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Comparing deliantra/server/include/object.h (file contents):
Revision 1.4 by elmex, Sun Aug 13 17:16:02 2006 UTC vs.
Revision 1.256 by root, Wed Oct 6 01:23:11 2010 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.h,v 1.4 2006/08/13 17:16:02 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include "cfperl.h"
29#include "shstr.h"
30
31//+GPL
32
32typedef uint32 tag_t; 33typedef int tag_t;
34
35// also see common/item.C
36enum
37{
38 body_skill,
39 body_combat,
40 body_range,
41 body_shield,
42 body_arm,
43 body_torso,
44 body_head,
45 body_neck,
46 body_finger,
47 body_shoulder,
48 body_foot,
49 body_hand,
50 body_wrist,
51 body_waist,
33#define NUM_BODY_LOCATIONS 12 52 NUM_BODY_LOCATIONS
34#define BODY_ARMS 1 53};
35 54
36/* See common/item.c */ 55/* See common/item.c */
37 56
38typedef struct Body_Locations { 57typedef struct Body_Locations
58{
39 const char *save_name; /* Name used to load/save it to disk */ 59 keyword save_name; /* Name used to load/save it to disk */
40 const char *use_name; /* Name used when describing an item we can use */ 60 const char *use_name; /* Name used when describing an item we can use */
41 const char *nonuse_name; /* Name to describe objects we can't use */ 61 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 62} Body_Locations;
43 63
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45 65
46typedef struct _event 66// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
47{ 67// contains the wall suffix (0, 1_3, 1_4 and so on).
48 int type; 68extern const char *wall_suffix[16];
49 const char *hook; 69
50 const char *plugin; 70#define NUM_COINS 4 /* number of coin types */
51 const char *options; 71extern const char *const coins[NUM_COINS + 1];
52 struct _event *next; 72
53} event; 73// restart server when object_count reaches this value
74#define RESTART_COUNT 0xe0000000
54 75
55/* 76/*
56 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 79 *
59 * key and value are shared-strings. 80 * key and value are shared-strings.
60 * 81 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
62 * accessing the list directly. 83 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
64 */ 85 */
65typedef struct _key_value { 86struct key_value : slice_allocated
66 const char * key; 87{
67 const char * value;
68 struct _key_value * next; 88 key_value *next;
69} key_value; 89 shstr key, value;
90};
70 91
92//-GPL
93
94struct UUID
95{
96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
103
104 UUID () { }
105 UUID (uint64 seq) : seq(seq) { }
106 operator uint64() { return seq; }
107 void operator =(uint64 seq) { this->seq = seq; }
108
109 bool parse (const char *s);
110 char *append (char *buf) const;
111 char *c_str () const;
112};
113
114//+GPL
71 115
72/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 117 * sprinkled in the code. Note that some of these also replace fields
74 * that were in the can_apply area. What is the point of having both 118 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 119 * can_apply and will_apply?
76 */ 120 */
77#define WILL_APPLY_HANDLE 0x1 121#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 122#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 123#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 124#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
82 126
127struct body_slot
128{
129 signed char used:4; /* Calculated value based on items equipped */
130 signed char info:4; /* body info as loaded from the file */
131};
83 132
84/* Note that the ordering of this structure is sort of relevent - 133typedef struct oblnk
85 * copy_object copies everything over beyond 'name' using memcpy. 134{ /* Used to link together several objects */
86 * Thus, values that need to be copied need to be located beyond that 135 object_ptr ob;
87 * point. 136 struct oblnk *next;
88 * 137} objectlink;
89 * However, if you're keeping a pointer of some sort, you probably 138
90 * don't just want it copied, so you'll need to add to common/object.c, 139typedef struct oblinkpt
91 * e.g. copy-object 140{ /* Used to link together several object links */
92 * 141 struct oblnk *link;
93 * I've tried to clean up this structure a bit (in terms of formatting) 142 struct oblinkpt *next;
94 * by making it more consistent. I've also tried to locate some of the fields 143 shstr id; /* Used as connected value in buttons/gates */
95 * more logically together (put the item related ones together, the monster 144} oblinkpt;
96 * related ones, etc. 145
97 * This structure is best viewed with about a 100 width screen. 146INTERFACE_CLASS (object)
98 * MSW 2002-07-05 147// these are being copied
148struct object_copy : attachable
149{
150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
151
152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
153 uint8 ACC (RW, subtype); /* subtype of object */
154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
156
157 shstr ACC (RW, name); /* The name of the object, obviously... */
158 shstr ACC (RW, name_pl); /* The plural name of the object */
159 shstr ACC (RW, title); /* Of foo, etc */
160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
161 shstr ACC (RW, slaying); /* Which race to do double damage to */
162 /* If this is an exit, this is the filename */
163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
171 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
172 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
173 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
174 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
177 object_ptr ACC (RW, spell); /* Spell that was being cast */
178 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
181
182 float ACC (RW, speed); /* The overall speed of this object */
183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
185 sint32 ACC (RW, nrof); /* How many of the objects */
186 /* This next big block is basically used for monsters and equipment */
187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
194
195 uint16 ACC (RW, materials); /* What materials this object consists of */
196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
200 /* Note that the last_.. values are sometimes used for non obvious
201 * meanings by some objects, eg, sp penalty, permanent exp.
