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Comparing deliantra/server/include/object.h (file contents):
Revision 1.57 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.225 by root, Sat Jan 30 23:30:26 2010 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 (©) 2005,2006,2007,2008,2009,2010 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@schmorp.de 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
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
33//+GPL
34
32typedef uint32 tag_t; 35typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 36
34#define BODY_ARMS 1 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,
52 NUM_BODY_LOCATIONS
53};
54
55enum slottype_t
56{
57 slot_none,
58 slot_combat,
59 slot_ranged,
60};
35 61
36/* See common/item.c */ 62/* See common/item.c */
37 63
38typedef struct Body_Locations 64typedef struct Body_Locations
39{ 65{
40 const char *save_name; /* Name used to load/save it to disk */ 66 keyword save_name; /* Name used to load/save it to disk */
41 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 */
42 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 */
43} Body_Locations; 69} Body_Locations;
44 70
45extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
72
73#define NUM_COINS 4 /* number of coin types */
74extern const char *const coins[NUM_COINS + 1];
46 75
47/* 76/*
48 * 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
49 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
50 * 79 *
51 * key and value are shared-strings. 80 * key and value are shared-strings.
52 * 81 *
53 * 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
54 * accessing the list directly. 83 * accessing the list directly.
55 * 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.
56 */ 85 */
57struct key_value 86struct key_value : slice_allocated
58{ 87{
59 key_value *next; 88 key_value *next;
60 shstr key, value; 89 shstr key, value;
61}; 90};
62 91
92//-GPL
93
63struct UUID 94struct UUID
64{ 95{
65 uint64 seq; 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 ();
66 103
67 UUID () { } 104 UUID () { }
68 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; } 106 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = 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;
71}; 112};
72 113
73extern void init_uuid (); 114//+GPL
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
76 115
77/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
78 * 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
79 * 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
80 * can_apply and will_apply? 119 * can_apply and will_apply?
83#define WILL_APPLY_TREASURE 0x02 122#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 123#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
87 126
88/* However, if you're keeping a pointer of some sort, you probably 127struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C, 128{
90 * e.g. ->copy_to () 129 signed char used:4; /* Calculated value based on items equipped */
91 */ 130 signed char info:4; /* body info as loaded from the file */
131};
92 132
93typedef refptr<object> object_ptr; 133typedef struct oblnk
94typedef refptr<archetype> arch_ptr; 134{ /* Used to link together several objects */
135 object_ptr ob;
136 struct oblnk *next;
137} objectlink;
95 138
139typedef struct oblinkpt
140{ /* Used to link together several object links */
141 struct oblnk *link;
142 struct oblinkpt *next;
143 shstr id; /* Used as connected value in buttons/gates */
144} oblinkpt;
145
146INTERFACE_CLASS (object)
96// these are not being copied 147// these are being copied
97ACC_CLASS (object) 148struct object_copy : attachable
98struct object_keep : refcounted
99{ 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.
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 */
207
208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
209 sint16 ACC (RW, level); /* Level of creature or object */
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{
100 /* These variables are not changed by ->copy_to */ 297 // These variables are not changed by ->copy_to
298 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
101 299
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 300 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
301 int ACC (RO, count);
302 object_vector_index ACC (RO, index); // index into objects
303 object_vector_index ACC (RO, active); // index into actives
104 304
105 player *ACC (RW, contr); /* Pointer to the player which control this object */ 305 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 306
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 307 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 308 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */ 309 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */ 310 object *inv; /* Pointer to the first object in the inventory */
311
312 //TODO: container must move into client
116 object *ACC (RW, container); /* Current container being used. I think this 313 object_ptr ACC (RW, container);/* Currently opened container. I think this
117 * is only used by the player right now. 314 * is only used by the player right now.
118 */ 315 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment. 316 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 317 * This is typically the container that the object is in.
