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Comparing deliantra/server/include/object.h (file contents):
Revision 1.20 by root, Fri Sep 8 16:51:44 2006 UTC vs.
Revision 1.232 by root, Sat Apr 3 02:29:40 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
33//+GPL
34
30typedef uint32 tag_t; 35typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 36
32#define BODY_ARMS 1 37// also see common/item.C
38enum {
39 body_skill,
40 body_combat,
41 body_range,
42 body_shield,
43 body_arm,
44 body_torso,
45 body_head,
46 body_neck,
47 body_finger,
48 body_shoulder,
49 body_foot,
50 body_hand,
51 body_wrist,
52 body_waist,
53 NUM_BODY_LOCATIONS
54};
33 55
34/* See common/item.c */ 56/* See common/item.c */
35 57
36typedef struct Body_Locations 58typedef struct Body_Locations
37{ 59{
38 const char *save_name; /* Name used to load/save it to disk */ 60 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 */ 61 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 */ 62 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 63} Body_Locations;
42 64
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 65extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
66
67#define NUM_COINS 4 /* number of coin types */
68extern const char *const coins[NUM_COINS + 1];
44 69
45/* 70/*
46 * Each object (this also means archetypes!) could have a few of these 71 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 72 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 73 *
49 * key and value are shared-strings. 74 * key and value are shared-strings.
50 * 75 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 76 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 77 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 78 * Exception is if you want to walk this list for some reason.
54 */ 79 */
55struct key_value 80struct key_value : slice_allocated
56{ 81{
57 key_value *next; 82 key_value *next;
58 shstr key, value; 83 shstr key, value;
59}; 84};
60 85
86//-GPL
87
88struct UUID
89{
90 uint64 seq;
91
92 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
93
94 static UUID cur; // last uuid generated
95 static void init ();
96 static UUID gen ();
97
98 UUID () { }
99 UUID (uint64 seq) : seq(seq) { }
100 operator uint64() { return seq; }
101 void operator =(uint64 seq) { this->seq = seq; }
102
103 bool parse (const char *s);
104 char *append (char *buf) const;
105 char *c_str () const;
106};
107
108//+GPL
61 109
62/* Definition for WILL_APPLY values. Replaces having harcoded values 110/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 111 * 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 112 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 113 * can_apply and will_apply?
66 */ 114 */
67#define WILL_APPLY_HANDLE 0x1 115#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 116#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 117#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 118#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 119#define WILL_APPLY_FOOD 0x10
72 120
73 121struct 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{ 122{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 123 signed char used:4; /* Calculated value based on items equipped */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */ 124 signed char info:4; /* body info as loaded from the file */
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}; 125};
108 126
127typedef struct oblnk
128{ /* Used to link together several objects */
129 object_ptr ob;
130 struct oblnk *next;
131} objectlink;
132
133typedef struct oblinkpt
134{ /* Used to link together several object links */
135 struct oblnk *link;
136 struct oblinkpt *next;
137 shstr id; /* Used as connected value in buttons/gates */
138} oblinkpt;
139
140INTERFACE_CLASS (object)
109// these are being copied 141// these are being copied
110struct object_copy:attachable<object> 142struct object_copy : attachable
111{ 143{
112 /* These get an extra add_refcount(), after having been copied by memcpy(). 144 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 145
114 * adding something that needs a refcount updated, make sure you modify 146 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
115 * copy_object to do so. Everything below here also gets cleared 147 uint8 ACC (RW, subtype); /* subtype of object */
116 * by clear_object() 148 sint8 ACC (RW, direction); /* Means the object is moving that way. */
117 */ 149 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
150
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 151 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 152 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 153 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 154 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 155 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 156 /* If this is an exit, this is the filename */
157
158 typedef bitset<NUM_FLAGS> flags_t;
159 flags_t flag; /* various flags */
160#if FOR_PERL
161 bool ACC (RW, flag[NUM_FLAGS]);
162#endif
163
164 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 165 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 */ 166 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 167 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
127 /* To get put into books and the like. */ 168 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
128 shstr ACC (RW, materialname); /* specific material name */ 169 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 170 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
130}; 171 object_ptr ACC (RW, spell); /* Spell that was being cast */
172 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
173 arch_ptr ACC (RW, arch); /* Pointer to archetype */
174 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
131 175
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 */ 176 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 */ 177 float ACC (RW, speed_left); /* How much speed is left to spend this round */
178
138 uint32 ACC (RW, nrof); /* How many of the objects */ 179 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 */ 180 /* 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 */ 181 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 182 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
183
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 184 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 185 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 186 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 187 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 188
189 uint16 ACC (RW, materials); /* What materials this object consists of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 190 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 191 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 192 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */ 193
157 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 196 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 197 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 198 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
201
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 202 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
203 sint16 ACC (RW, level); /* Level of creature or object */
204
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 205 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) */ 206 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
207 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
208 uint8 ACC (RW, weapontype); /* type of weapon */
209
210 body_slot slot [NUM_BODY_LOCATIONS];
211
212 faceidx ACC (RW, face); /* the graphical face */
213
214 faceidx ACC (RW, sound); /* the sound face */
215 faceidx ACC (RW, sound_destroy); /* played on destroy */
216
168 sint32 ACC (RW, weight); /* Attributes of the object */ 217 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 218 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
219
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 220 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 */ 221
222 sint64 ACC (RW, perm_exp); /* Permanent exp */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */ 223 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 */ 224 /* See the pod/objects.pod for more info about body locations */
180 225
181 /* Following mostly refers to fields only used for monsters */ 226 /* 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 */
202 227
203 /* Spell related information, may be useful elsewhere 228 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 229 * Note that other fields are used - these files are basically
205 * only used in spells. 230 * only used in spells.