99 */ 202 */
203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
206 sint16 ACC (RW, last_eat); /* How long since we last ate */
100 207
101struct object_simple { 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
209 sint16 ACC (RW, level); /* Level of creature or object */
210
211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
212 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
214 uint8 ACC (RW, weapontype); /* type of weapon */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 faceidx ACC (RW, face); /* the graphical face */
219
220 faceidx ACC (RW, sound); /* the sound face */
221 faceidx ACC (RW, sound_destroy); /* played on destroy */
222
223 sint32 ACC (RW, weight); /* Attributes of the object */
224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
228 sint64 ACC (RW, perm_exp); /* Permanent exp */
229 living ACC (RO, stats); /* Str, Con, Dex, etc */
230 /* See the pod/objects.pod for more info about body locations */
231
232 /* Following mostly refers to fields only used for monsters */
233
234 /* Spell related information, may be useful elsewhere
235 * Note that other fields are used - these files are basically
236 * only used in spells.
237 */
238 sint16 ACC (RW, duration); /* How long the spell lasts */
239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
243 sint8 ACC (RW, range); /* Range of the spell */
244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
246
247 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
249 MoveType ACC (RW, move_block);/* What movement types this blocks */
250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
252 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
255
256 // 8 free bits
257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
262
263 /* Following are values used by any object */
264 /* this objects turns into or what this object creates */
265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
266
267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273
274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
276 /* allows different movement patterns for attackers */
277 uint8 ACC (RW, move_status); /* What stage in attack mode */
278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
279
280 //16+ free bits
281
282 // rarely-accessed members should be at the end
283 shstr ACC (RW, tag); // a tag used to tracking this object
284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
285 shstr ACC (RW, lore); /* Obscure information about this object, */
286 /* To get put into books and the like. */
287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
288};
289
290const_utf8_string query_weight (const object *op);
291const_utf8_string query_short_name (const object *op);
292const_utf8_string query_name (const object *op);
293const_utf8_string query_base_name (const object *op, int plural);
294sint64 query_cost (const object *tmp, object *who, int flag);
295const char *query_cost_string (const object *tmp, object *who, int flag);
296
297int change_ability_duration (object *spell, object *caster);
298int min_casting_level (object *caster, object *spell);
299int casting_level (object *caster, object *spell);
300sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
301int SP_level_dam_adjust (object *caster, object *spob);
302int SP_level_duration_adjust (object *caster, object *spob);
303int SP_level_range_adjust (object *caster, object *spob);
304
305struct freelist_item
306{
307 freelist_item *next;
308 uint32_t count;
309};
310
311struct object : object_copy
312{
102 /* These variables are not changed by copy_object() */ 313 // These variables are not changed by ->copy_to
103 struct pl *contr; /* Pointer to the player which control this object */ 314 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
104 struct object *next; /* Pointer to the next object in the free/used list */ 315
105 struct object *prev; /* Pointer to the previous object in the free/used list*/ 316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
106 struct object *active_next; /* Next & previous object in the 'active' */ 317 uint32_t ACC (RO, count);
107 struct object *active_prev; /* List. This is used in process_events */ 318 object_vector_index ACC (RO, index); // index into objects
108 /* so that the entire object list does not */ 319 object_vector_index ACC (RO, active); // index into actives
109 /* need to be gone through. */ 320
321 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
322
110 struct object *below; /* Pointer to the object stacked below this one */ 323 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 struct object *above; /* Pointer to the object stacked above this one */ 324 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment*/ 325 /* Note: stacked in the *same* environment */
113 struct object *inv; /* Pointer to the first object in the inventory */ 326 object *inv; /* Pointer to the first object in the inventory */
114 struct object *container; /* Current container being used. I think this 327
328 //TODO: container must move into client
329 object_ptr ACC (RW, container);/* Currently opened container. I think this
115 * is only used by the player right now. 330 * is only used by the player right now.
