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Comparing deliantra/server/include/object.h (file contents):
Revision 1.36 by root, Thu Sep 14 17:10:25 2006 UTC vs.
Revision 1.212 by root, Mon Oct 12 14:00:58 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34
32#define BODY_ARMS 1 35enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
33 59
34/* See common/item.c */ 60/* See common/item.c */
35 61
36typedef struct Body_Locations 62typedef struct Body_Locations
37{ 63{
38 const char *save_name; /* Name used to load/save it to disk */ 64 keyword save_name; /* Name used to load/save it to disk */
39 const char *use_name; /* Name used when describing an item we can use */ 65 const char *use_name; /* Name used when describing an item we can use */
40 const char *nonuse_name; /* Name to describe objects we can't use */ 66 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 67} Body_Locations;
42 68
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 69extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
70
71#define NUM_COINS 4 /* number of coin types */
72extern const char *const coins[NUM_COINS + 1];
44 73
45/* 74/*
46 * Each object (this also means archetypes!) could have a few of these 75 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 76 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 77 *
49 * key and value are shared-strings. 78 * key and value are shared-strings.
50 * 79 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 80 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 81 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 82 * Exception is if you want to walk this list for some reason.
54 */ 83 */
55struct key_value 84struct key_value : slice_allocated
56{ 85{
57 key_value *next; 86 key_value *next;
58 shstr key, value; 87 shstr key, value;
59}; 88};
60 89
61struct UUID 90struct UUID
62{ 91{
63 uint64 seq; 92 uint64 seq;
93
94 static UUID cur; // last uuid generated
95 static void init ();
96 static UUID gen ();
97
98 UUID () { }
99 UUID (uint64 seq) : seq(seq) { }
100 operator uint64() { return seq; }
101 void operator =(uint64 seq) { this->seq = seq; }
102
103 typedef char BUF [32];
104
105 bool parse (const char *s)
106 {
107 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
108 }
109
110 const char *c_str (char *buf, int len) const
111 {
112 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
113
114 return buf;
115 }
116
117 const char *c_str () const
118 {
119 static BUF buf;
120
121 return c_str (buf, sizeof (buf));
122 }
64}; 123};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
68 124
69/* Definition for WILL_APPLY values. Replaces having harcoded values 125/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 126 * sprinkled in the code. Note that some of these also replace fields
71 * that were in the can_apply area. What is the point of having both 127 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 128 * can_apply and will_apply?
75#define WILL_APPLY_TREASURE 0x02 131#define WILL_APPLY_TREASURE 0x02
76#define WILL_APPLY_EARTHWALL 0x04 132#define WILL_APPLY_EARTHWALL 0x04
77#define WILL_APPLY_DOOR 0x08 133#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 134#define WILL_APPLY_FOOD 0x10
79 135
80/* However, if you're keeping a pointer of some sort, you probably 136struct body_slot
81 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object.
83 */
84
85// these are not being copied
86ACC_CLASS (object)
87struct object_keep : refcounted
88{ 137{
89 tag_t ACC (RW, count); /* Generation count for this object */ 138 signed char info:4; /* body info as loaded from the file */
90 UUID uuid; // Unique Identifier, survives saves etc. 139 signed char used:4; /* Calculated value based on items equipped */
91
92 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113}; 140};
114 141
142typedef struct oblnk
143{ /* Used to link together several objects */
144 object_ptr ob;
145 struct oblnk *next;
146} objectlink;
147
148typedef struct oblinkpt
149{ /* Used to link together several object links */
150 struct oblnk *link;
151 struct oblinkpt *next;
152 shstr id; /* Used as connected value in buttons/gates */
153} oblinkpt;
154
155INTERFACE_CLASS (object)
115// these are being copied 156// these are being copied
116struct object_copy : attachable<object> 157struct object_copy : attachable
117{ 158{
159 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
160
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */
163 sint8 ACC (RW, direction); /* Means the object is moving that way. */
164 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
165
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 166 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 167 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 168 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 169 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 170 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 171 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 172
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 173 typedef bitset<NUM_FLAGS> flags_t;
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 174 flags_t flag; /* various flags */
127 /* To get put into books and the like. */ 175#if FOR_PERL
176 bool ACC (RW, flag[NUM_FLAGS]);
177#endif
178
