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

Comparing deliantra/server/include/object.h (file contents):
Revision 1.8 by root, Sun Aug 27 16:15:12 2006 UTC vs.
Revision 1.224 by root, Sat Jan 16 13:41:37 2010 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 1.8 2006/08/27 16:15:12 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
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 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
32#include "cfperl.h" 30#include "cfperl.h"
33#include "shstr.h" 31#include "shstr.h"
34 32
33//+GPL
34
35typedef uint32 tag_t; 35typedef int tag_t;
36
37enum {
38 body_skill,
39 body_combat,
40 body_range,
41 body_shield,
42 body_arm,
43 body_torso,
44 body_head,
45 body_neck,
46 body_finger,
47 body_shoulder,
48 body_foot,
49 body_hand,
50 body_wrist,
51 body_waist,
36#define NUM_BODY_LOCATIONS 12 52 NUM_BODY_LOCATIONS
37#define BODY_ARMS 1 53};
54
55enum slottype_t
56{
57 slot_none,
58 slot_combat,
59 slot_ranged,
60};
38 61
39/* See common/item.c */ 62/* See common/item.c */
40 63
41typedef struct Body_Locations { 64typedef struct Body_Locations
65{
42 const char *save_name; /* Name used to load/save it to disk */ 66 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 */ 67 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 */ 68 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 69} Body_Locations;
46 70
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 72
49typedef struct _event 73#define NUM_COINS 4 /* number of coin types */
50{ 74extern 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 75
58/* 76/*
59 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 79 *
62 * key and value are shared-strings. 80 * key and value are shared-strings.
63 * 81 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
65 * accessing the list directly. 83 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
67 */ 85 */
68typedef struct _key_value { 86struct key_value : slice_allocated
69 const char * key; 87{
70 const char * value;
71 struct _key_value * next; 88 key_value *next;
72} key_value; 89 shstr key, value;
90};
73 91
92//-GPL
93
94struct UUID
95{
96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
103
104 UUID () { }
105 UUID (uint64 seq) : seq(seq) { }
106 operator uint64() { return seq; }
107 void operator =(uint64 seq) { this->seq = seq; }
108
109 bool parse (const char *s);
110 char *append (char *buf) const;
111 char *c_str () const;
112};
113
114//+GPL
74 115
75/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 117 * 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 118 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 119 * can_apply and will_apply?
79 */ 120 */
80#define WILL_APPLY_HANDLE 0x1 121#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 122#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 123#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 124#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
85 126
127struct body_slot
128{
129 signed char used:4; /* Calculated value based on items equipped */
130 signed char info:4; /* body info as loaded from the file */
131};
86 132
87/* Note that the ordering of this structure is sort of relevent - 133typedef struct oblnk
88 * copy_object copies everything over beyond 'name' using memcpy. 134{ /* Used to link together several objects */
89 * Thus, values that need to be copied need to be located beyond that 135 object_ptr ob;
90 * point. 136 struct oblnk *next;
91 * 137} objectlink;
92 * However, if you're keeping a pointer of some sort, you probably 138
93 * don't just want it copied, so you'll need to add to common/object.c, 139typedef struct oblinkpt
94 * e.g. copy-object 140{ /* Used to link together several object links */
95 * 141 struct oblnk *link;
96 * I've tried to clean up this structure a bit (in terms of formatting) 142 struct oblinkpt *next;
97 * by making it more consistent. I've also tried to locate some of the fields 143 shstr id; /* Used as connected value in buttons/gates */
98 * more logically together (put the item related ones together, the monster 144} oblinkpt;
99 * related ones, etc. 145
100 * This structure is best viewed with about a 100 width screen. 146INTERFACE_CLASS (object)
101 * MSW 2002-07-05 147// these are being copied
148struct object_copy : attachable
149{
150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
151
152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
153 uint8 ACC (RW, subtype); /* subtype of object */
154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
156
157 shstr ACC (RW, name); /* The name of the object, obviously... */
158 shstr ACC (RW, name_pl); /* The plural name of the object */
159 shstr ACC (RW, title); /* Of foo, etc */
160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
161 shstr ACC (RW, slaying); /* Which race to do double damage to */
162 /* If this is an exit, this is the filename */
163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
171 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
172 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
173 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
174 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
177 object_ptr ACC (RW, spell); /* Spell that was being cast */
178 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
181
182 float ACC (RW, speed); /* The overall speed of this object */
183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
185 sint32 ACC (RW, nrof); /* How many of the objects */
186 /* This next big block is basically used for monsters and equipment */
187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
194
195 uint16 ACC (RW, materials); /* What materials this object consists of */
196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
200 /* Note that the last_.. values are sometimes used for non obvious
201 * meanings by some objects, eg, sp penalty, permanent exp.