116 */ 331 */
117 struct object *env; /* Pointer to the object which is the environment. 332 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 333 * This is typically the container that the object is in.
119 */ 334 */
120 struct object *more; /* Pointer to the rest of a large body of objects */ 335 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 struct object *head; /* Points to the main object of a large body */ 336 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 struct mapstruct *map; /* Pointer to the map in which this object is present */ 337 key_value *key_values; /* Fields not explictly known by the loader. */
123 338
124 tag_t count; /* Unique object number for this object */ 339 MTH void set_flag (int flagnum)
125 uint16 refcount; /* How many objects points to this object */ 340 {
341 flag [flagnum] = true;
342 }
343
344 MTH void clr_flag (int flagnum)
345 {
346 flag [flagnum] = false;
347 }
348
349 // privates / perl
350 shstr_tmp kv_get (shstr_tmp key) const;
351 void kv_del (shstr_tmp key);
352 void kv_set (shstr_tmp key, shstr_tmp value);
353
354//-GPL
355
356 // custom extra fields management
357 struct key_value_access_proxy
358 {
359 object &ob;
360 shstr_tmp key;
361
362 key_value_access_proxy (object &ob, shstr_tmp key)
363 : ob (ob), key (key)
364 {
365 }
366
367 const key_value_access_proxy &operator =(shstr_tmp value) const
368 {
369 ob.kv_set (key, value);
370 return *this;
371 }
372
373 operator const shstr_tmp () const { return ob.kv_get (key); }
374 operator const char *() const { return ob.kv_get (key); }
375
376 private:
377 void operator =(int);
378 };
379
380 // operator [] is too annoying to use
381 const key_value_access_proxy kv (shstr_tmp key)
382 {
383 return key_value_access_proxy (*this, key);
384 }
385
386 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
387 MTH void post_load_check (); // do some adjustments after parsing
388 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
389 bool write (object_freezer &f);
390
391 MTH static object *create ();
392 const mapxy &operator =(const mapxy &pos);
393 MTH void copy_to (object *dst);
394 MTH object *clone (); // create + copy_to a single object
395 MTH object *deep_clone (); // copy whole more chain and inventory
396 void do_destroy ();
397 void gather_callbacks (AV *&callbacks, event_type event) const;
398 MTH void destroy ();
399 MTH void drop_and_destroy ()
400 {
401 destroy_inv (true);
402 destroy ();
403 }
404
405 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
406 MTH void destroy_inv (bool drop_to_ground = false);
407 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
408 MTH object *insert (object *item); // insert into inventory
409 MTH void play_sound (faceidx sound) const;
410 MTH void say_msg (const_utf8_string msg) const;
411
412 void do_remove ();
413 MTH void remove ()
414 {
415 if (!flag [FLAG_REMOVED])
416 do_remove ();
417 }
418
419 MTH bool blocked (maptile *m, int x, int y) const;
420
421 void move_to (const mapxy &pos)
422 {
423 remove ();
424 *this = pos;
425 insert_at (this, this);
426 }
427
428 // high-level move method.
429 // object op is trying to move in direction dir.
430 // originator is typically the same as op, but
431 // can be different if originator is causing op to
432 // move (originator is pushing op)
433 // returns 0 if the object is not able to move to the
434 // desired space, 1 otherwise (in which case we also
435 // move the object accordingly. This function is
436 // very similiar to move_object.