128 shstr ACC (RW, materialname); /* specific material name */ 179 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 180 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
181// materialtype_t *ACC (RW, material); /* What material this object consists of */
130 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 182 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
131 refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ 183 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
132 refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 184 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
133 refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ 185 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 186 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 187 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 188 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 189 arch_ptr ACC (RW, arch); /* Pointer to archetype */
190 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
138 191
139// these are being copied and also cleared
140struct object_pod
141{
142 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144 float ACC (RW, speed); /* The overall speed of this object */ 192 float ACC (RW, speed); /* The overall speed of this object */
145 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 193 float ACC (RW, speed_left); /* How much speed is left to spend this round */
194
146 uint32 ACC (RW, nrof); /* How many of the objects */ 195 sint32 ACC (RW, nrof); /* How many of the objects */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149
150 /* This next big block are basically used for monsters and equipment */ 196 /* This next big block is basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */
153 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 197 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 198 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
199
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 200 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 201 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 202 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 203 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 204
205 uint16 ACC (RW, materials); /* What materials this object consists of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 206 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 207 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209
163 /* Note that the last_.. values are sometimes used for non obvious 210 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 211 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 212 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 213 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
167 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 214 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
168 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 215 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 216 sint16 ACC (RW, last_eat); /* How long since we last ate */
217
170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 218 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */ 219 sint16 ACC (RW, level); /* Level of creature or object */
220
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 221 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */
174 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 222 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 223 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
224 uint8 ACC (RW, weapontype); /* type of weapon */
225
226 faceidx ACC (RW, face); /* the graphical face */
227
228 faceidx ACC (RW, sound); /* the sound face */
229 faceidx ACC (RW, sound_destroy); /* played on destroy */
230
231 body_slot slot [NUM_BODY_LOCATIONS];
232
176 sint32 ACC (RW, weight); /* Attributes of the object */ 233 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 234 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
235
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 236 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
237
179 sint64 ACC (RW, perm_exp); /* Permanent exp */ 238 sint64 ACC (RW, perm_exp); /* Permanent exp */
180 uint32 ACC (RW, weapontype); /* type of weapon */
181 uint32 ACC (RW, tooltype); /* type of tool or build facility */
182 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
183 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */ 239 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 240 /* See the pod/objects.pod for more info about body locations */
186 241
187 /* Following mostly refers to fields only used for monsters */ 242 /* Following mostly refers to fields only used for monsters */
188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 /* changes made by kholland@sunlab.cit.cornell.edu */
190 /* allows different movement patterns for attackers */
191 sint32 ACC (RW, move_status); /* What stage in attack mode */
192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
193 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */
196 243
197 /* Spell related information, may be useful elsewhere 244 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 245 * Note that other fields are used - these files are basically
199 * only used in spells. 246 * only used in spells.
