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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 1.200 by root, Tue May 5 04:51:56 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset>
28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 33
32#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
33 58
34/* See common/item.c */ 59/* See common/item.c */
35 60
36typedef struct Body_Locations 61typedef struct Body_Locations
37{ 62{
38 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
39 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
40 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 66} Body_Locations;
42 67
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
44 72
45/* 73/*
46 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 76 *
49 * key and value are shared-strings. 77 * key and value are shared-strings.
50 * 78 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 80 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
54 */ 82 */
55struct key_value 83struct key_value : slice_allocated
56{ 84{
57 key_value *next; 85 key_value *next;
58 shstr key, value; 86 shstr key, value;
59}; 87};
60 88
89struct UUID
90{
91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
61 123
62/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 127 * can_apply and will_apply?
66 */ 128 */
67#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
72 134
73 135struct body_slot
74/* 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,
76 * e.g. copy_object.
77 */
78
79// these are not being copied
80ACC_CLASS (object)
81struct object_keep
82{ 136{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 137 signed char info:4; /* body info as loaded from the file */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */ 138 signed char used:4; /* Calculated value based on items equipped */
85
86 /* These variables are not changed by copy_object() */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
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}; 139};
108 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
154INTERFACE_CLASS (object)
109// these are being copied 155// these are being copied
110struct object_copy:attachable<object> 156struct object_copy : attachable
111{ 157{
112 /* These get an extra add_refcount(), after having been copied by memcpy(). 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
113 * All fields beow this point are automatically copied by memcpy. If 159
114 * adding something that needs a refcount updated, make sure you modify 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
115 * copy_object to do so. Everything below here also gets cleared 161 uint8 ACC (RW, subtype); /* subtype of object */
116 * by clear_object() 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
117 */ 163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 165 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 171
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 172 typedef bitset<NUM_FLAGS> flags_t;
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 173 flags_t flag; /* various flags */
127 /* To get put into books and the like. */ 174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
128 shstr ACC (RW, materialname); /* specific material name */ 178 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
130}; 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
186 object_ptr ACC (RW, spell); /* Spell that was being cast */
187 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
131 190
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 */ 191 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 */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 193 sint32 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. */
142 194
143 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 203
204 uint16 ACC (RW, materials); /* What materials this object consists of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 211 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */
218
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 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) */ 220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */
223
224 faceidx ACC (RW, face); /* the graphical face */
225
226 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */
228
229 body_slot slot [NUM_BODY_LOCATIONS];
230
168 sint32 ACC (RW, weight); /* Attributes of the object */ 231 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 234 sint64 ACC (RW, perm_exp); /* Permanent exp */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */ 235 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 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 */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 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 */
179 /* See the doc/Developers/objects for more info about body locations */ 236 /* See the pod/objects.pod for more info about body locations */
180 237
181 /* Following mostly refers to fields only used for monsters */ 238 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */ 239
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 */
194 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */ 240 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 241 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 243 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 */ 244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 245 /* races/classes can need less/more exp to gain levels */
202 246
203 /* Spell related information, may be useful elsewhere 247 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 248 * Note that other fields are used - these files are basically
205 * only used in spells. 249 * only used in spells.
206 */ 250 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 251 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
253
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 256 sint8 ACC (RW, range); /* Range of the spell */
211 uint16 ACC (RW, start_holding); 257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
258
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
212 char *ACC (RW, spellarg); 271 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 */
216 272
217 /* Following are values used by any object */ 273 /* 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 */ 274 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 277 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 280
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
227 284
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 287
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 288 // rarely-accessed members should be at the end
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 289 shstr ACC (RW, tag); // a tag used to tracking this object
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 291 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */
294};
295
296const char *query_weight (const object *op);
297const char *query_short_name (const object *op);
298const char *query_name (const object *op);
299const char *query_base_name (const object *op, int plural);
300
301struct object : zero_initialised, object_copy
302{
303 // These variables are not changed by ->copy_to
304 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
305
306 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
307 int ACC (RO, count);
308 object_vector_index ACC (RO, index); // index into objects
309 object_vector_index ACC (RO, active); // index into actives
310
311 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
312
313 object *ACC (RW, below); /* Pointer to the object stacked below this one */
314 object *ACC (RW, above); /* Pointer to the object stacked above this one */
315 /* Note: stacked in the *same* environment */
316 object *inv; /* Pointer to the first object in the inventory */
317
318 //TODO: container must move into client
319 object_ptr ACC (RW, container); /* Current container being used. I think this
320 * is only used by the player right now.