206 */ 231 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 232 sint16 ACC (RW, duration); /* How long the spell lasts */
233 uint8 ACC (RW, casting_time); /* time left before spell goes off */
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 234 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 235
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 */ 236 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */ 237 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 238 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
239 sint8 ACC (RW, item_power); /* power rating of the object */
240
241 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
242 MoveType ACC (RW, move_type); /* Type of movement this object uses */
243 MoveType ACC (RW, move_block);/* What movement types this blocks */
244 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
245
246 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
247 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
248 MoveType ACC (RW, move_slow); /* Movement types this slows down */
249
250 // 8 free bits
251
252 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
253 // /* races/classes can need less/more exp to gain levels */
254 static const float expmul = 1.0;//D
255 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
216 256
217 /* Following are values used by any object */ 257 /* Following are values used by any object */
218 struct archt *ACC (RW, arch); /* Pointer to archetype */
219 struct archt *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 258 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 259 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 260
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 261 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 */ 262 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
263 uint8 ACC (RW, will_apply); /* See crossfire.doc */
264 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
265 uint16 ACC (RW, animation_id);/* An index into the animation array */
266 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
227 267
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 268 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 269 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 */ 270 /* allows different movement patterns for attackers */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 271 uint8 ACC (RW, move_status); /* What stage in attack mode */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 272 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 273
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 274 //16+ free bits
275
276 // rarely-accessed members should be at the end
277 shstr ACC (RW, tag); // a tag used to tracking this object
278 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
279 shstr ACC (RW, lore); /* Obscure information about this object, */
280 /* To get put into books and the like. */
281 shstr ACC (RW, custom_name); /* Custom name assigned by player */
282};
283
284const_utf8_string query_weight (const object *op);
285const_utf8_string query_short_name (const object *op);
286const_utf8_string query_name (const object *op);
287const_utf8_string query_base_name (const object *op, int plural);
288
289struct object : zero_initialised, object_copy
290{
291 // These variables are not changed by ->copy_to
292 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
293
294 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
295 int ACC (RO, count);
296 object_vector_index ACC (RO, index); // index into objects
297 object_vector_index ACC (RO, active); // index into actives
298
299 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
300
301 object *ACC (RW, below); /* Pointer to the object stacked below this one */
302 object *ACC (RW, above); /* Pointer to the object stacked above this one */
303 /* Note: stacked in the *same* environment */
304 object *inv; /* Pointer to the first object in the inventory */
305
306 //TODO: container must move into client
307 object_ptr ACC (RW, container);/* Currently opened container. I think this
308 * is only used by the player right now.
309 */
310 object *ACC (RW, env); /* Pointer to the object which is the environment.
311 * This is typically the container that the object is in.