200 */ 247 */
201 sint16 ACC (RW, duration); /* How long the spell lasts */ 248 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 249 uint8 ACC (RW, casting_time); /* time left before spell goes off */
203 uint16 ACC (RW, start_holding);
204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 250 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
251
205 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 252 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
206 sint8 ACC (RW, range); /* Range of the spell */ 253 sint8 ACC (RW, range); /* Range of the spell */
207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 254 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
208 char *ACC (RW, spellarg); 255 sint8 ACC (RW, item_power); /* power rating of the object */
256
257 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
258 MoveType ACC (RW, move_type); /* Type of movement this object uses */
259 MoveType ACC (RW, move_block);/* What movement types this blocks */
260 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
261
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
264 MoveType ACC (RW, move_slow); /* Movement types this slows down */
265
266 // 8 free bits
267
268 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
269 // /* races/classes can need less/more exp to gain levels */
270 static const float expmul = 1.0;//D
271 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
209 272
210 /* Following are values used by any object */ 273 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 276
213 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 277 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
278 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
279 uint8 ACC (RW, will_apply); /* See crossfire.doc */
280 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
281 uint16 ACC (RW, animation_id);/* An index into the animation array */
282 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
283
284 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
285 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
286 /* allows different movement patterns for attackers */
287 uint8 ACC (RW, move_status); /* What stage in attack mode */
288 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
289
290 //16+ free bits
291
292 // rarely-accessed members should be at the end
293 shstr ACC (RW, tag); // a tag used to tracking this object
294 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
295 shstr ACC (RW, lore); /* Obscure information about this object, */
296 /* To get put into books and the like. */
297 shstr ACC (RW, custom_name); /* Custom name assigned by player */
298};
299
300const char *query_weight (const object *op);
301const char *query_short_name (const object *op);
302const char *query_name (const object *op);
303const char *query_base_name (const object *op, int plural);
304
305struct object : zero_initialised, object_copy
306{
307 // These variables are not changed by ->copy_to
308 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
309
310 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
311 int ACC (RO, count);
312 object_vector_index ACC (RO, index); // index into objects
313 object_vector_index ACC (RO, active); // index into actives
314
315 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
316
317 object *ACC (RW, below); /* Pointer to the object stacked below this one */
318 object *ACC (RW, above); /* Pointer to the object stacked above this one */
319 /* Note: stacked in the *same* environment */
320 object *inv; /* Pointer to the first object in the inventory */
321
322 //TODO: container must move into client
323 object_ptr ACC (RW, container); /* Current container being used. I think this
324 * is only used by the player right now.
325 */
326 object *ACC (RW, env); /* Pointer to the object which is the environment.
327 * This is typically the container that the object is in.
328 */
329 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
330 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
331 client_container *seen_by; // seen by which player/container currently?
214 key_value *key_values; /* Fields not explictly known by the loader. */ 332 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */
216 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */
223 333
224 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 334 // privates / perl
225 MoveType ACC (RW, move_block); /* What movement types this blocks */ 335 shstr_tmp kv_get (shstr_tmp key) const;
226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 336 void kv_del (shstr_tmp key);
227 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 337 void kv_set (shstr_tmp key, shstr_tmp value);
228 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
229 MoveType ACC (RW, move_slow); /* Movement types this slows down */
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231};
232 338
233struct object : zero_initialised, object_keep, object_copy, object_pod 339 // custom extra fields management
234{ 340 struct key_value_access_proxy
341 {
342 object &ob;
343 shstr_tmp key;
344
345 key_value_access_proxy (object &ob, shstr_tmp key)
346 : ob (ob), key (key)
347 {
348 }
349
350 const key_value_access_proxy &operator =(shstr_tmp value) const
351 {
352 ob.kv_set (key, value);
353 return *this;
354 }
355
356 operator const shstr_tmp () const { return ob.kv_get (key); }
357 operator const char *() const { return ob.kv_get (key); }
358
359 private:
360 void operator =(int);
361 };
362
363 // operator [] is too annoying to use