102 */ 202 */
203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
206 sint16 ACC (RW, last_eat); /* How long since we last ate */
103 207
104struct object_simple : extendable<object> { 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
105 static data_type get_dt () { return DT_OBJECT; } 209 sint16 ACC (RW, level); /* Level of creature or object */
106 210
211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
212 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
214 uint8 ACC (RW, weapontype); /* type of weapon */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 faceidx ACC (RW, face); /* the graphical face */
219
220 faceidx ACC (RW, sound); /* the sound face */
221 faceidx ACC (RW, sound_destroy); /* played on destroy */
222
223 sint32 ACC (RW, weight); /* Attributes of the object */
224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
228 sint64 ACC (RW, perm_exp); /* Permanent exp */
229 living ACC (RO, stats); /* Str, Con, Dex, etc */
230 /* See the pod/objects.pod for more info about body locations */
231
232 /* Following mostly refers to fields only used for monsters */
233
234 /* Spell related information, may be useful elsewhere
235 * Note that other fields are used - these files are basically
236 * only used in spells.
237 */
238 sint16 ACC (RW, duration); /* How long the spell lasts */
239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
243 sint8 ACC (RW, range); /* Range of the spell */
244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
246
247 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
249 MoveType ACC (RW, move_block);/* What movement types this blocks */
250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
252 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
255
256 // 8 free bits
257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
262
263 /* Following are values used by any object */
264 /* this objects turns into or what this object creates */
265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
266
267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273
274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
276 /* allows different movement patterns for attackers */
277 uint8 ACC (RW, move_status); /* What stage in attack mode */
278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
279
280 //16+ free bits
281
282 // rarely-accessed members should be at the end
283 shstr ACC (RW, tag); // a tag used to tracking this object
284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
285 shstr ACC (RW, lore); /* Obscure information about this object, */
286 /* To get put into books and the like. */
287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
288};
289
290const_utf8_string query_weight (const object *op);
291const_utf8_string query_short_name (const object *op);
292const_utf8_string query_name (const object *op);
293const_utf8_string query_base_name (const object *op, int plural);
294
295struct object : zero_initialised, object_copy
296{
107 /* These variables are not changed by copy_object() */ 297 // These variables are not changed by ->copy_to
108 struct pl *contr; /* Pointer to the player which control this object */ 298 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 */ 299
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 300 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
111 struct object *active_next; /* Next & previous object in the 'active' */ 301 int ACC (RO, count);
112 struct object *active_prev; /* List. This is used in process_events */ 302 object_vector_index ACC (RO, index); // index into objects
113 /* so that the entire object list does not */ 303 object_vector_index ACC (RO, active); // index into actives
114 /* need to be gone through. */ 304
305 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
306
115 struct object *below; /* Pointer to the object stacked below this one */ 307 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 308 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 309 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 310 object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 311
312 //TODO: container must move into client
313 object_ptr ACC (RW, container);/* Currently opened container. I think this
120 * is only used by the player right now. 314 * is only used by the player right now.
121 */ 315 */
122 struct object *env; /* Pointer to the object which is the environment. 316 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 317 * This is typically the container that the object is in.