321 */
322 object *ACC (RW, env); /* Pointer to the object which is the environment.
323 * This is typically the container that the object is in.
324 */
325 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
326 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
327 client_container *seen_by; // seen by which player/container currently?
235 key_value *key_values; /* Fields not explictly known by the loader. */ 328 key_value *key_values; /* Fields not explictly known by the loader. */
236};
237 329
238#define get_object() object::create () 330 // privates / perl
239#define free_object(op) (op)->free (0) 331 shstr_tmp kv_get (shstr_tmp key) const;
240#define free_object2(op, free_inv) (op)->free (free_inv) 332 void kv_del (shstr_tmp key);
333 void kv_set (shstr_tmp key, shstr_tmp value);
241 334
242struct object : zero_initialised, object_keep, object_copy, object_pod 335 // custom extra fields management
243{ 336 struct key_value_access_proxy
337 {
338 object &ob;
339 shstr_tmp key;
340
341 key_value_access_proxy (object &ob, shstr_tmp key)
342 : ob (ob), key (key)
343 {
344 }
345
346 const key_value_access_proxy &operator =(shstr_tmp value) const
347 {
348 ob.kv_set (key, value);
349 return *this;
350 }
351
352 operator const shstr_tmp () const { return ob.kv_get (key); }
353 operator const char *() const { return ob.kv_get (key); }
354
355 private:
356 void operator =(int);
357 };
358
359 // operator [] is too annoying to use
360 const key_value_access_proxy kv (shstr_tmp key)
361 {
362 return key_value_access_proxy (*this, key);
363 }
364
365 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
366 MTH void post_load_check (); // do some adjustments after parsing
367 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
368 bool write (object_freezer &f);
369
370 MTH int slottype () const;
244 static object *create (); 371 MTH static object *create ();
245 void free (bool free_inventory = false); 372 const mapxy &operator =(const mapxy &pos);
246 void mortalise (); 373 MTH void copy_to (object *dst);
374 MTH object *clone (); // create + copy_to a single object
375 MTH object *deep_clone (); // copy whole more chain and inventory
376 void do_destroy ();
377 void gather_callbacks (AV *&callbacks, event_type event) const;
378 MTH void destroy ();
379 MTH void drop_and_destroy ()
380 {
381 destroy_inv (true);
382 destroy ();
383 }
247 384
248 static void free_mortals (); 385 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
386 MTH void destroy_inv (bool drop_to_ground = false);
387 MTH object *insert (object *item); // insert into inventory
388 MTH void play_sound (faceidx sound) const;
389 MTH void say_msg (const char *msg) const;
390
391 void do_remove ();
392 MTH void remove ()
393 {
394 if (!flag [FLAG_REMOVED])
395 do_remove ();
396 }
397
398 MTH bool blocked (maptile *m, int x, int y) const;
399
400 void move_to (const mapxy &pos)
401 {
402 remove ();
403 *this = pos;
404 insert_at (this, this);
405 }
406
407 // high-level move functions, return true if successful
408 int move (int dir, object *originator);
409
410 int move (int dir)
411 {
412 return move (dir, this);
413 }
414
249 static bool can_merge (object *op1, object *op2); 415 static bool can_merge_slow (object *op1, object *op2);
250 416
251 void clear (); 417 // this is often used in time-critical code, so optimise
252 void clone (object *destination); 418 MTH static bool can_merge (object *op1, object *op2)
419 {
420 return op1->value == op2->value
421 && op1->name == op2->name
422 && can_merge_slow (op1, op2);
423 }
424
425 MTH void set_owner (object *owner);
426 MTH void set_speed (float speed);
427 MTH void set_glow_radius (sint8 rad);
428 MTH bool change_weapon (object *ob);
429 MTH bool change_skill (object *ob);
430
431 MTH void open_container (object *new_container);
432 MTH void close_container ()
433 {
434 open_container (0);
435 }
436
437 MTH object *force_find (shstr_tmp name);
438 MTH object *force_add (shstr_tmp name, int duration = 0);
439
440 oblinkpt *find_link () const;
441 MTH void add_link (maptile *map, shstr_tmp id);
442 MTH void remove_link ();
443
444 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
445 bool should_invoke (event_type event)
446 {
447 return ev_want_event [event] || ev_want_type [type] || cb;
448 }
449
450 MTH void instantiate ();
451
452 // recalculate all stats
453 MTH void update_stats ();