364 const key_value_access_proxy kv (shstr_tmp key)
365 {
366 return key_value_access_proxy (*this, key);
367 }
368
369 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
370 MTH void post_load_check (); // do some adjustments after parsing
371 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
372 bool write (object_freezer &f);
373
374 MTH int slottype () const;
235 static object *create (); 375 MTH static object *create ();
236 void free (bool free_inventory = false); 376 const mapxy &operator =(const mapxy &pos);
377 MTH void copy_to (object *dst);
378 MTH object *clone (); // create + copy_to a single object
379 MTH object *deep_clone (); // copy whole more chain and inventory
380 void do_destroy ();
381 void gather_callbacks (AV *&callbacks, event_type event) const;
382 MTH void destroy ();
383 MTH void drop_and_destroy ()
384 {
385 destroy_inv (true);
386 destroy ();
387 }
237 388
238 static void free_mortals (); 389 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
390 MTH void destroy_inv (bool drop_to_ground = false);
391 MTH object *insert (object *item); // insert into inventory
392 MTH void play_sound (faceidx sound) const;
393 MTH void say_msg (const char *msg) const;
394
395 void do_remove ();
396 MTH void remove ()
397 {
398 if (!flag [FLAG_REMOVED])
399 do_remove ();
400 }
401
402 MTH bool blocked (maptile *m, int x, int y) const;
403
404 void move_to (const mapxy &pos)
405 {
406 remove ();
407 *this = pos;
408 insert_at (this, this);
409 }
410
411 // high-level move functions, return true if successful
412 int move (int dir, object *originator);
413
414 int move (int dir)
415 {
416 return move (dir, this);
417 }
418
239 static bool can_merge (object *op1, object *op2); 419 static bool can_merge_slow (object *op1, object *op2);
240 420
241 void clear (); 421 // this is often used in time-critical code, so optimise
242 void clone (object *destination); 422 MTH static bool can_merge (object *op1, object *op2)
243
244 void instantiate ()
245 { 423 {
246 if (!uuid.seq) // HACK 424 return op1->value == op2->value
247 uuid = gen_uuid (); 425 && op1->name == op2->name
248 426 && can_merge_slow (op1, op2);
249 attachable<object>::instantiate ();
250 } 427 }
251 428
252 void set_owner (object *owner); 429 MTH void set_owner (object *owner);
430 MTH void set_speed (float speed);
431 MTH void set_glow_radius (sint8 rad);
432 MTH bool change_weapon (object *ob);
433 MTH bool change_skill (object *ob);
434
435 MTH void open_container (object *new_container);
436 MTH void close_container ()
437 {
438 open_container (0);
439 }
440
441 MTH object *force_find (shstr_tmp name);
442 MTH void force_set_timer (int duration);
443 MTH object *force_add (shstr_tmp name, int duration = 0);
444
445 oblinkpt *find_link () const;
446 MTH void add_link (maptile *map, shstr_tmp id);
447 MTH void remove_link ();
448
449 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
450 bool should_invoke (event_type event)
451 {
452 return ev_want_event [event] || ev_want_type [type] || cb;
453 }
454
455 MTH void instantiate ();
456
457 // recalculate all stats
458 MTH void update_stats ();
459 MTH void roll_stats ();
460 MTH void swap_stats (int a, int b);
461 MTH void add_statbonus ();
462 MTH void remove_statbonus ();
463 MTH void drain_stat ();
464 MTH void drain_specific_stat (int deplete_stats);
465 MTH void change_luck (int value);
253 466
254 // info must hold 256 * 3 bytes currently 467 // info must hold 256 * 3 bytes currently
255 const char *debug_desc (char *info) const; 468 const char *debug_desc (char *info) const;
256 const char *debug_desc () const; 469 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
470 const char *flag_desc (char *desc, int len) const;
471
472 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
473 MTH object *split (sint32 nr = 1); // return 0 on failure
474
475 MTH int number_of () const
476 {
477 return nrof ? nrof : 1;
478 }
479
480 MTH sint32 total_weight () const
481 {
482 return (weight + carrying) * number_of ();
483 }
484
485 MTH void update_weight ();
486
487 // return the dominant material of this item, always return something
488 const materialtype_t *dominant_material () const;
489
490 // return the volume of this object in cm³
491 MTH uint64 volume () const
492 {
493 return (uint64)total_weight ()
494 * 1000
495 * (type == CONTAINER ? 1000 : 1)
496 / dominant_material ()->density;
497 }
498
499 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
500
501 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
502 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
503 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
504 || type == CLOAK || type == BOOTS || type == GLOVES
505 || type == BRACERS || type == GIRDLE; }
506 MTH bool is_alive () const { return (type == PLAYER
507 || flag [FLAG_MONSTER]
508 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
509 && !flag [FLAG_IS_A_TEMPLATE]; }
510 MTH bool is_arrow () const { return type == ARROW
511 || (type == SPELL_EFFECT
512 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
513 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
514
515 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
516
517 // temporary: wether the object can be saved in a map file
518 // contr => is a player
519 // head => only save head of a multitile object
520 // owner => can not reference owner yet
521 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
522
523 /* This return true if object has still randomitems which
524 * could be expanded.
