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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 1.206 by root, Wed Sep 16 22:50:50 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 */
193
138 uint32 ACC (RW, nrof); /* How many of the objects */ 194 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
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) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */ 208
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 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint16 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 */
216
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
218 sint16 ACC (RW, level); /* Level of creature or object */
219
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 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) */ 221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
222 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 uint8 ACC (RW, weapontype); /* type of weapon */
224
225 faceidx ACC (RW, face); /* the graphical face */
226
227 faceidx ACC (RW, sound); /* the sound face */
228 faceidx ACC (RW, sound_destroy); /* played on destroy */
229
230 body_slot slot [NUM_BODY_LOCATIONS];
231
168 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 235 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 */ 236
237 sint64 ACC (RW, perm_exp); /* Permanent exp */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 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 */ 239 /* See the pod/objects.pod for more info about body locations */
180 240
181 /* Following mostly refers to fields only used for monsters */ 241 /* 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 */
194 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */
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 */
201 /* races/classes can need less/more exp to gain levels */
202 242
203 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
205 * only used in spells. 245 * only used in spells.
206 */ 246 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 250
210 struct object *ACC (RW, spell); /* Spell that was being cast */
211 uint16 ACC (RW, start_holding);
212 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 sint8 ACC (RW, item_power); /* power rating of the object */
255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
258 MoveType ACC (RW, move_block);/* What movement types this blocks */
259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
264
265 // 8 free bits
266
267 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268 // /* races/classes can need less/more exp to gain levels */
269 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
216 271
217 /* Following are values used by any object */ 272 /* 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 */ 273 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 275
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 276 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
278 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280 uint16 ACC (RW, animation_id);/* An index into the animation array */
281 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
227 282
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 283 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 284 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 285 /* allows different movement patterns for attackers */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 286 uint8 ACC (RW, move_status); /* What stage in attack mode */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 287 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 288
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 289 //16+ free bits
290
291 // rarely-accessed members should be at the end
292 shstr ACC (RW, tag); // a tag used to tracking this object
293 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
294 shstr ACC (RW, lore); /* Obscure information about this object, */
295 /* To get put into books and the like. */
296 shstr ACC (RW, custom_name); /* Custom name assigned by player */
297};
298
299const char *query_weight (const object *op);
300const char *query_short_name (const object *op);
301const char *query_name (const object *op);
302const char *query_base_name (const object *op, int plural);
303
304struct object : zero_initialised, object_copy
305{
306 // These variables are not changed by ->copy_to
307 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
308
309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
310 int ACC (RO, count);
311 object_vector_index ACC (RO, index); // index into objects
312 object_vector_index ACC (RO, active); // index into actives
313
314 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
315
316 object *ACC (RW, below); /* Pointer to the object stacked below this one */
317 object *ACC (RW, above); /* Pointer to the object stacked above this one */
318 /* Note: stacked in the *same* environment */
319 object *inv; /* Pointer to the first object in the inventory */
320
321 //TODO: container must move into client
322 object_ptr ACC (RW, container); /* Current container being used. I think this
323 * is only used by the player right now.
324 */
325 object *ACC (RW, env); /* Pointer to the object which is the environment.
326 * This is typically the container that the object is in.
327 */
328 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
329 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
330 client_container *seen_by; // seen by which player/container currently?
235 key_value *key_values; /* Fields not explictly known by the loader. */ 331 key_value *key_values; /* Fields not explictly known by the loader. */
236};
237 332
238#define get_object() object::create () 333 // privates / perl
239#define free_object(op) (op)->free (0) 334 shstr_tmp kv_get (shstr_tmp key) const;
240#define free_object2(op, free_inv) (op)->free (free_inv) 335 void kv_del (shstr_tmp key);
336 void kv_set (shstr_tmp key, shstr_tmp value);
241 337
242struct object : zero_initialised, object_keep, object_copy, object_pod 338 // custom extra fields management
243{ 339 struct key_value_access_proxy
340 {
341 object &ob;
342 shstr_tmp key;
343
344 key_value_access_proxy (object &ob, shstr_tmp key)
345 : ob (ob), key (key)
346 {
347 }
348
349 const key_value_access_proxy &operator =(shstr_tmp value) const
350 {
351 ob.kv_set (key, value);
352 return *this;
353 }
354
355 operator const shstr_tmp () const { return ob.kv_get (key); }
356 operator const char *() const { return ob.kv_get (key); }
357
358 private:
359 void operator =(int);
360 };
361
362 // operator [] is too annoying to use
363 const key_value_access_proxy kv (shstr_tmp key)
364 {
365 return key_value_access_proxy (*this, key);
366 }
367
368 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
369 MTH void post_load_check (); // do some adjustments after parsing
370 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
371 bool write (object_freezer &f);
372
373 MTH int slottype () const;
244 static object *create (); 374 MTH static object *create ();
245 void free (bool free_inventory = false); 375 const mapxy &operator =(const mapxy &pos);
246 void mortalise (); 376 MTH void copy_to (object *dst);
377 MTH object *clone (); // create + copy_to a single object
378 MTH object *deep_clone (); // copy whole more chain and inventory
379 void do_destroy ();
380 void gather_callbacks (AV *&callbacks, event_type event) const;
381 MTH void destroy ();
382 MTH void drop_and_destroy ()
383 {
384 destroy_inv (true);
385 destroy ();
386 }
247 387
248 static void free_mortals (); 388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
389 MTH void destroy_inv (bool drop_to_ground = false);
390 MTH object *insert (object *item); // insert into inventory
391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
393
394 void do_remove ();
395 MTH void remove ()
396 {
397 if (!flag [FLAG_REMOVED])
398 do_remove ();
399 }
400
401 MTH bool blocked (maptile *m, int x, int y) const;
402
403 void move_to (const mapxy &pos)
404 {
405 remove ();
406 *this = pos;
407 insert_at (this, this);
408 }
409
410 // high-level move functions, return true if successful
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
416 }
417
249 static bool can_merge (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
250 419
251 void clear (); 420 // this is often used in time-critical code, so optimise
252 void clone (object *destination); 421 MTH static bool can_merge (object *op1, object *op2)
422 {
423 return op1->value == op2->value
424 && op1->name == op2->name
425 && can_merge_slow (op1, op2);
426 }
427
428 MTH void set_owner (object *owner);
429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
431 MTH bool change_weapon (object *ob);
432 MTH bool change_skill (object *ob);
433
434 MTH void open_container (object *new_container);
435 MTH void close_container ()
436 {
437 open_container (0);
438 }
439
440 MTH object *force_find (shstr_tmp name);
441 MTH object *force_add (shstr_tmp name, int duration = 0);
442
443 oblinkpt *find_link () const;
444 MTH void add_link (maptile *map, shstr_tmp id);
445 MTH void remove_link ();
446
447 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
448 bool should_invoke (event_type event)
449 {
450 return ev_want_event [event] || ev_want_type [type] || cb;
451 }
452
453 MTH void instantiate ();
454
455 // recalculate all stats
456 MTH void update_stats ();
457 MTH void roll_stats ();
458 MTH void swap_stats (int a, int b);
459 MTH void add_statbonus ();
460 MTH void remove_statbonus ();
461 MTH void drain_stat ();
462 MTH void drain_specific_stat (int deplete_stats);
463 MTH void change_luck (int value);
464
465 // info must hold 256 * 3 bytes currently
466 const char *debug_desc (char *info) const;
467 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
468 const char *flag_desc (char *desc, int len) const;
469
470 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
471 MTH object *split (sint32 nr = 1); // return 0 on failure
472
473 MTH int number_of () const
474 {
475 return nrof ? nrof : 1;
476 }
477
478 MTH sint32 total_weight () const
479 {
480 return (weight + carrying) * number_of ();
481 }
482
483 MTH void update_weight ();
484
485 // return the dominant material of this item, always return something
486 const materialtype_t *dominant_material () const;
487
488 // return the volume of this object in cm³
489 MTH uint64 volume () const
490 {
491 return (uint64)total_weight ()
492 * 1000
493 * (type == CONTAINER ? 1000 : 1)
494 / dominant_material ()->density;
495 }
496
497 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
498 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
499 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
500 || type == CLOAK || type == BOOTS || type == GLOVES
501 || type == BRACERS || type == GIRDLE; }
502 MTH bool is_alive () const { return (type == PLAYER
503 || flag [FLAG_MONSTER]
504 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
505 && !flag [FLAG_IS_A_TEMPLATE]; }
506 MTH bool is_arrow () const { return type == ARROW
507 || (type == SPELL_EFFECT
508 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
509 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
510
511 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
512
513 // temporary: wether the object can be saved in a map file
514 // contr => is a player
515 // head => only save head of a multitile object
516 // owner => can not reference owner yet
517 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
518
519 /* This return true if object has still randomitems which
520 * could be expanded.
521 */
522 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
523
524 MTH bool has_dialogue () const { return *&msg == '@'; }
525
526 // returns the outermost owner, never returns 0
527 MTH object *outer_owner ()
528 {
529 object *op;
530
531 for (op = this; op->owner; op = op->owner)
532 ;
533
534 return op;
535 }
536
537 // returns the outermost environment, never returns 0
538 MTH object *outer_env_or_self () const
539 {
540 const object *op;
541
542 for (op = this; op->env; op = op->env)
543 ;
544
545 return const_cast<object *>(op);
546 }
547
548 // returns the outermost environment, may return 0
549 MTH object *outer_env () const
550 {
551 return env ? outer_env_or_self () : 0;
552 }
553
554 // returns the player that has this object in his inventory, or 0
555 // we assume the player is always the outer env
556 MTH object *in_player () const
557 {
558 object *op = outer_env_or_self ();
559
560 return op->type == PLAYER ? op : 0;
561 }
562
563 // "temporary" helper function
564 MTH object *head_ () const
565 {
566 return head ? head : const_cast<object *>(this);
567 }
568
569 MTH bool is_head () const
570 {
571 return head_ () == this;
572 }
573
574 MTH bool is_on_map () const
575 {
576 return !env && !flag [FLAG_REMOVED];
577 }
578
579 MTH bool is_inserted () const
580 {
581 return !flag [FLAG_REMOVED];
582 }
583
584 MTH bool is_player () const
585 {
586 return !!contr;
587 }
588
589 MTH bool affects_los () const
590 {
591 return glow_radius || flag [FLAG_BLOCKSVIEW];
592 }
593
594 MTH bool has_carried_lights () const
595 {
596 return glow_radius;
597 }
598
599 // returns the player that cna see this object, if any
600 MTH object *visible_to () const;
601
602 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
603 MTH std::string describe_monster (object *who = 0);
604 MTH std::string describe_item (object *who = 0);
605 MTH std::string describe (object *who = 0); // long description, without name
606
607 MTH const char *query_weight () { return ::query_weight (this); }
608 MTH const char *query_name () { return ::query_name (this); }
609 MTH const char *query_short_name () { return ::query_short_name (this); }
610 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
611
612 // If this object has no extra parts but should have them,
613 // add them, effectively expanding heads into multipart
614 // objects. This method only works on objects not inserted
615 // anywhere.
616 MTH void expand_tail ();
617
618 MTH void create_treasure (treasurelist *tl, int flags = 0);
619
620 // insert object at same map position as 'where'
621 // handles both inventory and map "positions"
622 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
623 MTH void drop_unpaid_items ();
624
625 MTH void activate ();
626 MTH void deactivate ();
627 MTH void activate_recursive ();
628 MTH void deactivate_recursive ();
629
630 // set the given flag on all objects in the inventory recursively
631 MTH void set_flag_inv (int flag, int value = 1);
632
633 void enter_exit (object *exit);//Perl
634 MTH void enter_map (maptile *newmap, int x, int y);
635 void player_goto (const char *path, int x, int y); // only for players
636
637 // returns the mapspace this object is in
638 mapspace &ms () const;
639
640 // fully recursive iterator
641 struct iterator_base
642 {
643 object *item;
644
645 iterator_base (object *container)
646 : item (container)
647 {
648 }
649
650 operator object *() const { return item; }
651
652 object *operator ->() const { return item; }
653 object &operator * () const { return *item; }
654 };
655
656 MTH unsigned int random_seed () const
657 {
658 return (unsigned int)uuid.seq;
659 }
660
661 // depth-first recursive iterator
662 struct depth_iterator : iterator_base
663 {
664 depth_iterator (object *container);
665 void next ();
666 object *operator ++( ) { next (); return item; }
667 object *operator ++(int) { object *i = item; next (); return i; }
668 };
669
670 object *begin ()
671 {
672 return this;
673 }
674
675 object *end ()
676 {
677 return this;
678 }
679
680 /* This returns TRUE if the object is something that
681 * a client might want to know about.
682 */
683 MTH bool client_visible () const
684 {
685 return !invisible && type != PLAYER;
686 }
687
688 // the client does nrof * this weight
689 MTH sint32 client_weight () const
690 {
691 return weight + carrying;
692 }
693
694 MTH struct region *region () const;
695
696 void statusmsg (const char *msg, int color = NDI_BLACK);
697 void failmsg (const char *msg, int color = NDI_RED);
698
699 const char *query_inventory (object *who = 0, const char *indent = "");
700
701 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
702 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
703
704 // make some noise with given item into direction dir,
705 // currently only used for players to make them temporarily visible
706 // when they are invisible.
707 MTH void make_noise ();
708
709 /* animation */
710 bool has_anim () { return animation_id; }
711 const animation &anim () const { return animations [animation_id]; }
712 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
713 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
714 /* anim_frames () returns the number of animations allocated. The last
715 * usuable animation will be anim_frames () - 1 (for example, if an object
716 * has 8 animations, anim_frames () will return 8, but the values will
717 * range from 0 through 7.
718 */
719 int anim_frames () const { return anim ().num_animations; }
720 int anim_facings () const { return anim ().facings; }
253 721
254protected: 722protected:
255 friend struct archetype; 723 void link ();
724 void unlink ();
256 725
257 object (); 726 object ();
258 ~object (); 727 ~object ();
728
729private:
730 object &operator =(const object &);
731 object (const object &);
259}; 732};
260 733
261#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 734// move this object to the top of its env's inventory to speed up
735// searches for it.
736static object *
737splay (object *ob)
738{
739 if (ob->env && ob->env->inv != ob)
740 {
741 if (ob->above) ob->above->below = ob->below;
742 if (ob->below) ob->below->above = ob->above;
262 743
263typedef struct oblnk 744 ob->above = 0;
264{ /* Used to link together several objects */ 745 ob->below = ob->env->inv;
265 object *ob; 746 ob->below->above = ob;
266 struct oblnk *next; 747 ob->env->inv = ob;
267 tag_t id; 748 }
268} objectlink;
269 749
270typedef struct oblinkpt 750 return ob;
271{ /* Used to link together several object links */ 751}
272 struct oblnk *link; 752
273 long value; /* Used as connected value in buttons/gates */ 753object *find_skill_by_name_fuzzy (object *who, const char *name);
274 struct oblinkpt *next; 754object *find_skill_by_name (object *who, shstr_cmp sh);
275} oblinkpt; 755object *find_skill_by_number (object *who, int skillno);
276 756
277/* 757/*
278 * The archetype structure is a set of rules on how to generate and manipulate 758 * The archetype structure is a set of rules on how to generate and manipulate
279 * objects which point to archetypes. 759 * objects which point to archetypes.