312 */
313 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
314 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
235 key_value *key_values; /* Fields not explictly known by the loader. */ 315 key_value *key_values; /* Fields not explictly known by the loader. */
316
317 // privates / perl
318 shstr_tmp kv_get (shstr_tmp key) const;
319 void kv_del (shstr_tmp key);
320 void kv_set (shstr_tmp key, shstr_tmp value);
321
322//-GPL
323
324 // custom extra fields management
325 struct key_value_access_proxy
326 {
327 object &ob;
328 shstr_tmp key;
329
330 key_value_access_proxy (object &ob, shstr_tmp key)
331 : ob (ob), key (key)
332 {
333 }
334
335 const key_value_access_proxy &operator =(shstr_tmp value) const
336 {
337 ob.kv_set (key, value);
338 return *this;
339 }
340
341 operator const shstr_tmp () const { return ob.kv_get (key); }
342 operator const char *() const { return ob.kv_get (key); }
343
344 private:
345 void operator =(int);
346 };
347
348 // operator [] is too annoying to use
349 const key_value_access_proxy kv (shstr_tmp key)
350 {
351 return key_value_access_proxy (*this, key);
352 }
353
354 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
355 MTH void post_load_check (); // do some adjustments after parsing
356 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
357 bool write (object_freezer &f);
358
359 MTH static object *create ();
360 const mapxy &operator =(const mapxy &pos);
361 MTH void copy_to (object *dst);
362 MTH object *clone (); // create + copy_to a single object
363 MTH object *deep_clone (); // copy whole more chain and inventory
364 void do_destroy ();
365 void gather_callbacks (AV *&callbacks, event_type event) const;
366 MTH void destroy ();
367 MTH void drop_and_destroy ()
368 {
369 destroy_inv (true);
370 destroy ();
371 }
372
373 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
374 MTH void destroy_inv (bool drop_to_ground = false);
375 MTH object *insert (object *item); // insert into inventory
376 MTH void play_sound (faceidx sound) const;
377 MTH void say_msg (const_utf8_string msg) const;
378
379 void do_remove ();
380 MTH void remove ()
381 {
382 if (!flag [FLAG_REMOVED])
383 do_remove ();
384 }
385
386 MTH bool blocked (maptile *m, int x, int y) const;
387
388 void move_to (const mapxy &pos)
389 {
390 remove ();
391 *this = pos;
392 insert_at (this, this);
393 }
394
395 // high-level move method.
396 // object op is trying to move in direction dir.
397 // originator is typically the same as op, but
398 // can be different if originator is causing op to
399 // move (originator is pushing op)
400 // returns 0 if the object is not able to move to the
401 // desired space, 1 otherwise (in which case we also
402 // move the object accordingly. This function is
403 // very similiar to move_object.
404 int move (int dir, object *originator);
405
406 int move (int dir)
407 {
408 return move (dir, this);
409 }
410
411 // changes move_type to a new value - handles move_on/move_off effects
412 MTH void change_move_type (MoveType mt);
413
414 static bool can_merge_slow (object *op1, object *op2);
415
416 // this is often used in time-critical code, so optimise
417 MTH static bool can_merge (object *op1, object *op2)
418 {
419 return op1->value == op2->value
420 && op1->name == op2->name
421 && can_merge_slow (op1, op2);
422 }
423
424 MTH void set_owner (object *owner);
425 MTH void set_speed (float speed);
426 MTH void set_glow_radius (sint8 rad);
427 MTH bool change_skill (object *ob); // deprecated?
428
429 MTH void open_container (object *new_container);
430 MTH void close_container ()
431 {
432 open_container (0);
433 }
434
435 // potential future accessor for "container"
436 MTH object *container_ () const
437 {
438 return container;
439 }
440
441 MTH bool is_open_container () const
442 {
443 // strangely enough, using ?: here causes code to inflate
444 return type == CONTAINER
445 && ((env && env->container_ () == this)
446 || (!env && flag [FLAG_APPLIED]));
447 }
448
449 MTH object *force_find (shstr_tmp name);
450 MTH void force_set_timer (int duration);
451 MTH object *force_add (shstr_tmp name, int duration = 0);
452
453 oblinkpt *find_link () const;
454 MTH void add_link (maptile *map, shstr_tmp id);
455 MTH void remove_link ();
456
457 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
458 bool should_invoke (event_type event)
459 {
460 return ev_want_event [event] || ev_want_type [type] || cb;
461 }
462
463 MTH void instantiate ();
464
465 // recalculate all stats
466 MTH void update_stats ();
467 MTH void roll_stats ();
468 MTH void swap_stats (int a, int b);
469 MTH void add_statbonus ();
470 MTH void remove_statbonus ();
471 MTH void drain_stat ();