525 */
526 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
527
528 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
529
530 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
531
532 // returns the outermost owner, never returns 0
533 MTH object *outer_owner ()
534 {
535 object *op;
536
537 for (op = this; op->owner; op = op->owner)
538 ;
539
540 return op;
541 }
542
543 // returns the outermost environment, never returns 0
544 MTH object *outer_env_or_self () const
545 {
546 const object *op;
547
548 for (op = this; op->env; op = op->env)
549 ;
550
551 return const_cast<object *>(op);
552 }
553
554 // returns the outermost environment, may return 0
555 MTH object *outer_env () const
556 {
557 return env ? outer_env_or_self () : 0;
558 }
559
560 // returns the player that has this object in his inventory, or 0
561 // we assume the player is always the outer env
562 MTH object *in_player () const
563 {
564 object *op = outer_env_or_self ();
565
566 return op->type == PLAYER ? op : 0;
567 }
568
569 // "temporary" helper function
570 MTH object *head_ () const
571 {
572 return head ? head : const_cast<object *>(this);
573 }
574
575 MTH bool is_head () const
576 {
577 return head_ () == this;
578 }
579
580 MTH bool is_on_map () const
581 {
582 return !env && !flag [FLAG_REMOVED];
583 }
584
585 MTH bool is_inserted () const
586 {
587 return !flag [FLAG_REMOVED];
588 }
589
590 MTH bool is_player () const
591 {
592 return !!contr;
593 }
594
595 MTH bool affects_los () const
596 {
597 return glow_radius || flag [FLAG_BLOCKSVIEW];
598 }
599
600 MTH bool has_carried_lights () const
601 {
602 return glow_radius;
603 }
604
605 // returns the player that cna see this object, if any
606 MTH object *visible_to () const;
607
608 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
609 MTH std::string describe_monster (object *who = 0);
610 MTH std::string describe_item (object *who = 0);
611 MTH std::string describe (object *who = 0); // long description, without name
612
613 MTH const char *query_weight () { return ::query_weight (this); }
614 MTH const char *query_name () { return ::query_name (this); }
615 MTH const char *query_short_name () { return ::query_short_name (this); }
616 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
617
618 // If this object has no extra parts but should have them,
619 // add them, effectively expanding heads into multipart
620 // objects. This method only works on objects not inserted
621 // anywhere.
622 MTH void expand_tail ();
623
624 MTH void create_treasure (treasurelist *tl, int flags = 0);
625
626 // insert object at same map position as 'where'
627 // handles both inventory and map "positions"
628 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
629 MTH void drop_unpaid_items ();
630
631 MTH void activate ();
632 MTH void deactivate ();
633 MTH void activate_recursive ();
634 MTH void deactivate_recursive ();
635
636 // set the given flag on all objects in the inventory recursively
637 MTH void set_flag_inv (int flag, int value = 1);
638
639 void enter_exit (object *exit);//Perl
640 MTH void enter_map (maptile *newmap, int x, int y);
641 void player_goto (const char *path, int x, int y); // only for players
642
643 // returns the mapspace this object is in
644 mapspace &ms () const;
257 645
258 // fully recursive iterator 646 // fully recursive iterator
259 struct iterator_base 647 struct iterator_base
260 { 648 {
261 object *item; 649 object *item;
268 operator object *() const { return item; } 656 operator object *() const { return item; }
269 657
270 object *operator ->() const { return item; } 658 object *operator ->() const { return item; }
271 object &operator * () const { return *item; } 659 object &operator * () const { return *item; }
272 }; 660 };
661
662 MTH unsigned int random_seed () const
663 {
664 return (unsigned int)uuid.seq;
665 }
273 666
274 // depth-first recursive iterator 667 // depth-first recursive iterator
275 struct depth_iterator : iterator_base 668 struct depth_iterator : iterator_base
276 { 669 {
277 depth_iterator (object *container); 670 depth_iterator (object *container);
288 object *end () 681 object *end ()
289 { 682 {
290 return this; 683 return this;
291 } 684 }
292 685
686 /* This returns TRUE if the object is something that
687 * a client might want to know about.