124 */ 318 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 319 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 */ 320 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 */ 321 key_value *key_values; /* Fields not explictly known by the loader. */
128 322
129 tag_t count; /* Unique object number for this object */ 323 // privates / perl
130 uint16 refcount; /* How many objects points to this object */ 324 shstr_tmp kv_get (shstr_tmp key) const;
325 void kv_del (shstr_tmp key);
326 void kv_set (shstr_tmp key, shstr_tmp value);
327
328//-GPL
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) const;
384 MTH void say_msg (const_utf8_string msg) const;
385
386 void do_remove ();
387 MTH void remove ()
388 {
389 if (!flag [FLAG_REMOVED])
390 do_remove ();
391 }
392
393 MTH bool blocked (maptile *m, int x, int y) const;
394
395 void move_to (const mapxy &pos)
396 {
397 remove ();
398 *this = pos;
399 insert_at (this, this);
400 }
401
402 // high-level move functions, return true if successful
403 int move (int dir, object *originator);
404
405 int move (int dir)
406 {
407 return move (dir, this);
408 }
409
410 static bool can_merge_slow (object *op1, object *op2);
411
412 // this is often used in time-critical code, so optimise
413 MTH static bool can_merge (object *op1, object *op2)
414 {
415 return op1->value == op2->value
416 && op1->name == op2->name
417 && can_merge_slow (op1, op2);
418 }
419
420 MTH void set_owner (object *owner);
421 MTH void set_speed (float speed);
422 MTH void set_glow_radius (sint8 rad);
423 MTH bool change_weapon (object *ob);
424 MTH bool change_skill (object *ob);
425
426 MTH void open_container (object *new_container);
427 MTH void close_container ()
428 {
429 open_container (0);
430 }
431
432 // potential future accessor for "container"
433 MTH object *container_ () const
434 {
435 return container;
436 }
437
438 MTH bool is_open_container () const
439 {
440 // strangely enough, using ?: here causes code to inflate
441 return type == CONTAINER
442 && ((env && env->container_ () == this)
443 || (!env && flag [FLAG_APPLIED]));
444 }
445
446 MTH object *force_find (shstr_tmp name);
447 MTH void force_set_timer (int duration);
448 MTH object *force_add (shstr_tmp name, int duration = 0);
449
450 oblinkpt *find_link () const;
451 MTH void add_link (maptile *map, shstr_tmp id);
452 MTH void remove_link ();
453
454 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
455 bool should_invoke (event_type event)
456 {
457 return ev_want_event [event] || ev_want_type [type] || cb;
458 }
459
460 MTH void instantiate ();
461
462 // recalculate all stats
463 MTH void update_stats ();
464 MTH void roll_stats ();
465 MTH void swap_stats (int a, int b);
466 MTH void add_statbonus ();
467 MTH void remove_statbonus ();
468 MTH void drain_stat ();
469 MTH void drain_specific_stat (int deplete_stats);
470 MTH void change_luck (int value);
471
472 // info must hold 256 * 3 bytes currently
473 const_utf8_string debug_desc (char *info) const;
474 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
475 const_utf8_string flag_desc (char *desc, int len) const;
476
477 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
478 MTH object *split (sint32 nr = 1); // return 0 on failure
479
480 MTH int number_of () const
481 {
482 return nrof ? nrof : 1;
483 }
484
485 MTH sint32 total_weight () const
486 {
487 return (weight + carrying) * number_of ();
488 }
489
490 MTH void update_weight ();
491
492 // return the dominant material of this item, always return something
493 const materialtype_t *dominant_material () const
494 {
495 return material;
496 }
497
498 // return the volume of this object in cm³
499 MTH uint64 volume () const
500 {
501 return (uint64)total_weight ()
502 * 1024 // 1000 actually
503 * (type == CONTAINER ? 128 : 1)
504 / dominant_material ()->density; // ugh, division
505 }
506
507 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
508
509 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
510 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
511 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
512 || type == CLOAK || type == BOOTS || type == GLOVES
513 || type == BRACERS || type == GIRDLE; }
514 MTH bool is_alive () const { return (type == PLAYER
515 || flag [FLAG_MONSTER]
516 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
517 && !flag [FLAG_IS_A_TEMPLATE]; }
518 MTH bool is_arrow () const { return type == ARROW
519 || (type == SPELL_EFFECT
520 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
521 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
522
523 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
524
525 // temporary: wether the object can be saved in a map file
526 // contr => is a player
527 // head => only save head of a multitile object
528 // owner => can not reference owner yet
529 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
530
531 /* This return true if object has still randomitems which
532 * could be expanded.
533 */
534 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
535
536 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
537
538 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
539
540 // returns the outermost owner, never returns 0
541 MTH object *outer_owner ()
542 {
543 object *op;
544
545 for (op = this; op->owner; op = op->owner)
546 ;
547
548 return op;
549 }
550
551 // returns the outermost environment, never returns 0
552 MTH object *outer_env_or_self () const
553 {
554 const object *op;
555
556 for (op = this; op->env; op = op->env)
557 ;
558
559 return const_cast<object *>(op);
560 }
561
562 // returns the outermost environment, may return 0
563 MTH object *outer_env () const
564 {
565 return env ? outer_env_or_self () : 0;
566 }
567
568 // returns the player that has this object in his inventory, or 0
569 // we assume the player is always the outer env
570 MTH object *in_player () const
571 {
572 object *op = outer_env_or_self ();
573
574 return op->type == PLAYER ? op : 0;
575 }
576
577 // "temporary" helper function
578 MTH object *head_ () const
579 {
580 return head ? head : const_cast<object *>(this);
581 }
582
583 MTH bool is_head () const
584 {
585 return head_ () == this;
586 }
587
588 MTH bool is_on_map () const
589 {
590 return !env && !flag [FLAG_REMOVED];
591 }
592
593 MTH bool is_inserted () const
594 {
595 return !flag [FLAG_REMOVED];
596 }
597
598 MTH bool is_player () const
599 {
600 return !!contr;
601 }
602
603 MTH bool affects_los () const
604 {
605 return glow_radius || flag [FLAG_BLOCKSVIEW];
606 }
607
608 MTH bool has_carried_lights () const
609 {
610 return glow_radius;
611 }
612
613 // returns the player that cna see this object, if any
614 MTH object *visible_to () const;
615
616 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
617 MTH std::string describe_monster (object *who = 0);
618 MTH std::string describe_item (object *who = 0);
619 MTH std::string describe (object *who = 0); // long description, without name
620
621 MTH const_utf8_string query_weight () { return ::query_weight (this); }
622 MTH const_utf8_string query_name () { return ::query_name (this); }
623 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
624 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
625
626 // If this object has no extra parts but should have them,
627 // add them, effectively expanding heads into multipart
628 // objects. This method only works on objects not inserted
629 // anywhere.