472 MTH void drain_specific_stat (int deplete_stats);
473 MTH void change_luck (int value);
474
475 // info must hold 256 * 3 bytes currently
476 const_utf8_string debug_desc (char *info) const;
477 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
478 const_utf8_string flag_desc (char *desc, int len) const;
479
480 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
481 MTH object *split (sint32 nr = 1); // return 0 on failure
482
483 MTH int number_of () const
484 {
485 return nrof ? nrof : 1;
486 }
487
488 MTH sint32 total_weight () const
489 {
490 return (weight + carrying) * number_of ();
491 }
492
493 MTH void update_weight ();
494
495 // return the dominant material of this item, always return something
496 const materialtype_t *dominant_material () const
497 {
498 return material;
499 }
500
501 // return the volume of this object in cm³
502 MTH uint64 volume () const
503 {
504 return (uint64)total_weight ()
505 * 1024 // 1000 actually
506 * (type == CONTAINER ? 128 : 1)
507 / dominant_material ()->density; // ugh, division
508 }
509
510 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
511
512 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
513 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
514 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
515 || type == CLOAK || type == BOOTS || type == GLOVES
516 || type == BRACERS || type == GIRDLE; }
517 MTH bool is_alive () const { return (type == PLAYER
518 || flag [FLAG_MONSTER]
519 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
520 && !flag [FLAG_IS_A_TEMPLATE]; }
521 MTH bool is_arrow () const { return type == ARROW
522 || (type == SPELL_EFFECT
523 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
524 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
525
526 MTH bool is_dragon () const;
527
528 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
529
530 // temporary: wether the object can be saved in a map file
531 // contr => is a player
532 // head => only save head of a multitile object
533 // owner => can not reference owner yet
534 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
535
536 /* This return true if object has still randomitems which
537 * could be expanded.
538 */
539 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
540
541 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
542
543 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
544
545 // returns the outermost owner, never returns 0
546 MTH object *outer_owner ()
547 {
548 object *op;
549
550 for (op = this; op->owner; op = op->owner)
551 ;
552
553 return op;
554 }
555
556 // returns the outermost environment, never returns 0
557 MTH object *outer_env_or_self () const
558 {
559 const object *op;
560
561 for (op = this; op->env; op = op->env)
562 ;
563
564 return const_cast<object *>(op);
565 }
566
567 // returns the outermost environment, may return 0
568 MTH object *outer_env () const
569 {
570 return env ? outer_env_or_self () : 0;
571 }
572
573 // returns the player that has this object in his inventory, or 0
574 // we assume the player is always the outer env
575 MTH object *in_player () const
576 {
577 object *op = outer_env_or_self ();
578
579 return op->type == PLAYER ? op : 0;
580 }
581
582 // "temporary" helper function
583 MTH object *head_ () const
584 {
585 return head ? head : const_cast<object *>(this);
586 }
587
588 MTH bool is_head () const
589 {
590 return head_ () == this;
591 }
592
593 MTH bool is_on_map () const
594 {
595 return !env && !flag [FLAG_REMOVED];
596 }
597
598 MTH bool is_inserted () const
599 {
600 return !flag [FLAG_REMOVED];
601 }
602
603 MTH bool is_player () const
604 {
605 return !!contr;
606 }
607
608 MTH bool affects_los () const
609 {
610 return glow_radius || flag [FLAG_BLOCKSVIEW];
611 }
612
613 MTH bool has_carried_lights () const
614 {
615 return glow_radius;
616 }
617
618 // returns the player that cna see this object, if any
619 MTH object *visible_to () const;
620
621 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
622 MTH std::string describe_monster (object *who = 0);
623 MTH std::string describe_item (object *who = 0);
624 MTH std::string describe (object *who = 0); // long description, without name
625
626 MTH const_utf8_string query_weight () { return ::query_weight (this); }
627 MTH const_utf8_string query_name () { return ::query_name (this); }
628 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
629 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
630
631 // If this object has no extra parts but should have them,
632 // add them, effectively expanding heads into multipart
633 // objects. This method only works on objects not inserted
634 // anywhere.