688 */
689 MTH bool client_visible () const
690 {
691 return !invisible && type != PLAYER;
692 }
693
694 // the client does nrof * this weight
695 MTH sint32 client_weight () const
696 {
697 return weight + carrying;
698 }
699
700 MTH struct region *region () const;
701
702 void statusmsg (const char *msg, int color = NDI_BLACK);
703 void failmsg (const char *msg, int color = NDI_RED);
704
705 const char *query_inventory (object *who = 0, const char *indent = "");
706
707 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
708 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
709
710 // make some noise with given item into direction dir,
711 // currently only used for players to make them temporarily visible
712 // when they are invisible.
713 MTH void make_noise ();
714
715 /* animation */
716 MTH bool has_anim () const { return animation_id; }
717 const animation &anim () const { return animations [animation_id]; }
718 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
719 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
720 /* anim_frames () returns the number of animations allocated. The last
721 * usuable animation will be anim_frames () - 1 (for example, if an object
722 * has 8 animations, anim_frames () will return 8, but the values will
723 * range from 0 through 7.
724 */
725 MTH int anim_frames () const { return anim ().num_animations; }
726 MTH int anim_facings () const { return anim ().facings; }
727
728 MTH char *as_string ();
729
293protected: 730protected:
294 friend struct archetype;
295
296 void link (); 731 void link ();
297 void unlink (); 732 void unlink ();
298 733
299 object (); 734 object ();
300 ~object (); 735 ~object ();
736
737private:
738 object &operator =(const object &);
739 object (const object &);
301}; 740};
302 741
303#define get_object() object::create () 742// move this object to the top of its env's inventory to speed up
304#define free_object(op) (op)->free (0) 743// searches for it.
305#define free_object2(op, free_inv) (op)->free (free_inv) 744static object *
306#define clear_owner(op) (op)->owner = 0 745splay (object *ob)
307#define copy_owner(op,other) (op)->owner = (other)->owner
308#define get_owner(op) (op)->owner
309#define clear_object(op) (op)->clear ()
310
311static inline void
312set_owner (object *op, object *owner)
313{ 746{
314 op->set_owner (owner); 747 if (ob->above && ob->env)
748 {
749 if (ob->above) ob->above->below = ob->below;
750 if (ob->below) ob->below->above = ob->above;
751
752 ob->above = 0;
753 ob->below = ob->env->inv;
754 ob->below->above = ob;
755 ob->env->inv = ob;
756 }
757
758 return ob;
315} 759}
316 760
317#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 761object *find_skill_by_name_fuzzy (object *who, const char *name);
318 762object *find_skill_by_name (object *who, shstr_cmp sh);
319typedef struct oblnk 763object *find_skill_by_number (object *who, int skillno);
320{ /* Used to link together several objects */
321 object *ob;
322 struct oblnk *next;
323 tag_t id;
324} objectlink;
325
326typedef struct oblinkpt
327{ /* Used to link together several object links */
328 struct oblnk *link;
329 long value; /* Used as connected value in buttons/gates */
330 struct oblinkpt *next;
331} oblinkpt;
332 764
333/* 765/*
334 * The archetype structure is a set of rules on how to generate and manipulate 766 * The archetype structure is a set of rules on how to generate and manipulate
335 * objects which point to archetypes. 767 * objects which point to archetypes.