437 int move (int dir, object *originator);
438
439 int move (int dir)
440 {
441 return move (dir, this);
442 }
443
444 // changes move_type to a new value - handles move_on/move_off effects
445 MTH void change_move_type (MoveType mt);
446
447 static bool can_merge_slow (object *op1, object *op2);
448
449 // this is often used in time-critical code, so optimise
450 MTH static bool can_merge (object *op1, object *op2)
451 {
452 return op1->value == op2->value
453 && op1->name == op2->name
454 && can_merge_slow (op1, op2);
455 }
456
457 MTH void set_owner (object *owner);
458 MTH void set_speed (float speed);
459 MTH void set_glow_radius (sint8 rad);
460
461 MTH void open_container (object *new_container);
462 MTH void close_container ()
463 {
464 open_container (0);
465 }
466
467 // potential future accessor for "container"
468 MTH object *container_ () const
469 {
470 return container;
471 }
472
473 MTH bool is_open_container () const
474 {
475 // strangely enough, using ?: here causes code to inflate
476 return type == CONTAINER
477 && ((env && env->container_ () == this)
478 || (!env && flag [FLAG_APPLIED]));
479 }
480
481 MTH object *force_find (shstr_tmp name);
482 MTH void force_set_timer (int duration);
483 MTH object *force_add (shstr_tmp name, int duration = 0);
484
485 oblinkpt *find_link () const;
486 MTH void add_link (maptile *map, shstr_tmp id);
487 MTH void remove_link ();
488
489 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
490 bool should_invoke (event_type event)
491 {
492 return ev_want_event [event] || ev_want_type [type] || cb;
493 }
494
495 MTH void instantiate ();
496
497 // recalculate all stats
498 MTH void update_stats ();
499 MTH void roll_stats ();
500 MTH void swap_stats (int a, int b);
501 MTH void add_statbonus ();
502 MTH void remove_statbonus ();
503 MTH void drain_stat ();
504 MTH void drain_specific_stat (int deplete_stats);
505 MTH void change_luck (int value);
506
507 // info must hold 256 * 3 bytes currently
508 const_utf8_string debug_desc (char *info) const;
509 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
510 const_utf8_string flag_desc (char *desc, int len) const;
511
512 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
513 MTH object *split (sint32 nr = 1); // return 0 on failure
514
515 MTH int number_of () const
516 {
517 return nrof ? nrof : 1;
518 }
519
520 MTH sint32 total_weight () const
521 {
522 return (weight + carrying) * number_of ();
523 }
524
525 MTH void update_weight ();
526
527 // return the dominant material of this item, always return something
528 const materialtype_t *dominant_material () const
529 {
530 return material;
531 }
532
533 // return the volume of this object in cm³
534 MTH uint64 volume () const
535 {
536 return (uint64)total_weight ()
537 * 1024 // 1000 actually
538 * (type == CONTAINER ? 128 : 1)
539 / dominant_material ()->density; // ugh, division
540 }
541
542 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
543
544 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
545 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
546 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
547 || type == CLOAK || type == BOOTS || type == GLOVES
548 || type == BRACERS || type == GIRDLE; }
549 MTH bool is_alive () const { return (type == PLAYER
550 || flag [FLAG_MONSTER]
551 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
552 && !flag [FLAG_IS_A_TEMPLATE]; }
553 MTH bool is_arrow () const { return type == ARROW
554 || (type == SPELL_EFFECT
555 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
556 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
557
558 MTH bool is_dragon () const;
559
560 MTH bool is_immunity () const { return invisible && type == SIGN; }
561
562 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
563
564 // temporary: wether the object can be saved in a map file
565 // contr => is a player
566 // head => only save head of a multitile object
567 // owner => can not reference owner yet
568 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
569
570 /* This return true if object has still randomitems which
571 * could be expanded.
572 */
573 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
574
575 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
576
577 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
578
579 /* need_identify returns true if the item should be identified. This
580 * function really should not exist - by default, any item not identified
581 * should need it.
582 */
583 MTH bool need_identify () const;
584
585 // returns the outermost owner, never returns 0
586 MTH object *outer_owner ()
587 {
588 object *op;
589
590 for (op = this; op->owner; op = op->owner)
591 ;
592
593 return op;
594 }
595
596 // returns the outermost environment, never returns 0
597 MTH object *outer_env_or_self () const
598 {
599 const object *op;
600
601 for (op = this; op->env; op = op->env)
602 ;
603
604 return const_cast<object *>(op);
605 }
606
607 // returns the outermost environment, may return 0
608 MTH object *outer_env () const
609 {
610 return env ? outer_env_or_self () : 0;
611 }
612
613 // returns the player that has this object in his inventory, or 0
614 // we assume the player is always the outer env
615 MTH object *in_player () const
616 {
617 object *op = outer_env_or_self ();
618
619 return op->type == PLAYER ? op : 0;
620 }
621
622 // "temporary" helper function
623 MTH object *head_ () const
624 {
625 return head ? head : const_cast<object *>(this);
626 }
627
628 MTH bool is_head () const
629 {
630 return head_ () == this;
631 }
632
633 MTH bool is_on_map () const
634 {
635 return !env && !flag [FLAG_REMOVED];
636 }
637
638 MTH bool is_inserted () const
639 {
640 return !flag [FLAG_REMOVED];
641 }
642
643 MTH bool is_player () const
644 {
645 return !!contr;
646 }
647
648 /* elmex: this method checks whether the object is in a shop */
649 MTH bool is_in_shop () const;
650
651 MTH bool affects_los () const
652 {
653 return glow_radius || flag [FLAG_BLOCKSVIEW];
654 }
655
656 MTH bool has_carried_lights () const
657 {
658 return glow_radius;
659 }
660
661 // returns the player that can see this object, if any
662 MTH object *visible_to () const;
663
664 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
665 MTH std::string describe_monster (object *who = 0);
666 MTH std::string describe_item (object *who = 0);
667 MTH std::string describe (object *who = 0); // long description, without name
668
669 MTH const_utf8_string query_weight () { return ::query_weight (this); }
670 MTH const_utf8_string query_name () { return ::query_name (this); }
671 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
672 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
673
674 // If this object has no extra parts but should have them,
675 // add them, effectively expanding heads into multipart
676 // objects. This method only works on objects not inserted
677 // anywhere.