630 MTH void expand_tail ();
631
632 MTH void create_treasure (treasurelist *tl, int flags = 0);
633
634 // insert object at same map position as 'where'
635 // handles both inventory and map "positions"
636 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
637 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
638 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
639 MTH void drop_unpaid_items ();
640
641 MTH void activate ();
642 MTH void deactivate ();
643 MTH void activate_recursive ();
644 MTH void deactivate_recursive ();
645
646 // set the given flag on all objects in the inventory recursively
647 MTH void set_flag_inv (int flag, int value = 1);
648
649 void enter_exit (object *exit);//Perl
650 MTH void enter_map (maptile *newmap, int x, int y);
651 void player_goto (const_utf8_string path, int x, int y); // only for players
652
653 // returns the mapspace this object is in
654 mapspace &ms () const;
655
656 // fully recursive iterator
657 struct iterator_base
658 {
659 object *item;
660
661 iterator_base (object *container)
662 : item (container)
663 {
664 }
665
666 operator object *() const { return item; }
667
668 object *operator ->() const { return item; }
669 object &operator * () const { return *item; }
670 };
671
672 MTH unsigned int random_seed () const
673 {
674 return (unsigned int)uuid.seq;
675 }
676
677 // depth-first recursive iterator
678 struct depth_iterator : iterator_base
679 {
680 depth_iterator (object *container);
681 void next ();
682 object *operator ++( ) { next (); return item; }
683 object *operator ++(int) { object *i = item; next (); return i; }
684 };
685
686 object *begin ()
687 {
688 return this;
689 }
690
691 object *end ()
692 {
693 return this;
694 }
695
696 /* This returns TRUE if the object is something that
697 * a client might want to know about.
698 */
699 MTH bool client_visible () const
700 {
701 return !invisible && type != PLAYER;
702 }
703
704 // the client does nrof * this weight
705 MTH sint32 client_weight () const
706 {
707 return weight + carrying;
708 }
709
710 MTH struct region *region () const;
711
712 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
713 void failmsg (const_utf8_string msg, int color = NDI_RED);
714
715 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
716
717 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
718 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
719
720 // make some noise with given item into direction dir,
721 // currently only used for players to make them temporarily visible
722 // when they are invisible.
723 MTH void make_noise ();
724
725 /* animation */
726 MTH bool has_anim () const { return animation_id; }
727 const animation &anim () const { return animations [animation_id]; }
728 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
729 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
730 /* anim_frames () returns the number of animations allocated. The last
731 * usuable animation will be anim_frames () - 1 (for example, if an object
732 * has 8 animations, anim_frames () will return 8, but the values will
733 * range from 0 through 7.
734 */
735 MTH int anim_frames () const { return anim ().num_animations; }
736 MTH int anim_facings () const { return anim ().facings; }
737
738 MTH utf8_string as_string ();
739
740protected:
741 void link ();
742 void unlink ();
743
744 object ();
745 ~object ();
746
747private:
748 object &operator =(const object &);
749 object (const object &);
131}; 750};
132 751
133struct object_special { 752// 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(). 753// searches for it.