336 * This probably belongs in arch.h, but there really doesn't appear to 768 * This probably belongs in arch.h, but there really doesn't appear to
337 * be much left in the archetype - all it really is is a holder for the 769 * be much left in the archetype - all it really is is a holder for the
338 * object and pointers. This structure should get removed, and just replaced 770 * object and pointers. This structure should get removed, and just replaced
339 * by the object structure 771 * by the object structure
340 */ 772 */
341 773
342ACC_CLASS(archetype) 774INTERFACE_CLASS (archetype)
343struct archetype : zero_initialised 775struct archetype : object
344{ 776{
345 archetype (); 777 static arch_ptr empty; // the empty_archetype
778 MTH static void gc ();
779
780 archetype (const char *name);
346 ~archetype (); 781 ~archetype ();
782 void gather_callbacks (AV *&callbacks, event_type event) const;
347 783
784 MTH static archetype *find (const_utf8_string name);
785
786 MTH void link ();
787 MTH void unlink ();
788
789 MTH static object *get (const char *name); // (find() || singularity)->instance()
790 MTH object *instance ();
791
792 object_vector_index ACC (RW, archid); // index in archvector
348 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 793 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
349 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 794
350 struct archetype *ACC (RW, head); /* The main part of a linked object */ 795 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
351 struct archetype *ACC (RW, more); /* Next part of a linked object */ 796 sint8 ACC (RW, max_x), ACC (RW, max_y);
352 object ACC (RO, clone); /* An object from which to do copy_object() */ 797
353 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 798 // support for archetype loading
354 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 799 static archetype *read (object_thawer &f);
355 * in comparison to the head. 800 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
356 */ 801 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
357}; 802};
358 803
804// compatbiility, remove once replaced by ->instance
805inline object *
806arch_to_object (archetype *at)
807{
808 return at->instance ();
809}
810
811inline void
812object_freezer::put (keyword k, archetype *v)
813{
814 put (k, v ? &v->archname : (const char *)0);
815}
816
817typedef object_vector<object, &object::index > objectvec;
818typedef object_vector<object, &object::active> activevec;
819typedef object_vector<archetype, &archetype::archid> archvec;
820
359extern object *objects; 821extern objectvec objects;
360extern object *active_objects; 822extern activevec actives;
823extern archvec archetypes;
361 824
362extern int nrofallocobjects; 825// "safely" iterate over inv in a way such that the current item is removable
826// quite horrible, that's why its hidden in some macro
827#define for_inv_removable(op,var) \
828 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
363 829
364/* This returns TRUE if the object is something that 830#define for_all_objects(var) \
365 * should be displayed in the look window 831 for (unsigned _i = 0; _i < objects.size (); ++_i) \
366 */ 832 statementvar (object *, var, objects [_i])
367#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 833
834#define for_all_actives(var) \
835 for (unsigned _i = 0; _i < actives.size (); ++_i) \
836 statementvar (object *, var, actives [_i])
837
838#define for_all_archetypes(var) \
839 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
840 statementvar (archetype *, var, archetypes [_i])
368 841
369/* Used by update_object to know if the object being passed is 842/* Used by update_object to know if the object being passed is
370 * being added or removed. 843 * being added or removed.
371 */ 844 */
372#define UP_OBJ_INSERT 1 845#define UP_OBJ_INSERT 1
389 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 862 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
390 * Use for treasure chests so the new object is the highest thing 863 * Use for treasure chests so the new object is the highest thing
391 * beneath the player, but not actually above it. Note - the 864 * beneath the player, but not actually above it. Note - the
392 * map and x,y coordinates for the object to be inserted must 865 * map and x,y coordinates for the object to be inserted must
393 * match the originator. 866 * match the originator.
394 * INS_MAP_LOAD: disable lots of checkings done at insertion to
395 * speed up map loading process, as we assume the ordering in
396 * loaded map is correct.
397 * 867 *
398 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 868 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
399 * are mutually exclusive. The behaviour for passing more than one 869 * are mutually exclusive. The behaviour for passing more than one
400 * should be considered undefined - while you may notice what happens 870 * should be considered undefined - while you may notice what happens
401 * right now if you pass more than one, that could very well change 871 * right now if you pass more than one, that could very well change
404#define INS_NO_MERGE 0x0001 874#define INS_NO_MERGE 0x0001
405#define INS_ABOVE_FLOOR_ONLY 0x0002 875#define INS_ABOVE_FLOOR_ONLY 0x0002
406#define INS_NO_WALK_ON 0x0004 876#define INS_NO_WALK_ON 0x0004
407#define INS_ON_TOP 0x0008 877#define INS_ON_TOP 0x0008
408#define INS_BELOW_ORIGINATOR 0x0010 878#define INS_BELOW_ORIGINATOR 0x0010
409#define INS_MAP_LOAD 0x0020
410 879
411#define ARCH_SINGULARITY "singularity"
412#define ARCH_SINGULARITY_LEN 11
413#define ARCH_DETECT_MAGIC "detect_magic"
414#define ARCH_DEPLETION "depletion" 880#define ARCH_DEPLETION "depletion"
415#define ARCH_SYMPTOM "symptom"
416 881
417#endif 882#endif
883

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