121 */ 318 */
122 object *ACC (RW, 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 */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 320 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125};
126
127// these are being copied
128struct object_copy : attachable<object>
129{
130 shstr ACC (RW, name); /* The name of the object, obviously... */
131 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
149};
150
151// these are being copied and also cleared
152struct object_pod
153{
154 New_Face *ACC (RW, face); /* Face with colors */
155 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
156 float ACC (RW, speed); /* The overall speed of this object */
157 float ACC (RW, speed_left); /* How much speed is left to spend this round */
158 uint32 ACC (RW, nrof); /* How many of the objects */
159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
161
162 /* This next big block are basically used for monsters and equipment */
163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
164 uint8 ACC (RW, subtype); /* subtype of object */
165 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
166 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
171 uint16 ACC (RW, material); /* What materials this object consist of */
172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
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 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 ACC (RW, last_eat); /* How long since we last ate */
182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
183 sint16 ACC (RW, level); /* Level of creature or object */
184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
185 sint8 ACC (RW, item_power); /* power rating of the object */
186 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
188 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
195 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the doc/Developers/objects for more info about body locations */
198
199 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201 /* changes made by kholland@sunlab.cit.cornell.edu */
202 /* allows different movement patterns for attackers */
203 sint32 ACC (RW, move_status); /* What stage in attack mode */
204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 /* races/classes can need less/more exp to gain levels */
208
209 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically
211 * only used in spells.
212 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215 uint16 ACC (RW, start_holding);
216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
218 sint8 ACC (RW, range); /* Range of the spell */
219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
220 char *ACC (RW, spellarg);
221
222 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */
224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
227 key_value *key_values; /* Fields not explictly known by the loader. */ 321 key_value *key_values; /* Fields not explictly known by the loader. */
228 std::bitset<NUM_FLAGS> flags; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
235 322
236 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 323 // privates / perl
237 MoveType ACC (RW, move_block);/* What movement types this blocks */ 324 shstr_tmp kv_get (shstr_tmp key) const;
238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 325 void kv_del (shstr_tmp key);
239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 326 void kv_set (shstr_tmp key, shstr_tmp value);
240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
241 MoveType ACC (RW, move_slow); /* Movement types this slows down */
242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
243};
244 327
245struct object : zero_initialised, object_keep, object_copy, object_pod 328//-GPL
246{
247 typedef unordered_vector<object *> vector;
248 329
249 static vector mortals; 330 // custom extra fields management
250 static vector active; // active objects, not yet used 331 struct key_value_access_proxy
251 static vector objects; // not used yet, use first->next->... 332 {
252 static object *first; // will be replaced by "objects" 333 object &ob;
334 shstr_tmp key;
253 335
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;
254 static object *create (); 366 MTH static object *create ();
367 const mapxy &operator =(const mapxy &pos);
255 void copy_to (object *dst); 368 MTH void copy_to (object *dst);
256 object *clone (); // create + copy_to 369 MTH object *clone (); // create + copy_to a single object
257 void destroy (bool destroy_inventory = false); 370 MTH object *deep_clone (); // copy whole more chain and inventory
258 void remove (); 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);
259 object *insert (object *item); // insert into inventory 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;
260 385
261 static void free_mortals (); 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
262 static bool can_merge_slow (object *op1, object *op2); 410 static bool can_merge_slow (object *op1, object *op2);
263 411
264 // this is often used in time-critical code, so optimise 412 // this is often used in time-critical code, so optimise
265 static bool can_merge (object *op1, object *op2) 413 MTH static bool can_merge (object *op1, object *op2)
266 { 414 {
267 return op1->value == op2->value 415 return op1->value == op2->value
268 && op1->name == op2->name 416 && op1->name == op2->name
269 && can_merge_slow (op1, op2); 417 && can_merge_slow (op1, op2);
270 } 418 }
271 419
272 void clear ();
273
274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275
276 void set_owner (object *owner); 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);
277 425
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
278 void instantiate () 460 MTH void instantiate ();
279 {
280 if (!uuid.seq) // HACK
281 uuid = gen_uuid ();
282 461
283 attachable<object>::instantiate (); 462 // recalculate all stats
284 } 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);
285 471
286 // info must hold 256 * 3 bytes currently 472 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 473 const_utf8_string debug_desc (char *info) const;
288 const char *debug_desc () 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;
289 476
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]; }
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 510 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 511 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES 512 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; } 513 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER 514 MTH bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER] 515 || flag [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 516 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; } 517 && !flag [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW 518 MTH bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT 519 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 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 is_dragon () const;
524
525 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
526
527 // temporary: wether the object can be saved in a map file
528 // contr => is a player
529 // head => only save head of a multitile object
530 // owner => can not reference owner yet
531 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
301 532
302 /* This return true if object has still randomitems which 533 /* This return true if object has still randomitems which
303 * could be expanded. 534 * could be expanded.