135 * All fields beow this point are automatically copied by memcpy. If 754static inline object *
136 * adding something that needs a refcount updated, make sure you modify 755splay (object *ob)
137 * copy_object to do so. Everything below here also gets cleared 756{
138 * by clear_object() 757 if (ob->above && ob->env)
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 { 758 {
268 instantiate_ (); 759 if (ob->above) ob->above->below = ob->below;
269 free_string (attach); 760 if (ob->below) ob->below->above = ob->above;
270 attach = 0; 761
762 ob->above = 0;
763 ob->below = ob->env->inv;
764 ob->below->above = ob;
765 ob->env->inv = ob;
271 } 766 }
272 }
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277 767
278 if (self || cb) 768 return ob;
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 769}
280 }
281};
282 770
283typedef struct oblnk { /* Used to link together several objects */ 771//+GPL
284 object *ob;
285 struct oblnk *next;
286 tag_t id;
287} objectlink;
288 772
289typedef struct oblinkpt { /* Used to link together several object links */ 773object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
290 struct oblnk *link; 774object *find_skill_by_name (object *who, shstr_cmp sh);
291 long value; /* Used as connected value in buttons/gates */ 775object *find_skill_by_number (object *who, int skillno);
292 struct oblinkpt *next;
293} oblinkpt;
294 776
295/* 777/*
296 * The archetype structure is a set of rules on how to generate and manipulate 778 * The archetype structure is a set of rules on how to generate and manipulate
297 * objects which point to archetypes. 779 * objects which point to archetypes.
298 * This probably belongs in arch.h, but there really doesn't appear to 780 * 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 781 * 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 782 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 783 * by the object structure
302 */ 784 */
303 785
304typedef struct archt { 786//-GPL
787
788INTERFACE_CLASS (archetype)
789struct archetype : object
790{
791 static arch_ptr empty; // the empty_archetype
792 MTH static void gc ();
793
794 archetype (const_utf8_string name);
795 ~archetype ();
796 void gather_callbacks (AV *&callbacks, event_type event) const;
797
798 MTH static archetype *find (const_utf8_string name);
799
800 MTH void link ();
801 MTH void unlink ();
802
803 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
804 MTH object *instance ();
805
806 MTH void post_load_check (); // do some adjustments after parsing
807
808 object_vector_index ACC (RW, archid); // index in archvector
305 const char *name; /* More definite name, like "generate_kobold" */ 809 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;
315 810
811 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
812 sint8 ACC (RW, max_x), ACC (RW, max_y);
813
814 // support for archetype loading
815 static archetype *read (object_thawer &f);
816 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
817 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
818};
819
820inline void
821object_freezer::put (const keyword_string k, archetype *v)
822{
823 if (expect_true (v))
824 put (k, v->archname);
825 else
826 put (k);
827}
828
829typedef object_vector<object, &object::index > objectvec;
830typedef object_vector<object, &object::active> activevec;
831typedef object_vector<archetype, &archetype::archid> archvec;
832
316extern object *objects; 833extern objectvec objects;
317extern object *active_objects; 834extern activevec actives;
318extern object *free_objects; 835extern archvec archetypes;
319extern object objarray[STARTMAX];
320 836
321extern int nrofallocobjects; 837// "safely" iterate over inv in a way such that the current item is removable
322extern int nroffreeobjects; 838// quite horrible, that's why its hidden in some macro
839#define for_inv_removable(op,var) \
840 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
323 841
324/* This returns TRUE if the object is somethign that 842#define for_all_objects(var) \
325 * should be displayed in the look window 843 for (unsigned _i = 0; _i < objects.size (); ++_i) \
326 */ 844 statementvar (object *, var, objects [_i])
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 845
846#define for_all_actives(var) \
847 for (unsigned _i = 0; _i < actives.size (); ++_i) \
848 statementvar (object *, var, actives [_i])
849
850#define for_all_archetypes(var) \
851 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
852 statementvar (archetype *, var, archetypes [_i])
853
854//+GPL
328 855
329/* Used by update_object to know if the object being passed is 856/* Used by update_object to know if the object being passed is
330 * being added or removed. 857 * being added or removed.
331 */ 858 */
332#define UP_OBJ_INSERT 1 859#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 860#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 861#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 862#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 863
337/* These are flags passed to insert_ob_in_map and 864/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 865 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 866 * for both functions.
340 * Most are fairly explanatory: 867 * Most are fairly explanatory:
349 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 876 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
350 * Use for treasure chests so the new object is the highest thing 877 * Use for treasure chests so the new object is the highest thing
351 * beneath the player, but not actually above it. Note - the 878 * beneath the player, but not actually above it. Note - the
352 * map and x,y coordinates for the object to be inserted must 879 * map and x,y coordinates for the object to be inserted must
353 * match the originator. 880 * 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 * 881 *
358 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 882 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
359 * are mutually exclusive. The behaviour for passing more than one 883 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 884 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 885 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 886 * in future revisions of the code.
363 */ 887 */
364#define INS_NO_MERGE 0x0001 888#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 889#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 890#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 891#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 892#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020
370 893
371#define ARCH_SINGULARITY "singularity" 894//-GPL
372#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom"
376 895
377#endif 896#endif
897

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines