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Comparing deliantra/server/include/object.h (file contents):
Revision 1.23 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.109 by root, Sat Apr 21 16:56:32 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
34
31#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 36#define BODY_ARMS 1
33 37
34/* See common/item.c */ 38/* See common/item.c */
35 39
56{ 60{
57 key_value *next; 61 key_value *next;
58 shstr key, value; 62 shstr key, value;
59}; 63};
60 64
65struct UUID
66{
67 uint64 seq;
68
69 UUID () { }
70 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; }
73};
74
75extern void init_uuid ();
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
61 78
62/* Definition for WILL_APPLY values. Replaces having harcoded values 79/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 80 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 81 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 82 * can_apply and will_apply?
66 */ 83 */
67#define WILL_APPLY_HANDLE 0x1 84#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 85#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 86#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 87#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 88#define WILL_APPLY_FOOD 0x10
72
73 89
74/* However, if you're keeping a pointer of some sort, you probably 90/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C, 91 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 92 * e.g. ->copy_to ()
77 */ 93 */
78 94
95INTERFACE_CLASS (object)
79// these are not being copied 96// these are being copied
80ACC_CLASS (object) 97struct object_copy : attachable
81struct object_keep
82{ 98{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 99 typedef bitset<NUM_FLAGS> flags_t;
84 uint16 ACC (RW, refcount); /* How many objects points to this object */
85 100
86 /* These variables are not changed by copy_object() */ 101 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 102 sint8 ACC (RW, direction); /* Means the object is moving that way. */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 103 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107};
108
109// these are being copied
110struct object_copy:attachable<object>
111{
112 /* These get an extra add_refcount(), after having been copied by memcpy().
113 * All fields beow this point are automatically copied by memcpy. If
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 104 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 105 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 106 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 107 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 108 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 109 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 110 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 111 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 112 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 113 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 114 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 115 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130}; 116// materialtype_t *ACC (RW, material); /* What material this object consists of */
117 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
118 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
119 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
120 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
121 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
122 object_ptr ACC (RW, spell); /* Spell that was being cast */
123 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
124 arch_ptr ACC (RW, arch); /* Pointer to archetype */
125 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
131 126
132// these are being copied and also cleared
133struct object_pod
134{
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */ 127 float ACC (RW, speed); /* The overall speed of this object */
137 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 129 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 130
143 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 133 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 146 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 147 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 148 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 149 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 150 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 151 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
152 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 153 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 154 sint8 ACC (RW, item_power); /* power rating of the object */
167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 155 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
156 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 157 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 159 sint32 ACC (RW, carrying); /* How much weight this object contains */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 160 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 161 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 faceidx ACC (RW, face); /* Face with colors */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 167 /* See the pod/objects.pod for more info about body locations */
180 168
181 /* Following mostly refers to fields only used for monsters */ 169 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186 /* has been freed) */
187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 170 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 171
195 /* allows different movement patterns for attackers */ 172 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 173 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 174 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 175 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 176 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 177 /* races/classes can need less/more exp to gain levels */
202 178
203 /* Spell related information, may be useful elsewhere 179 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 180 * Note that other fields are used - these files are basically
205 * only used in spells. 181 * only used in spells.
206 */ 182 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 183 sint16 ACC (RW, duration); /* How long the spell lasts */
184 sint16 ACC (RW, casting_time);/* time left before spell goes off */
185 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 186 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 187 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 188 sint8 ACC (RW, range); /* Range of the spell */
211 uint16 ACC (RW, start_holding); 189 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
190
191 MoveType ACC (RW, move_type); /* Type of movement this object uses */
192 MoveType ACC (RW, move_block);/* What movement types this blocks */
193 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
194 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
195 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
196 MoveType ACC (RW, move_slow); /* Movement types this slows down */
197 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
198
212 char *ACC (RW, spellarg); 199 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 200
217 /* Following are values used by any object */ 201 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 202 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 203 treasurelist *ACC (RW, randomitems); /* Items to be generated */
204 flags_t flag; /* various flags */
205#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207#endif
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 208 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 209 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 210 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 211 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 212 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
213 uint8 ACC (RW, will_apply); /* See crossfire.doc */
214};
227 215
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 216struct object : zero_initialised, object_copy
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 217{
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 218 // These variables are not changed by ->copy_to
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 220
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 222 int ACC (RO, count);
223 int ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives
225
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
227
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
234 object_ptr ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now.
236 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in.
239 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently?