304 */ 535 */
305 bool has_random_items () const { return randomitems && flags [FLAG_IS_A_TEMPLATE]; } 536 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
537
538 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
539
540 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
541
542 // returns the outermost owner, never returns 0
543 MTH object *outer_owner ()
544 {
545 object *op;
546
547 for (op = this; op->owner; op = op->owner)
548 ;
549
550 return op;
551 }
552
553 // returns the outermost environment, never returns 0
554 MTH object *outer_env_or_self () const
555 {
556 const object *op;
557
558 for (op = this; op->env; op = op->env)
559 ;
560
561 return const_cast<object *>(op);
562 }
563
564 // returns the outermost environment, may return 0
565 MTH object *outer_env () const
566 {
567 return env ? outer_env_or_self () : 0;
568 }
569
570 // returns the player that has this object in his inventory, or 0
571 // we assume the player is always the outer env
572 MTH object *in_player () const
573 {
574 object *op = outer_env_or_self ();
575
576 return op->type == PLAYER ? op : 0;
577 }
578
579 // "temporary" helper function
580 MTH object *head_ () const
581 {
582 return head ? head : const_cast<object *>(this);
583 }
584
585 MTH bool is_head () const
586 {
587 return head_ () == this;
588 }
589
590 MTH bool is_on_map () const
591 {
592 return !env && !flag [FLAG_REMOVED];
593 }
594
595 MTH bool is_inserted () const
596 {
597 return !flag [FLAG_REMOVED];
598 }
599
600 MTH bool is_player () const
601 {
602 return !!contr;
603 }
604
605 MTH bool affects_los () const
606 {
607 return glow_radius || flag [FLAG_BLOCKSVIEW];
608 }
609
610 MTH bool has_carried_lights () const
611 {
612 return glow_radius;
613 }
614
615 // returns the player that cna see this object, if any
616 MTH object *visible_to () const;
617
618 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
619 MTH std::string describe_monster (object *who = 0);
620 MTH std::string describe_item (object *who = 0);
621 MTH std::string describe (object *who = 0); // long description, without name
622
623 MTH const_utf8_string query_weight () { return ::query_weight (this); }
624 MTH const_utf8_string query_name () { return ::query_name (this); }
625 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
626 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
627
628 // If this object has no extra parts but should have them,
629 // add them, effectively expanding heads into multipart
630 // objects. This method only works on objects not inserted
631 // anywhere.
632 MTH void expand_tail ();
633
634 MTH void create_treasure (treasurelist *tl, int flags = 0);
635
636 // insert object at same map position as 'where'
637 // handles both inventory and map "positions"
638 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
639 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
640 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
641 MTH void drop_unpaid_items ();
642
643 MTH void activate ();
644 MTH void deactivate ();
645 MTH void activate_recursive ();
646 MTH void deactivate_recursive ();
647
648 // set the given flag on all objects in the inventory recursively
649 MTH void set_flag_inv (int flag, int value = 1);
650
651 void enter_exit (object *exit);//Perl
652 MTH void enter_map (maptile *newmap, int x, int y);
653 void player_goto (const_utf8_string path, int x, int y); // only for players
654
655 // returns the mapspace this object is in
656 mapspace &ms () const;
306 657
307 // fully recursive iterator 658 // fully recursive iterator
308 struct iterator_base 659 struct iterator_base
309 { 660 {
310 object *item; 661 object *item;
317 operator object *() const { return item; } 668 operator object *() const { return item; }
318 669
319 object *operator ->() const { return item; } 670 object *operator ->() const { return item; }
320 object &operator * () const { return *item; } 671 object &operator * () const { return *item; }
321 }; 672 };
673
674 MTH unsigned int random_seed () const
675 {
676 return (unsigned int)uuid.seq;
677 }
322 678
323 // depth-first recursive iterator 679 // depth-first recursive iterator
324 struct depth_iterator : iterator_base 680 struct depth_iterator : iterator_base
325 { 681 {
326 depth_iterator (object *container); 682 depth_iterator (object *container);
337 object *end () 693 object *end ()
338 { 694 {
339 return this; 695 return this;
340 } 696 }
341 697
698 /* This returns TRUE if the object is something that
699 * a client might want to know about.
700 */
701 MTH bool client_visible () const
702 {
703 return !invisible && type != PLAYER;
704 }
705
706 // the client does nrof * this weight
707 MTH sint32 client_weight () const
708 {
709 return weight + carrying;
710 }
711
712 MTH struct region *region () const;
713
714 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
715 void failmsg (const_utf8_string msg, int color = NDI_RED);
716
717 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
718
719 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
720 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
721
722 // make some noise with given item into direction dir,
723 // currently only used for players to make them temporarily visible
724 // when they are invisible.
725 MTH void make_noise ();
726
727 /* animation */
728 MTH bool has_anim () const { return animation_id; }
729 const animation &anim () const { return animations [animation_id]; }
730 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
731 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
732 /* anim_frames () returns the number of animations allocated. The last
733 * usuable animation will be anim_frames () - 1 (for example, if an object
734 * has 8 animations, anim_frames () will return 8, but the values will
735 * range from 0 through 7.
736 */
737 MTH int anim_frames () const { return anim ().num_animations; }
738 MTH int anim_facings () const { return anim ().facings; }
739
740 MTH utf8_string as_string ();
741
342protected: 742protected:
343 friend struct archetype;
344
345 void link (); 743 void link ();
346 void unlink (); 744 void unlink ();
347 745
348 object (); 746 object ();
349 ~object (); 747 ~object ();
748
749private:
750 object &operator =(const object &);
751 object (const object &);
350}; 752};
351 753
352typedef struct oblnk 754// move this object to the top of its env's inventory to speed up
353{ /* Used to link together several objects */ 755// searches for it.
354 object_ptr ob; 756static inline object *
355 struct oblnk *next; 757splay (object *ob)
356} objectlink; 758{
759 if (ob->above && ob->env)
760 {
761 if (ob->above) ob->above->below = ob->below;
762 if (ob->below) ob->below->above = ob->above;
357 763
358typedef struct oblinkpt 764 ob->above = 0;
359{ /* Used to link together several object links */ 765 ob->below = ob->env->inv;
360 struct oblnk *link; 766 ob->below->above = ob;
361 long value; /* Used as connected value in buttons/gates */ 767 ob->env->inv = ob;
362 struct oblinkpt *next; 768 }
363} oblinkpt; 769
770 return ob;
771}
772
773//+GPL
774
775object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
776object *find_skill_by_name (object *who, shstr_cmp sh);
777object *find_skill_by_number (object *who, int skillno);
364 778
365/* 779/*
366 * The archetype structure is a set of rules on how to generate and manipulate 780 * The archetype structure is a set of rules on how to generate and manipulate
367 * objects which point to archetypes. 781 * objects which point to archetypes.