635 MTH void expand_tail ();
636
637 MTH void create_treasure (treasurelist *tl, int flags = 0);
638
639 // insert object at same map position as 'where'
640 // handles both inventory and map "positions"
641 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
642 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
643 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
644 MTH void drop_unpaid_items ();
645
646 MTH void activate ();
647 MTH void deactivate ();
648 MTH void activate_recursive ();
649 MTH void deactivate_recursive ();
650
651 // set the given flag on all objects in the inventory recursively
652 MTH void set_flag_inv (int flag, int value = 1);
653
654 void enter_exit (object *exit);//Perl
655 MTH void enter_map (maptile *newmap, int x, int y);
656 void player_goto (const_utf8_string path, int x, int y); // only for players
657 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
658
659 // returns the mapspace this object is in
660 mapspace &ms () const;
661
662 // fully recursive iterator
663 struct iterator_base
664 {
665 object *item;
666
667 iterator_base (object *container)
668 : item (container)
669 {
670 }
671
672 operator object *() const { return item; }
673
674 object *operator ->() const { return item; }
675 object &operator * () const { return *item; }
676 };
677
678 MTH unsigned int random_seed () const
679 {
680 return (unsigned int)uuid.seq;
681 }
682
683 // depth-first recursive iterator
684 struct depth_iterator : iterator_base
685 {
686 depth_iterator (object *container);
687 void next ();
688 object *operator ++( ) { next (); return item; }
689 object *operator ++(int) { object *i = item; next (); return i; }
690 };
691
692 object *begin ()
693 {
694 return this;
695 }
696
697 object *end ()
698 {
699 return this;
700 }
701
702 /* This returns TRUE if the object is something that
703 * a client might want to know about.
704 */
705 MTH bool client_visible () const
706 {
707 return !invisible && type != PLAYER;
708 }
709
710 // the client does nrof * this weight
711 MTH sint32 client_weight () const
712 {
713 return weight + carrying;
714 }
715
716 MTH struct region *region () const;
717
718 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
719 void failmsg (const_utf8_string msg, int color = NDI_RED);
720
721 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
722
723 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
724 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
725
726 // make some noise with given item into direction dir,
727 // currently only used for players to make them temporarily visible
728 // when they are invisible.
729 MTH void make_noise ();
730
731 /* animation */
732 MTH bool has_anim () const { return animation_id; }
733 const animation &anim () const { return animations [animation_id]; }
734 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
735 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
736 /* anim_frames () returns the number of animations allocated. The last
737 * usuable animation will be anim_frames () - 1 (for example, if an object
738 * has 8 animations, anim_frames () will return 8, but the values will
739 * range from 0 through 7.
740 */
741 MTH int anim_frames () const { return anim ().num_animations; }
742 MTH int anim_facings () const { return anim ().facings; }
743
744 MTH utf8_string as_string ();
745
746protected:
747 void link ();
748 void unlink ();
749
750 object ();
751 ~object ();
752
753private:
754 object &operator =(const object &);
755 object (const object &);
236}; 756};
237 757
238struct object : zero_initialised, object_keep, object_copy, object_pod 758// move this object to the top of its env's inventory to speed up
759// searches for it.
760static inline object *
761splay (object *ob)
239{ 762{
240 static bool can_merge (object * op1, object * op2); 763 if (ob->above && ob->env)
764 {
765 if (ob->above) ob->above->below = ob->below;
766 if (ob->below) ob->below->above = ob->above;
241 767
242 void clear (); 768 ob->above = 0;
243 void clone (object * destination); 769 ob->below = ob->env->inv;
244}; 770 ob->below->above = ob;
771 ob->env->inv = ob;
772 }
245 773
246#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 774 return ob;
775}
247 776
248typedef struct oblnk 777//+GPL
249{ /* Used to link together several objects */
250 object *ob;
251 struct oblnk *next;
252 tag_t id;
253} objectlink;
254 778
255typedef struct oblinkpt 779object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
256{ /* Used to link together several object links */ 780object *find_skill_by_name (object *who, shstr_cmp sh);
257 struct oblnk *link; 781object *find_skill_by_number (object *who, int skillno);
258 long value; /* Used as connected value in buttons/gates */
259 struct oblinkpt *next;
260} oblinkpt;
261 782
262/* 783/*
263 * The archetype structure is a set of rules on how to generate and manipulate 784 * The archetype structure is a set of rules on how to generate and manipulate
264 * objects which point to archetypes. 785 * objects which point to archetypes.