454 MTH void roll_stats ();
455 MTH void swap_stats (int a, int b);
456 MTH void add_statbonus ();
457 MTH void remove_statbonus ();
458 MTH void drain_stat ();
459 MTH void drain_specific_stat (int deplete_stats);
460 MTH void change_luck (int value);
461
462 // info must hold 256 * 3 bytes currently
463 const char *debug_desc (char *info) const;
464 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
465 const char *flag_desc (char *desc, int len) const;
466
467 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
468 MTH object *split (sint32 nr = 1); // return 0 on failure
469
470 MTH int number_of () const
471 {
472 return nrof ? nrof : 1;
473 }
474
475 MTH sint32 total_weight () const
476 {
477 return (weight + carrying) * number_of ();
478 }
479
480 MTH void update_weight ();
481
482 // return the dominant material of this item, always return something
483 const materialtype_t *dominant_material () const;
484
485 // return the volume of this object in cm³
486 MTH uint64 volume () const
487 {
488 return (uint64)total_weight ()
489 * 1000
490 * (type == CONTAINER ? 1000 : 1)
491 / dominant_material ()->density;
492 }
493
494 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
495 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
496 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
497 || type == CLOAK || type == BOOTS || type == GLOVES
498 || type == BRACERS || type == GIRDLE; }
499 MTH bool is_alive () const { return (type == PLAYER
500 || flag [FLAG_MONSTER]
501 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
502 && !flag [FLAG_IS_A_TEMPLATE]; }
503 MTH bool is_arrow () const { return type == ARROW
504 || (type == SPELL_EFFECT
505 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
506 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
507
508 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
509
510 // temporary: wether the object can be saved in a map file
511 // contr => is a player
512 // head => only save head of a multitile object
513 // owner => can not reference owner yet
514 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
515
516 /* This return true if object has still randomitems which
517 * could be expanded.
518 */
519 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
520
521 MTH bool has_dialogue () const { return *&msg == '@'; }
522
523 // returns the outermost owner, never returns 0
524 MTH object *outer_owner ()
525 {
526 object *op;
527
528 for (op = this; op->owner; op = op->owner)
529 ;
530
531 return op;
532 }
533
534 // returns the outermost environment, never returns 0
535 MTH object *outer_env () const
536 {
537 const object *op;
538
539 for (op = this; op->env; op = op->env)
540 ;
541
542 return const_cast<object *>(op);
543 }
544
545 // returns the player that has this object in his inventory, or 0
546 // we assume the player is always the outer env
547 MTH object *in_player () const
548 {
549 object *op = outer_env ();
550
551 return op->type == PLAYER ? op : 0;
552 }
553
554 // "temporary" helper function
555 MTH object *head_ () const
556 {
557 return head ? head : const_cast<object *>(this);
558 }
559
560 MTH bool is_head () const
561 {
562 return head_ () == this;
563 }
564
565 MTH bool is_on_map () const
566 {
567 return !env && !flag [FLAG_REMOVED];
568 }
569
570 MTH bool is_inserted () const
571 {
572 return !flag [FLAG_REMOVED];
573 }
574
575 MTH bool is_player () const
576 {
577 return !!contr;
578 }
579
580 MTH bool affects_los () const
581 {
582 return glow_radius || flag [FLAG_BLOCKSVIEW];
583 }
584
585 MTH bool has_carried_lights () const
586 {
587 return glow_radius;
588 }
589
590 // returns the player that cna see this object, if any
591 MTH object *visible_to () const;
592
593 MTH std::string long_desc (object *who = 0);
594 MTH std::string describe_monster (object *who = 0);
595 MTH std::string describe_item (object *who = 0);
596 MTH std::string describe (object *who = 0);
597
598 MTH const char *query_weight () { return ::query_weight (this); }
599 MTH const char *query_name () { return ::query_name (this); }
600 MTH const char *query_short_name () { return ::query_short_name (this); }
601 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
602
603 // If this object has no extra parts but should have them,
604 // add them, effectively expanding heads into multipart
605 // objects. This method only works on objects not inserted
606 // anywhere.