368 * This probably belongs in arch.h, but there really doesn't appear to 782 * This probably belongs in arch.h, but there really doesn't appear to
369 * be much left in the archetype - all it really is is a holder for the 783 * be much left in the archetype - all it really is is a holder for the
370 * object and pointers. This structure should get removed, and just replaced 784 * object and pointers. This structure should get removed, and just replaced
371 * by the object structure 785 * by the object structure
372 */ 786 */
373 787
788//-GPL
789
374ACC_CLASS (archetype) 790INTERFACE_CLASS (archetype)
375struct archetype : zero_initialised, refcounted 791struct archetype : object
376{ 792{
377 archetype (); 793 static arch_ptr empty; // the empty_archetype
794 MTH static void gc ();
795
796 archetype (const_utf8_string name);
378 ~archetype (); 797 ~archetype ();
798 void gather_callbacks (AV *&callbacks, event_type event) const;
379 799
380 static archetype *find (const char *arch); 800 MTH static archetype *find (const_utf8_string name);
381 801
382 void hash_add (); // add to hastable 802 MTH void link ();
383 void hash_del (); // remove from hashtable 803 MTH void unlink ();
384 804
805 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
806 MTH object *instance ();
807
808 MTH void post_load_check (); // do some adjustments after parsing
809
810 object_vector_index ACC (RW, archid); // index in archvector
385 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 811 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
386 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 812
387 struct archetype *ACC (RW, head); /* The main part of a linked object */ 813 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
388 struct archetype *ACC (RW, more); /* Next part of a linked object */ 814 sint8 ACC (RW, max_x), ACC (RW, max_y);
389 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 815
390 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 816 // support for archetype loading
391 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 817 static archetype *read (object_thawer &f);
392 * in comparison to the head. 818 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
393 */ 819 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
394}; 820};
395 821
822// returns whether the objetc is a dragon player, which are often specialcased
823inline bool
824object::is_dragon () const
825{
826 return arch->race == shstr_dragon && is_player ();
827}
828
829inline void
830object_freezer::put (const keyword_string k, archetype *v)
831{
832 if (expect_true (v))
833 put (k, v->archname);
834 else
835 put (k);
836}
837
838typedef object_vector<object, &object::index > objectvec;
839typedef object_vector<object, &object::active> activevec;
840typedef object_vector<archetype, &archetype::archid> archvec;
841
396extern object *objects; 842extern objectvec objects;
397extern object *active_objects; 843extern activevec actives;
844extern archvec archetypes;
398 845
399extern int nrofallocobjects; 846// "safely" iterate over inv in a way such that the current item is removable
847// quite horrible, that's why its hidden in some macro
848#define for_inv_removable(op,var) \
849 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
400 850
401/* This returns TRUE if the object is something that 851#define for_all_objects(var) \
402 * should be displayed in the look window 852 for (unsigned _i = 0; _i < objects.size (); ++_i) \
403 */ 853 statementvar (object *, var, objects [_i])
404#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 854
855#define for_all_actives(var) \
856 for (unsigned _i = 0; _i < actives.size (); ++_i) \
857 statementvar (object *, var, actives [_i])
858
859#define for_all_archetypes(var) \
860 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
861 statementvar (archetype *, var, archetypes [_i])
862
863//+GPL
405 864
406/* Used by update_object to know if the object being passed is 865/* Used by update_object to know if the object being passed is
407 * being added or removed. 866 * being added or removed.
408 */ 867 */
409#define UP_OBJ_INSERT 1 868#define UP_OBJ_INSERT 1
426 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 885 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
427 * Use for treasure chests so the new object is the highest thing 886 * Use for treasure chests so the new object is the highest thing
428 * beneath the player, but not actually above it. Note - the 887 * beneath the player, but not actually above it. Note - the
429 * map and x,y coordinates for the object to be inserted must 888 * map and x,y coordinates for the object to be inserted must
430 * match the originator. 889 * match the originator.
431 * INS_MAP_LOAD: disable lots of checkings done at insertion to
432 * speed up map loading process, as we assume the ordering in
433 * loaded map is correct.
434 * 890 *
435 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 891 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
436 * are mutually exclusive. The behaviour for passing more than one 892 * are mutually exclusive. The behaviour for passing more than one
437 * should be considered undefined - while you may notice what happens 893 * should be considered undefined - while you may notice what happens
438 * right now if you pass more than one, that could very well change 894 * right now if you pass more than one, that could very well change
441#define INS_NO_MERGE 0x0001 897#define INS_NO_MERGE 0x0001
442#define INS_ABOVE_FLOOR_ONLY 0x0002 898#define INS_ABOVE_FLOOR_ONLY 0x0002
443#define INS_NO_WALK_ON 0x0004 899#define INS_NO_WALK_ON 0x0004
444#define INS_ON_TOP 0x0008 900#define INS_ON_TOP 0x0008
445#define INS_BELOW_ORIGINATOR 0x0010 901#define INS_BELOW_ORIGINATOR 0x0010
446#define INS_MAP_LOAD 0x0020
447 902
448#define ARCH_SINGULARITY "singularity" 903//-GPL
449#define ARCH_SINGULARITY_LEN 11
450#define ARCH_DETECT_MAGIC "detect_magic"
451#define ARCH_DEPLETION "depletion"
452#define ARCH_SYMPTOM "symptom"
453 904
454#endif 905#endif
455 906

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