235 key_value *key_values; /* Fields not explictly known by the loader. */ 243 key_value *key_values; /* Fields not explictly known by the loader. */
236};
237 244
238#define get_object() object::create () 245 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
239#define free_object(op) (op)->free (0) 246 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
240#define free_object2(op, free_inv) (op)->free (free_inv) 247 bool write (object_freezer &f);
241 248
242struct object : zero_initialised, object_keep, object_copy, object_pod
243{
244 static object *create (); 249 MTH static object *create ();
250 object &operator =(const object &src);
251 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to
253 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const;
245 void free (bool free_inventory = false); 255 MTH void destroy (bool destroy_inventory = false);
246 void mortalise ();
247 256
248 static void free_mortals (); 257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH object *insert (object *item); // insert into inventory
260 void do_remove ();
261 MTH void remove ()
262 {
263 if (!flag [FLAG_REMOVED])
264 do_remove ();
265 }
266
249 static bool can_merge (object *op1, object *op2); 267 static bool can_merge_slow (object *op1, object *op2);
250 268
251 void clear (); 269 // this is often used in time-critical code, so optimise
252 void clone (object *destination); 270 MTH static bool can_merge (object *op1, object *op2)
271 {
272 return op1->value == op2->value
273 && op1->name == op2->name
274 && can_merge_slow (op1, op2);
275 }
276
277 MTH void set_owner (object *owner);
278 MTH void set_speed (float speed);
279
280 MTH void open_container (object *new_container);
281 MTH void close_container ()
282 {
283 open_container (0);
284 }
285
286 MTH void instantiate ();
287
288 // recalculate all stats
289 MTH void update_stats ();
290 MTH void roll_stats ();
291 MTH void swap_stats (int a, int b);
292 MTH void add_statbonus ();
293 MTH void remove_statbonus ();
294 MTH void drain_stat ();
295 MTH void drain_specific_stat (int deplete_stats);
296 MTH void change_luck (int value);
297
298 // info must hold 256 * 3 bytes currently
299 const char *debug_desc (char *info) const;
300 MTH const char *debug_desc () const;
301 const char *debug_desc2 () const; // another debug_desc, pure convinience function
302 const char *flag_desc (char *desc, int len) const;
303
304 int number_of () const
305 {
306 return nrof ? nrof : 1;
307 }
308
309 uint64 total_weight () const
310 {
311 return weight * number_of ();
312 }
313
314 // return the dominant material of this item, always return something
315 const materialtype_t *dominant_material () const;
316
317 // return the volume of this object in cm³
318 uint64 volume () const
319 {
320 return total_weight ()
321 * 1000
322 * (type == CONTAINER ? 1000 : 1)
323 / dominant_material ()->density;
324 }
325
326 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
327 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
328 || type == CLOAK || type == BOOTS || type == GLOVES
329 || type == BRACERS || type == GIRDLE; }
330 MTH bool is_alive () const { return (type == PLAYER
331 || flag [FLAG_MONSTER]
332 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
333 && !flag [FLAG_IS_A_TEMPLATE]; }
334 MTH bool is_arrow () const { return type == ARROW
335 || (type == SPELL_EFFECT
336 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
337
338 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
339
340 // temporary: wether the object can be saved in a map file
341 // contr => is a player
342 // head => only save head of a multitile object
343 // owner => can not reference owner yet
344 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
345
346 /* This return true if object has still randomitems which
347 * could be expanded.
348 */
349 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
350
351 // returns the player that has this object in his inventory, or 0
352 MTH object *in_player () const
353 {
354 for (object *op = env; op; op = op->env)
355 if (op->type == PLAYER)
356 return op;
357
358 return 0;
359 }
360
361 // "temporary" helper function
362 MTH object *head_ ()
363 {
364 return head ? head : this;
365 }
366
367 // If this object has no extra parts but should have them,
368 // add them, effectively expanding heads into multipart
369 // objects. This method only works on objects not inserted
370 // anywhere.