678 MTH void expand_tail ();
679
680 MTH void create_treasure (treasurelist *tl, int flags = 0);
681
682 // makes sure the player has the named skill,
683 // and also makes it innate if can_use is true.
684 // returns the new skill or 0 if no such skill exists.
685 MTH object *give_skill (shstr_cmp name, bool can_use = false);
686 MTH void become_follower (object *new_god);
687
688 // insert object at same map position as 'where'
689 // handles both inventory and map "positions"
690 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
691 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
692 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
693 MTH void drop_unpaid_items ();
694
695 MTH void activate ();
696 MTH void deactivate ();
697 MTH void activate_recursive ();
698 MTH void deactivate_recursive ();
699
700 // set the given flag on all objects in the inventory recursively
701 MTH void set_flag_inv (int flag, int value = 1);
702
703 void enter_exit (object *exit); // perl
704 MTH bool enter_map (maptile *newmap, int x, int y);
705 void player_goto (const_utf8_string path, int x, int y); // only for players
706 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
707
708 MTH object *mark () const;
709 MTH void splay_marked ();
710
711 // returns the mapspace this object is in
712 mapspace &ms () const;
713
714 // fully recursive iterator
715 struct iterator_base
716 {
717 object *item;
718
719 iterator_base (object *container)
720 : item (container)
721 {
722 }
723
724 operator object *() const { return item; }
725
726 object *operator ->() const { return item; }
727 object &operator * () const { return *item; }
728 };
729
730 MTH unsigned int random_seed () const
731 {
732 return (unsigned int)uuid.seq;
733 }
734
735 // depth-first recursive iterator
736 struct depth_iterator : iterator_base
737 {
738 depth_iterator (object *container);
739 void next ();
740 object *operator ++( ) { next (); return item; }
741 object *operator ++(int) { object *i = item; next (); return i; }
742 };
743
744 object *begin ()
745 {
746 return this;
747 }
748
749 object *end ()
750 {
751 return this;
752 }
753
754 /* This returns TRUE if the object is something that
755 * a client might want to know about.
756 */
757 MTH bool client_visible () const
758 {
759 return !invisible && type != PLAYER;
760 }
761
762 // the client does nrof * this weight
763 MTH sint32 client_weight () const
764 {
765 return weight + carrying;
766 }
767
768 MTH struct region *region () const;
769
770 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
771 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
772 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
773
774 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
775
776 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
777 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
778
779 // make some noise with given item into direction dir,
780 // currently only used for players to make them temporarily visible
781 // when they are invisible.
782 MTH void make_noise ();
783
784 /* animation */
785 MTH bool has_anim () const { return animation_id; }
786 const animation &anim () const { return animations [animation_id]; }
787 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
788 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
789 /* anim_frames () returns the number of animations allocated. The last
790 * usuable animation will be anim_frames () - 1 (for example, if an object
791 * has 8 animations, anim_frames () will return 8, but the values will
792 * range from 0 through 7.
793 */
794 MTH int anim_frames () const { return anim ().num_animations; }
795 MTH int anim_facings () const { return anim ().facings; }
796
797 MTH utf8_string as_string ();
798
799 // low-level management, statistics, ...
800 static uint32_t ACC (RW, object_count);
801 static uint32_t ACC (RW, free_count);
802 static uint32_t ACC (RW, create_count);
803 static uint32_t ACC (RW, destroy_count);
804 static freelist_item *freelist;
805 MTH static void freelist_free (int count);
806
807protected:
808 void link ();
809 void unlink ();
810
811 void do_delete ();
812
813 object ();
814 ~object ();
815
816private:
817 object &operator =(const object &);
818 object (const object &);
126}; 819};
127 820
128struct object_special { 821// move this object to the top of its env's inventory to speed up
129 /* These get an extra add_refcount(), after having been copied by memcpy(). 822// searches for it.