265 * This probably belongs in arch.h, but there really doesn't appear to 786 * This probably belongs in arch.h, but there really doesn't appear to
266 * be much left in the archetype - all it really is is a holder for the 787 * be much left in the archetype - all it really is is a holder for the
267 * object and pointers. This structure should get removed, and just replaced 788 * object and pointers. This structure should get removed, and just replaced
268 * by the object structure 789 * by the object structure
269 */ 790 */
270 791
792//-GPL
793
271ACC_CLASS(archetype) 794INTERFACE_CLASS (archetype)
272struct archt : zero_initialised 795struct archetype : object
273{ 796{
797 static arch_ptr empty; // the empty_archetype
798 MTH static void gc ();
799
800 archetype (const_utf8_string name);
801 ~archetype ();
802 void gather_callbacks (AV *&callbacks, event_type event) const;
803
804 MTH static archetype *find (const_utf8_string name);
805
806 MTH void link ();
807 MTH void unlink ();
808
809 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
810 MTH object *instance ();
811
812 MTH void post_load_check (); // do some adjustments after parsing
813
814 object_vector_index ACC (RW, archid); // index in archvector
274 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 815 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
275 struct archt *ACC (RW, next); /* Next archetype in a linked list */
276 struct archt *ACC (RW, head); /* The main part of a linked object */
277 struct archt *ACC (RW, more); /* Next part of a linked object */
278 object ACC (RO, clone); /* An object from which to do copy_object() */
279 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
280 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
281 * in comparison to the head.
282 */
283} archetype;
284 816
817 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
818
819 // support for archetype loading
820 static archetype *read (object_thawer &f);
821 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
822 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
823};
824
825// returns whether the object is a dragon player, which are often specialcased
826inline bool
827object::is_dragon () const
828{
829 return arch->race == shstr_dragon && is_player ();
830}
831
832inline void
833object_freezer::put (const keyword_string k, archetype *v)
834{
835 if (expect_true (v))
836 put (k, v->archname);
837 else
838 put (k);
839}
840
841typedef object_vector<object, &object::index > objectvec;
842typedef object_vector<object, &object::active> activevec;
843typedef object_vector<archetype, &archetype::archid> archvec;
844
285extern object *objects; 845extern objectvec objects;
286extern object *active_objects; 846extern activevec actives;
847extern archvec archetypes;
287 848
288extern int nrofallocobjects; 849// "safely" iterate over inv in a way such that the current item is removable
850// quite horrible, that's why its hidden in some macro
851#define for_inv_removable(op,var) \
852 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
289 853
290/* This returns TRUE if the object is something that 854#define for_all_objects(var) \
291 * should be displayed in the look window 855 for (unsigned _i = 0; _i < objects.size (); ++_i) \
292 */ 856 statementvar (object *, var, objects [_i])
293#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 857
858#define for_all_actives(var) \
859 for (unsigned _i = 0; _i < actives.size (); ++_i) \
860 statementvar (object *, var, actives [_i])
861
862#define for_all_archetypes(var) \
863 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
864 statementvar (archetype *, var, archetypes [_i])
865
866//+GPL
294 867
295/* Used by update_object to know if the object being passed is 868/* Used by update_object to know if the object being passed is
296 * being added or removed. 869 * being added or removed.
297 */ 870 */
298#define UP_OBJ_INSERT 1 871#define UP_OBJ_INSERT 1
315 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 888 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
316 * Use for treasure chests so the new object is the highest thing 889 * Use for treasure chests so the new object is the highest thing
317 * beneath the player, but not actually above it. Note - the 890 * beneath the player, but not actually above it. Note - the
318 * map and x,y coordinates for the object to be inserted must 891 * map and x,y coordinates for the object to be inserted must
319 * match the originator. 892 * match the originator.
320 * INS_MAP_LOAD: disable lots of checkings done at insertion to
321 * speed up map loading process, as we assume the ordering in
322 * loaded map is correct.
323 * 893 *
324 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 894 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
325 * are mutually exclusive. The behaviour for passing more than one 895 * are mutually exclusive. The behaviour for passing more than one
326 * should be considered undefined - while you may notice what happens 896 * should be considered undefined - while you may notice what happens
327 * right now if you pass more than one, that could very well change 897 * right now if you pass more than one, that could very well change
330#define INS_NO_MERGE 0x0001 900#define INS_NO_MERGE 0x0001
331#define INS_ABOVE_FLOOR_ONLY 0x0002 901#define INS_ABOVE_FLOOR_ONLY 0x0002
332#define INS_NO_WALK_ON 0x0004 902#define INS_NO_WALK_ON 0x0004
333#define INS_ON_TOP 0x0008 903#define INS_ON_TOP 0x0008
334#define INS_BELOW_ORIGINATOR 0x0010 904#define INS_BELOW_ORIGINATOR 0x0010
335#define INS_MAP_LOAD 0x0020
336 905
337#define ARCH_SINGULARITY "singularity" 906//-GPL
338#define ARCH_SINGULARITY_LEN 11
339#define ARCH_DETECT_MAGIC "detect_magic"
340#define ARCH_DEPLETION "depletion"
341#define ARCH_SYMPTOM "symptom"
342 907
343#endif 908#endif
909

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