371 void expand_tail ();
372
373 // insert object at same map position as 'where'
374 // handles both inventory and map "positions"
375 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
376
377 MTH void activate ();
378 MTH void deactivate ();
379 MTH void activate_recursive ();
380 MTH void deactivate_recursive ();
381
382 // set the givne flag on all objects in the inventory recursively
383 MTH void set_flag_inv (int flag, int value = 1);
384
385 void enter_exit (object *exit);//PERL
386 MTH void enter_map (maptile *newmap, int x, int y);
387
388 // returns the mapspace this object is in
389 mapspace &ms () const;
390
391 // fully recursive iterator
392 struct iterator_base
393 {
394 object *item;
395
396 iterator_base (object *container)
397 : item (container)
398 {
399 }
400
401 operator object *() const { return item; }
402
403 object *operator ->() const { return item; }
404 object &operator * () const { return *item; }
405 };
406
407 MTH unsigned int random_seed () const
408 {
409 return (unsigned int)uuid.seq;
410 }
411
412 // depth-first recursive iterator
413 struct depth_iterator : iterator_base
414 {
415 depth_iterator (object *container);
416 void next ();
417 object *operator ++( ) { next (); return item; }
418 object *operator ++(int) { object *i = item; next (); return i; }
419 };
420
421 object *begin ()
422 {
423 return this;
424 }
425
426 object *end ()
427 {
428 return this;
429 }
430
431 /* This returns TRUE if the object is something that
432 * should be displayed in the floorbox/inventory window
433 */
434 MTH bool client_visible () const
435 {
436 return !invisible && type != PLAYER;
437 }
438
439 MTH struct region *region () const;
253 440
254protected: 441protected:
255 friend struct archetype; 442 friend struct archetype;
443
444 void link ();
445 void unlink ();
256 446
257 object (); 447 object ();
258 ~object (); 448 ~object ();
259}; 449};
260 450
261#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 451typedef object_vector<object, &object::index > objectvec;
452typedef object_vector<object, &object::active> activevec;
453
454extern objectvec objects;
455extern activevec actives;
456
457#define for_all_objects(var) \
458 for (unsigned _i = 0; _i < objects.size (); ++_i) \
459 declvar (object *, var, objects [_i])
460
461#define for_all_actives(var) \
462 for (unsigned _i = 0; _i < actives.size (); ++_i) \
463 declvar (object *, var, actives [_i])
262 464
263typedef struct oblnk 465typedef struct oblnk
264{ /* Used to link together several objects */ 466{ /* Used to link together several objects */
265 object *ob; 467 object_ptr ob;
266 struct oblnk *next; 468 struct oblnk *next;
267 tag_t id;
268} objectlink; 469} objectlink;
269 470
270typedef struct oblinkpt 471typedef struct oblinkpt
271{ /* Used to link together several object links */ 472{ /* Used to link together several object links */
272 struct oblnk *link; 473 struct oblnk *link;
281 * be much left in the archetype - all it really is is a holder for the 482 * be much left in the archetype - all it really is is a holder for the
282 * object and pointers. This structure should get removed, and just replaced 483 * object and pointers. This structure should get removed, and just replaced
283 * by the object structure 484 * by the object structure
284 */ 485 */
285 486
286ACC_CLASS(archetype) 487INTERFACE_CLASS (archetype)
287struct archetype : zero_initialised 488struct archetype : zero_initialised, attachable
288{ 489{
289 archetype (); 490 archetype ();
290 ~archetype (); 491 ~archetype ();
492 void gather_callbacks (AV *&callbacks, event_type event) const;
291 493
494 static archetype *read (object_thawer &f);
495 static archetype *get (const char *name); // find or create
496 static archetype *find (const char *name);
497
498 void hash_add (); // add to hashtable
499 void hash_del (); // remove from hashtable
500
292 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 501 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
293 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 502 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
294 struct archetype *ACC (RW, head); /* The main part of a linked object */ 503 struct archetype *ACC (RW, head); /* The main part of a linked object */
295 struct archetype *ACC (RW, more); /* Next part of a linked object */ 504 struct archetype *ACC (RW, more); /* Next part of a linked object */
296 object ACC (RO, clone); /* An object from which to do copy_object() */ 505 object ACC (RO, clone); /* An object from which to do ->copy_to () */
297 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 506 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
507 bool ACC (RW, linked); // linked into list of heads
298 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 508 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
299 * in comparison to the head. 509 * in comparison to the head.
300 */ 510 */
301}; 511};
302
303extern object *objects;
304extern object *active_objects;
305
306extern int nrofallocobjects;
307
308/* This returns TRUE if the object is something that
309 * should be displayed in the look window
310 */
311#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
312 512
313/* Used by update_object to know if the object being passed is 513/* Used by update_object to know if the object being passed is
314 * being added or removed. 514 * being added or removed.
315 */ 515 */
316#define UP_OBJ_INSERT 1 516#define UP_OBJ_INSERT 1
351#define INS_ON_TOP 0x0008 551#define INS_ON_TOP 0x0008
352#define INS_BELOW_ORIGINATOR 0x0010 552#define INS_BELOW_ORIGINATOR 0x0010
353#define INS_MAP_LOAD 0x0020 553#define INS_MAP_LOAD 0x0020
354 554
355#define ARCH_SINGULARITY "singularity" 555#define ARCH_SINGULARITY "singularity"
356#define ARCH_SINGULARITY_LEN 11
357#define ARCH_DETECT_MAGIC "detect_magic" 556#define ARCH_DETECT_MAGIC "detect_magic"
358#define ARCH_DEPLETION "depletion" 557#define ARCH_DEPLETION "depletion"
359#define ARCH_SYMPTOM "symptom" 558#define ARCH_SYMPTOM "symptom"
360 559
361#endif 560#endif
561

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