280 * This probably belongs in arch.h, but there really doesn't appear to 760 * 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 761 * 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 762 * object and pointers. This structure should get removed, and just replaced
283 * by the object structure 763 * by the object structure
284 */ 764 */
285 765
286ACC_CLASS(archetype) 766INTERFACE_CLASS (archetype)
287struct archetype : zero_initialised 767struct archetype : object
288{ 768{
289 archetype (); 769 static arch_ptr empty; // the empty_archetype
770 MTH static void gc ();
771
772 archetype (const char *name);
290 ~archetype (); 773 ~archetype ();
774 void gather_callbacks (AV *&callbacks, event_type event) const;
291 775
776 MTH static archetype *find (const_utf8_string name);
777
778 MTH void link ();
779 MTH void unlink ();
780
781 MTH static object *get (const char *name); // (find() || singularity)->instance()
782 MTH object *instance ();
783
784 object_vector_index ACC (RW, archid); // index in archvector
292 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 785 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
293 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 786
294 struct archetype *ACC (RW, head); /* The main part of a linked object */ 787 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 */ 788 sint8 ACC (RW, max_x), ACC (RW, max_y);
296 object ACC (RO, clone); /* An object from which to do copy_object() */ 789
297 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 790 // support for archetype loading
298 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 791 static archetype *read (object_thawer &f);
299 * in comparison to the head. 792 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
300 */ 793 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
301}; 794};
302 795
796// compatbiility, remove once replaced by ->instance
797inline object *
798arch_to_object (archetype *at)
799{
800 return at->instance ();
801}
802
803inline void
804object_freezer::put (keyword k, archetype *v)
805{
806 put (k, v ? &v->archname : (const char *)0);
807}
808
809typedef object_vector<object, &object::index > objectvec;
810typedef object_vector<object, &object::active> activevec;
811typedef object_vector<archetype, &archetype::archid> archvec;
812
303extern object *objects; 813extern objectvec objects;
304extern object *active_objects; 814extern activevec actives;
815extern archvec archetypes;
305 816
306extern int nrofallocobjects; 817// "safely" iterate over inv in a way such that the current item is removable
818// quite horrible, that's why its hidden in some macro
819#define for_inv_removable(op,var) \
820 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
307 821
308/* This returns TRUE if the object is something that 822#define for_all_objects(var) \
309 * should be displayed in the look window 823 for (unsigned _i = 0; _i < objects.size (); ++_i) \
310 */ 824 statementvar (object *, var, objects [_i])
311#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 825
826#define for_all_actives(var) \
827 for (unsigned _i = 0; _i < actives.size (); ++_i) \
828 statementvar (object *, var, actives [_i])
829
830#define for_all_archetypes(var) \
831 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
832 statementvar (archetype *, var, archetypes [_i])
312 833
313/* Used by update_object to know if the object being passed is 834/* Used by update_object to know if the object being passed is
314 * being added or removed. 835 * being added or removed.
315 */ 836 */
316#define UP_OBJ_INSERT 1 837#define UP_OBJ_INSERT 1
333 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 854 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
334 * Use for treasure chests so the new object is the highest thing 855 * Use for treasure chests so the new object is the highest thing
335 * beneath the player, but not actually above it. Note - the 856 * beneath the player, but not actually above it. Note - the
336 * map and x,y coordinates for the object to be inserted must 857 * map and x,y coordinates for the object to be inserted must
337 * match the originator. 858 * 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 * 859 *
342 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 860 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
343 * are mutually exclusive. The behaviour for passing more than one 861 * are mutually exclusive. The behaviour for passing more than one
344 * should be considered undefined - while you may notice what happens 862 * should be considered undefined - while you may notice what happens
345 * right now if you pass more than one, that could very well change 863 * right now if you pass more than one, that could very well change
348#define INS_NO_MERGE 0x0001 866#define INS_NO_MERGE 0x0001
349#define INS_ABOVE_FLOOR_ONLY 0x0002 867#define INS_ABOVE_FLOOR_ONLY 0x0002
350#define INS_NO_WALK_ON 0x0004 868#define INS_NO_WALK_ON 0x0004
351#define INS_ON_TOP 0x0008 869#define INS_ON_TOP 0x0008
352#define INS_BELOW_ORIGINATOR 0x0010 870#define INS_BELOW_ORIGINATOR 0x0010
353#define INS_MAP_LOAD 0x0020
354 871
355#define ARCH_SINGULARITY "singularity"
356#define ARCH_SINGULARITY_LEN 11
357#define ARCH_DETECT_MAGIC "detect_magic"
358#define ARCH_DEPLETION "depletion" 872#define ARCH_DEPLETION "depletion"
359#define ARCH_SYMPTOM "symptom"
360 873
361#endif 874#endif
875

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