130 * All fields beow this point are automatically copied by memcpy. If 823static inline object *
131 * adding something that needs a refcount updated, make sure you modify 824splay (object *ob)
132 * copy_object to do so. Everything below here also gets cleared 825{
133 * by clear_object() 826 if (ob->above && ob->env)
134 */ 827 {
135 const char *name; /* The name of the object, obviously... */ 828 if (ob->above) ob->above->below = ob->below;
136 const char *name_pl; /* The plural name of the object */ 829 if (ob->below) ob->below->above = ob->above;
137 const char *title; /* Of foo, etc */
138 const char *race; /* human, goblin, dragon, etc */
139 const char *slaying; /* Which race to do double damage to */
140 /* If this is an exit, this is the filename */
141 const char *skill; /* Name of the skill this object uses/grants */
142 const char *msg; /* If this is a book/sign/magic mouth/etc */
143 const char *lore; /* Obscure information about this object, */
144 /* To get put into books and the like. */
145 830
146 sint16 x,y; /* Position in the map for this object */ 831 ob->above = 0;
147 sint16 ox,oy; /* For debugging: Where it was last inserted */ 832 ob->below = ob->env->inv;
148 float speed; /* The overall speed of this object */ 833 ob->below->above = ob;
149 float speed_left; /* How much speed is left to spend this round */ 834 ob->env->inv = ob;
150 uint32 nrof; /* How many of the objects */ 835 }
151 New_Face *face; /* Face with colors */
152 sint8 direction; /* Means the object is moving that way. */
153 sint8 facing; /* Object is oriented/facing that way. */
154 836
155 /* This next big block are basically used for monsters and equipment */ 837 return ob;
156 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 838}
157 uint8 subtype; /* subtype of object */
158 uint16 client_type; /* Public type information. see doc/Developers/objects */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
160 uint32 attacktype; /* Bitmask of attacks this object does */
161 uint32 path_attuned; /* Paths the object is attuned to */
162 uint32 path_repelled; /* Paths the object is repelled from */
163 uint32 path_denied; /* Paths the object is denied access to */
164 uint16 material; /* What materials this object consist of */
165 const char *materialname; /* specific material name */
166 sint8 magic; /* Any magical bonuses to this item */
167 uint8 state; /* How the object was last drawn (animation) */
168 sint32 value; /* How much money it is worth (or contains) */
169 sint16 level; /* Level of creature or object */
170 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp.
172 */
173 sint32 last_heal; /* Last healed. Depends on constitution */
174 sint32 last_sp; /* As last_heal, but for spell points */
175 sint16 last_grace; /* as last_sp, except for grace */
176 sint16 last_eat; /* How long since we last ate */
177 sint16 invisible; /* How much longer the object will be invis */
178 uint8 pick_up; /* See crossfire.doc */
179 sint8 item_power; /* power rating of the object */
180 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
181 sint32 weight; /* Attributes of the object */
182 sint32 weight_limit; /* Weight-limit of object */
183 sint32 carrying; /* How much weight this object contains */
184 sint8 glow_radius; /* indicates the glow radius of the object */
185 living stats; /* Str, Con, Dex, etc */
186 sint64 perm_exp; /* Permanent exp */
187 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
188 /* each time the object attacks something */
189 struct object *current_weapon; /* Pointer to the weapon currently used */
190 uint32 weapontype; /* type of weapon */
191 uint32 tooltype; /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194 /* See the doc/Developers/objects for more info about body locations */
195 839
196 /* Following mostly refers to fields only used for monsters */ 840//+GPL
197 struct object *owner; /* Pointer to the object which controls this one */
198 /* Owner should not be referred to directly - */
199 /* get_owner should be used instead. */
200 tag_t ownercount; /* What count the owner had (in case owner */
201 /* has been freed) */
202 struct object *enemy; /* Monster/player to follow even if not closest */
203 struct object *attacked_by; /* This object start to attack us! only player & monster */
204 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
205 struct treasureliststruct *randomitems; /* Items to be generated */
206 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
207 struct object *chosen_skill; /* the skill chosen to use */
208 uint32 hide; /* The object is hidden, not invisible */
209 /* changes made by kholland@sunlab.cit.cornell.edu */
210 /* allows different movement patterns for attackers */
211 sint32 move_status; /* What stage in attack mode */