607 MTH void expand_tail ();
608
609 MTH void create_treasure (treasurelist *tl, int flags = 0);
610
611 // insert object at same map position as 'where'
612 // handles both inventory and map "positions"
613 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
614 MTH void drop_unpaid_items ();
615
616 MTH void activate ();
617 MTH void deactivate ();
618 MTH void activate_recursive ();
619 MTH void deactivate_recursive ();
620
621 // set the given flag on all objects in the inventory recursively
622 MTH void set_flag_inv (int flag, int value = 1);
623
624 void enter_exit (object *exit);//Perl
625 MTH void enter_map (maptile *newmap, int x, int y);
626 void player_goto (const char *path, int x, int y); // only for players
627
628 // returns the mapspace this object is in
629 mapspace &ms () const;
630
631 // fully recursive iterator
632 struct iterator_base
633 {
634 object *item;
635
636 iterator_base (object *container)
637 : item (container)
638 {
639 }
640
641 operator object *() const { return item; }
642
643 object *operator ->() const { return item; }
644 object &operator * () const { return *item; }
645 };
646
647 MTH unsigned int random_seed () const
648 {
649 return (unsigned int)uuid.seq;
650 }
651
652 // depth-first recursive iterator
653 struct depth_iterator : iterator_base
654 {
655 depth_iterator (object *container);
656 void next ();
657 object *operator ++( ) { next (); return item; }
658 object *operator ++(int) { object *i = item; next (); return i; }
659 };
660
661 object *begin ()
662 {
663 return this;
664 }
665
666 object *end ()
667 {
668 return this;
669 }
670
671 /* This returns TRUE if the object is something that
672 * a client might want to know about.
673 */
674 MTH bool client_visible () const
675 {
676 return !invisible && type != PLAYER;
677 }
678
679 // the client does nrof * this weight
680 MTH sint32 client_weight () const
681 {
682 return weight + carrying;
683 }
684
685 MTH struct region *region () const;
686
687 void statusmsg (const char *msg, int color = NDI_BLACK);
688 void failmsg (const char *msg, int color = NDI_RED);
689
690 const char *query_inventory (object *who = 0, const char *indent = "");
691
692 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
693 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
694
695 // make some noise with given item into direction dir,
696 // currently only used for players to make them temporarily visible
697 // when they are invisible.
698 MTH void make_noise ();
699
700 /* animation */
701 bool has_anim () { return animation_id; }
702 const animation &anim () const { return animations [animation_id]; }
703 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
704 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
705 /* anim_frames () returns the number of animations allocated. The last
706 * usuable animation will be anim_frames () - 1 (for example, if an object
707 * has 8 animations, anim_frames () will return 8, but the values will
708 * range from 0 through 7.
709 */
710 int anim_frames () const { return anim ().num_animations; }
711 int anim_facings () const { return anim ().facings; }
253 712
254protected: 713protected:
255 friend struct archetype; 714 void link ();
715 void unlink ();
256 716
257 object (); 717 object ();
258 ~object (); 718 ~object ();
719
720private:
721 object &operator =(const object &);
722 object (const object &);
259}; 723};
260 724
261#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 725// move this object to the top of its env's inventory to speed up
726// searches for it.
727static object *
728splay (object *ob)
729{
730 if (ob->env && ob->env->inv != ob)
731 {
732 if (ob->above) ob->above->below = ob->below;
733 if (ob->below) ob->below->above = ob->above;
262 734
263typedef struct oblnk 735 ob->above = 0;
264{ /* Used to link together several objects */ 736 ob->below = ob->env->inv;
265 object *ob; 737 ob->below->above = ob;
266 struct oblnk *next; 738 ob->env->inv = ob;
267 tag_t id; 739 }
268} objectlink;
269 740
270typedef struct oblinkpt 741 return ob;
271{ /* Used to link together several object links */ 742}
272 struct oblnk *link; 743
273 long value; /* Used as connected value in buttons/gates */ 744object *find_skill_by_name_fuzzy (object *who, const char *name);
274 struct oblinkpt *next; 745object *find_skill_by_name (object *who, shstr_cmp sh);
275} oblinkpt; 746object *find_skill_by_number (object *who, int skillno);
276 747
277/* 748/*
278 * The archetype structure is a set of rules on how to generate and manipulate 749 * The archetype structure is a set of rules on how to generate and manipulate
279 * objects which point to archetypes. 750 * objects which point to archetypes.
