives.size (); ++_i) \
821 statementvar (object *, var, actives [_i])
822
823#define for_all_archetypes(var) \
824 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
825 statementvar (archetype *, var, archetypes [_i])
309 826
310/* Used by update_object to know if the object being passed is 827/* Used by update_object to know if the object being passed is
311 * being added or removed. 828 * being added or removed.
312 */ 829 */
313#define UP_OBJ_INSERT 1 830#define UP_OBJ_INSERT 1
314#define UP_OBJ_REMOVE 2 831#define UP_OBJ_REMOVE 2
315#define UP_OBJ_CHANGE 3 832#define UP_OBJ_CHANGE 3
316#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 833#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
317 834
318/* These are flags passed to insert_ob_in_map and 835/* These are flags passed to insert_ob_in_map and
319 * insert_ob_in_ob. Note that all flags may not be meaningful 836 * insert_ob_in_ob. Note that all flags may not be meaningful
320 * for both functions. 837 * for both functions.
321 * Most are fairly explanatory: 838 * Most are fairly explanatory:
330 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 847 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
331 * Use for treasure chests so the new object is the highest thing 848 * Use for treasure chests so the new object is the highest thing
332 * beneath the player, but not actually above it. Note - the 849 * beneath the player, but not actually above it. Note - the
333 * map and x,y coordinates for the object to be inserted must 850 * map and x,y coordinates for the object to be inserted must
334 * match the originator. 851 * match the originator.
335 * INS_MAP_LOAD: disable lots of checkings done at insertion to
336 * speed up map loading process, as we assume the ordering in
337 * loaded map is correct.
338 * 852 *
339 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 853 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
340 * are mutually exclusive. The behaviour for passing more than one 854 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens 855 * should be considered undefined - while you may notice what happens
342 * right now if you pass more than one, that could very well change 856 * right now if you pass more than one, that could very well change
343 * in future revisions of the code. 857 * in future revisions of the code.
344 */ 858 */
345#define INS_NO_MERGE 0x0001 859#define INS_NO_MERGE 0x0001
346#define INS_ABOVE_FLOOR_ONLY 0x0002 860#define INS_ABOVE_FLOOR_ONLY 0x0002
347#define INS_NO_WALK_ON 0x0004 861#define INS_NO_WALK_ON 0x0004
348#define INS_ON_TOP 0x0008 862#define INS_ON_TOP 0x0008
349#define INS_BELOW_ORIGINATOR 0x0010 863#define INS_BELOW_ORIGINATOR 0x0010
350#define INS_MAP_LOAD 0x0020
351 864
352#define ARCH_SINGULARITY "singularity"
353#define ARCH_SINGULARITY_LEN 11
354#define ARCH_DETECT_MAGIC "detect_magic"
355#define ARCH_DEPLETION "depletion" 865#define ARCH_DEPLETION "depletion"
356#define ARCH_SYMPTOM "symptom"
357 866
358#endif 867#endif
868

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