212 uint16 attack_movement;/* What kind of attack movement */
213 uint8 will_apply; /* See crossfire.doc */
214 struct object *spellitem; /* Spell ability monster is choosing to use */
215 double expmul; /* needed experience = (calc_exp*expmul) - means some */
216 /* races/classes can need less/more exp to gain levels */
217 841
218 /* Spell related information, may be useful elsewhere 842object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
219 * Note that other fields are used - these files are basically 843object *find_skill_by_name (object *who, shstr_cmp sh);
220 * only used in spells. 844object *find_skill_by_number (object *who, int skillno);
221 */
222 sint16 duration; /* How long the spell lasts */
223 uint8 duration_modifier; /* how level modifies duration */
224 sint16 casting_time; /* time left before spell goes off */
225 struct object *spell; /* Spell that was being cast */
226 uint16 start_holding;
227 char *spellarg;
228 uint8 dam_modifier; /* How going up in level effects damage */
229 sint8 range; /* Range of the spell */
230 uint8 range_modifier; /* How going up in level effects range */
231
232 /* Following are values used by any object */
233 struct archt *arch; /* Pointer to archetype */
234 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
235 /* this objects turns into or what this object creates */
236 uint32 flags[4]; /* various flags */
237 uint16 animation_id; /* An index into the animation array */
238 uint8 anim_speed; /* ticks between animation-frames */
239 uint8 last_anim; /* last sequence used to draw face */
240 sint32 elevation; /* elevation of this terrain - not currently used */
241 uint8 smoothlevel; /* how to smooth this square around*/
242
243 MoveType move_type; /* Type of movement this object uses */
244 MoveType move_block; /* What movement types this blocks */
245 MoveType move_allow; /* What movement types explicitly allowd */
246 MoveType move_on; /* Move types affected moving on to this space */
247 MoveType move_off; /* Move types affected moving off this space */
248 MoveType move_slow; /* Movement types this slows down */
249 float move_slow_penalty; /* How much this slows down the object */
250
251 event *events;
252
253 const char *custom_name; /* Custom name assigned by player */
254 key_value *key_values; /* Fields not explictly known by the loader. */
255};
256
257struct object : object_special, object_simple {
258};
259
260typedef struct oblnk { /* Used to link together several objects */
261 object *ob;
262 struct oblnk *next;
263 tag_t id;
264} objectlink;
265
266typedef struct oblinkpt { /* Used to link together several object links */
267 struct oblnk *link;
268 long value; /* Used as connected value in buttons/gates */
269 struct oblinkpt *next;
270} oblinkpt;
271 845
272/* 846/*
273 * The archetype structure is a set of rules on how to generate and manipulate 847 * The archetype structure is a set of rules on how to generate and manipulate
274 * objects which point to archetypes. 848 * objects which point to archetypes.
275 * This probably belongs in arch.h, but there really doesn't appear to 849 * This probably belongs in arch.h, but there really doesn't appear to
276 * be much left in the archetype - all it really is is a holder for the 850 * be much left in the archetype - all it really is is a holder for the
277 * object and pointers. This structure should get removed, and just replaced 851 * object and pointers. This structure should get removed, and just replaced
278 * by the object structure 852 * by the object structure
279 */ 853 */
280 854
281typedef struct archt { 855//-GPL
856
857INTERFACE_CLASS (archetype)
858struct archetype : object, zero_initialised
859{
860 static arch_ptr empty; // the empty_archetype
861 MTH static void gc ();
862
863 archetype (const_utf8_string name);
864 ~archetype ();
865 void gather_callbacks (AV *&callbacks, event_type event) const;
866
867 MTH static archetype *find (const_utf8_string name);
868
869 MTH void link ();
870 MTH void unlink ();
871
872 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
873 MTH object *instance ();
874
875 MTH void post_load_check (); // do some adjustments after parsing
876
877 object_vector_index ACC (RW, archid); // index in archvector
282 const char *name; /* More definite name, like "generate_kobold" */ 878 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
283 struct archt *next; /* Next archetype in a linked list */
284 struct archt *head; /* The main part of a linked object */
285 struct archt *more; /* Next part of a linked object */
286 object clone; /* An object from which to do copy_object() */
287 uint32 editable; /* editable flags (mainly for editor) */
288 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
289 * in comparison to the head.