280 * This probably belongs in arch.h, but there really doesn't appear to 751 * This probably belongs in arch.h, but there really doesn't appear to
281 * be much left in the archetype - all it really is is a holder for the 752 * 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 753 * object and pointers. This structure should get removed, and just replaced
283 * by the object structure 754 * by the object structure
284 */ 755 */
285 756
286ACC_CLASS(archetype) 757INTERFACE_CLASS (archetype)
287struct archetype : zero_initialised 758struct archetype : object
288{ 759{
289 archetype (); 760 static arch_ptr empty; // the empty_archetype
761 MTH static void gc ();
762
763 archetype (const char *name);
290 ~archetype (); 764 ~archetype ();
765 void gather_callbacks (AV *&callbacks, event_type event) const;
291 766
767 MTH static archetype *find (const_utf8_string name);
768
769 MTH void link ();
770 MTH void unlink ();
771
772 MTH static object *get (const char *name); // (find() || singularity)->instance()
773 MTH object *instance ();
774
775 object_vector_index ACC (RW, archid); // index in archvector
292 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 776 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
293 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 777
294 struct archetype *ACC (RW, head); /* The main part of a linked object */ 778 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
295 struct archetype *ACC (RW, more); /* Next part of a linked object */ 779 sint8 ACC (RW, max_x), ACC (RW, max_y);
296 object ACC (RO, clone); /* An object from which to do copy_object() */ 780
297 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 781 // support for archetype loading
298 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 782 static archetype *read (object_thawer &f);
299 * in comparison to the head. 783 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
300 */ 784 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
301}; 785};
302 786
787// compatbiility, remove once replaced by ->instance
788inline object *
789arch_to_object (archetype *at)
790{
791 return at->instance ();
792}
793
794inline void
795object_freezer::put (keyword k, archetype *v)
796{
797 put (k, v ? &v->archname : (const char *)0);
798}
799
800typedef object_vector<object, &object::index > objectvec;
801typedef object_vector<object, &object::active> activevec;
802typedef object_vector<archetype, &archetype::archid> archvec;
803
303extern object *objects; 804extern objectvec objects;
304extern object *active_objects; 805extern activevec actives;
806extern archvec archetypes;
305 807
306extern int nrofallocobjects; 808// "safely" iterate over inv in a way such that the current item is removable
809// quite horrible, that's why its hidden in some macro
810#define for_inv_removable(op,var) \
811 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
307 812
308/* This returns TRUE if the object is something that 813#define for_all_objects(var) \
309 * should be displayed in the look window 814 for (unsigned _i = 0; _i < objects.size (); ++_i) \
310 */ 815 statementvar (object *, var, objects [_i])
311#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 816
817#define for_all_actives(var) \
818 for (unsigned _i = 0; _i < actives.size (); ++_i) \
819 statementvar (object *, var, actives [_i])
820
821#define for_all_archetypes(var) \
822 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
823 statementvar (archetype *, var, archetypes [_i])
312 824
313/* Used by update_object to know if the object being passed is 825/* Used by update_object to know if the object being passed is
314 * being added or removed. 826 * being added or removed.
315 */ 827 */
316#define UP_OBJ_INSERT 1 828#define UP_OBJ_INSERT 1
333 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 845 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
334 * Use for treasure chests so the new object is the highest thing 846 * Use for treasure chests so the new object is the highest thing
335 * beneath the player, but not actually above it. Note - the 847 * beneath the player, but not actually above it. Note - the
336 * map and x,y coordinates for the object to be inserted must 848 * map and x,y coordinates for the object to be inserted must
337 * match the originator. 849 * match the originator.
338 * INS_MAP_LOAD: disable lots of checkings done at insertion to
339 * speed up map loading process, as we assume the ordering in
340 * loaded map is correct.
341 * 850 *
342 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 851 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
343 * are mutually exclusive. The behaviour for passing more than one 852 * are mutually exclusive. The behaviour for passing more than one
344 * should be considered undefined - while you may notice what happens 853 * should be considered undefined - while you may notice what happens
345 * right now if you pass more than one, that could very well change 854 * right now if you pass more than one, that could very well change
348#define INS_NO_MERGE 0x0001 857#define INS_NO_MERGE 0x0001
349#define INS_ABOVE_FLOOR_ONLY 0x0002 858#define INS_ABOVE_FLOOR_ONLY 0x0002
350#define INS_NO_WALK_ON 0x0004 859#define INS_NO_WALK_ON 0x0004
351#define INS_ON_TOP 0x0008 860#define INS_ON_TOP 0x0008
352#define INS_BELOW_ORIGINATOR 0x0010 861#define INS_BELOW_ORIGINATOR 0x0010
353#define INS_MAP_LOAD 0x0020
354 862
355#define ARCH_SINGULARITY "singularity"
356#define ARCH_SINGULARITY_LEN 11
357#define ARCH_DETECT_MAGIC "detect_magic"
358#define ARCH_DEPLETION "depletion" 863#define ARCH_DEPLETION "depletion"
359#define ARCH_SYMPTOM "symptom"
360 864
361#endif 865#endif
866

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