290 */
291} archetype;
292 879
880 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
881
882 // support for archetype loading
883 static archetype *read (object_thawer &f);
884 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
885 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
886
887protected:
888 void do_delete ();
889};
890
891// returns whether the object is a dragon player, which are often specialcased
892inline bool
893object::is_dragon () const
894{
895 return arch->race == shstr_dragon && is_player ();
896}
897
898inline void
899object_freezer::put (const keyword_string k, archetype *v)
900{
901 if (expect_true (v))
902 put (k, v->archname);
903 else
904 put (k);
905}
906
907typedef object_vector<object, &object::index > objectvec;
908typedef object_vector<object, &object::active> activevec;
909typedef object_vector<archetype, &archetype::archid> archvec;
910
293extern object *objects; 911extern objectvec objects;
294extern object *active_objects; 912extern activevec actives;
295extern object *free_objects; 913extern archvec archetypes;
296extern object objarray[STARTMAX];
297 914
298extern int nrofallocobjects; 915// "safely" iterate over inv in a way such that the current item is removable
299extern int nroffreeobjects; 916// quite horrible, that's why its hidden in some macro
917#define for_inv_removable(op,var) \
918 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
300 919
301/* This returns TRUE if the object is somethign that 920#define for_all_objects(var) \
302 * should be displayed in the look window 921 for (unsigned _i = 0; _i < objects.size (); ++_i) \
303 */ 922 statementvar (object *, var, objects [_i])
304#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 923
924#define for_all_actives(var) \
925 for (unsigned _i = 0; _i < actives.size (); ++_i) \
926 statementvar (object *, var, actives [_i])
927
928#define for_all_archetypes(var) \
929 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
930 statementvar (archetype *, var, archetypes [_i])
931
932//+GPL
305 933
306/* Used by update_object to know if the object being passed is 934/* Used by update_object to know if the object being passed is
307 * being added or removed. 935 * being added or removed.
308 */ 936 */
309#define UP_OBJ_INSERT 1 937#define UP_OBJ_INSERT 1
310#define UP_OBJ_REMOVE 2 938#define UP_OBJ_REMOVE 2
311#define UP_OBJ_CHANGE 3 939#define UP_OBJ_CHANGE 3
312#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 940#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
313 941
314/* These are flags passed to insert_ob_in_map and 942/* These are flags passed to insert_ob_in_map and
315 * insert_ob_in_ob. Note that all flags may not be meaningful 943 * insert_ob_in_ob. Note that all flags may not be meaningful
316 * for both functions. 944 * for both functions.
317 * Most are fairly explanatory: 945 * Most are fairly explanatory:
326 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 954 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
327 * Use for treasure chests so the new object is the highest thing 955 * Use for treasure chests so the new object is the highest thing
328 * beneath the player, but not actually above it. Note - the 956 * beneath the player, but not actually above it. Note - the
329 * map and x,y coordinates for the object to be inserted must 957 * map and x,y coordinates for the object to be inserted must
330 * match the originator. 958 * match the originator.
331 * INS_MAP_LOAD: disable lots of checkings done at insertion to
332 * speed up map loading process, as we assume the ordering in
333 * loaded map is correct.
334 * 959 *
335 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 960 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
336 * are mutually exclusive. The behaviour for passing more than one 961 * are mutually exclusive. The behaviour for passing more than one
337 * should be considered undefined - while you may notice what happens 962 * should be considered undefined - while you may notice what happens
338 * right now if you pass more than one, that could very well change 963 * right now if you pass more than one, that could very well change
339 * in future revisions of the code. 964 * in future revisions of the code.
340 */ 965 */
341#define INS_NO_MERGE 0x0001 966#define INS_NO_MERGE 0x0001
342#define INS_ABOVE_FLOOR_ONLY 0x0002 967#define INS_ABOVE_FLOOR_ONLY 0x0002
343#define INS_NO_WALK_ON 0x0004 968#define INS_NO_WALK_ON 0x0004
344#define INS_ON_TOP 0x0008 969#define INS_ON_TOP 0x0008
345#define INS_BELOW_ORIGINATOR 0x0010 970#define INS_BELOW_ORIGINATOR 0x0010
346#define INS_MAP_LOAD 0x0020 971#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
347 972
348#define ARCH_SINGULARITY "singularity" 973//-GPL
349#define ARCH_SINGULARITY_LEN 11
350#define ARCH_DETECT_MAGIC "detect_magic"
351#define ARCH_DEPLETION "depletion"
352#define ARCH_SYMPTOM "symptom"
353
354extern void (*object_free_callback)(object *ob); // called for every object_free
355 974
356#endif 975#endif
976

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