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Comparing deliantra/server/include/object.h (file contents):
Revision 1.26 by root, Mon Sep 11 11:15:21 2006 UTC vs.
Revision 1.101 by root, Fri Feb 16 22:21:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 35#define BODY_ARMS 1
33 36
34/* See common/item.c */ 37/* See common/item.c */
35 38
56{ 59{
57 key_value *next; 60 key_value *next;
58 shstr key, value; 61 shstr key, value;
59}; 62};
60 63
64struct UUID
65{
66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
72};
73
74extern void init_uuid ();
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
61 77
62/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 79 * 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 80 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 81 * can_apply and will_apply?
66 */ 82 */
67#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
72
73 88
74/* However, if you're keeping a pointer of some sort, you probably 89/* 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, 90 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 91 * e.g. ->copy_to ()
77 */ 92 */
78 93
94INTERFACE_CLASS (object)
79// these are not being copied 95// these are being copied
80ACC_CLASS (object) 96struct object_copy : attachable
81struct object_keep
82{ 97{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
84 sint32 ACC (RW, refcount); /* How many objects points to this object */
85 99
86 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107};
108
109// these are being copied
110struct object_copy : attachable<object>
111{
112 /* These get an extra add_refcount(), after having been copied by memcpy().
113 * All fields beow this point are automatically copied by memcpy. If
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 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 */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130}; 115// materialtype_t *ACC (RW, material); /* What material this object consists of */
116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
131 125
132// these are being copied and also cleared 126 facetile *ACC (RW, face); /* Face with colors */
133struct object_pod
134{
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */ 127 float ACC (RW, speed); /* The overall speed of this object */
137 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 129 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 130
143 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 133 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
157 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
158 */ 146 */
159 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 147 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
162 sint16 ACC (RW, last_eat); /* How long since we last ate */ 150 sint16 ACC (RW, last_eat); /* How long since we last ate */
163 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 151 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
164 sint16 ACC (RW, level); /* Level of creature or object */ 152 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 153 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 154 sint8 ACC (RW, item_power); /* power rating of the object */
167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 155 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
168 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 156 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 sint32 ACC (RW, weight); /* Attributes of the object */ 157 sint32 ACC (RW, weight); /* Attributes of the object */
170 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
171 sint32 ACC (RW, carrying); /* How much weight this object contains */ 159 sint32 ACC (RW, carrying); /* How much weight this object contains */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 160 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 161 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
179 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 165 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 /* See the doc/Developers/objects for more info about body locations */ 166 /* See the pod/objects.pod for more info about body locations */
181 167
182 /* Following mostly refers to fields only used for monsters */ 168 /* Following mostly refers to fields only used for monsters */
183 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
184 /* Owner should not be referred to directly - */
185 /* get_owner should be used instead. */
186 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
187 /* has been freed) */
188 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
189 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
190 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
191 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 170
195 /* allows different movement patterns for attackers */ 171 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 172 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 173 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 174 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 175 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 176 /* races/classes can need less/more exp to gain levels */
202 177
203 /* Spell related information, may be useful elsewhere 178 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 179 * Note that other fields are used - these files are basically
205 * only used in spells. 180 * only used in spells.
206 */ 181 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 182 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 183 sint16 ACC (RW, casting_time);/* time left before spell goes off */
209 uint16 ACC (RW, start_holding); 184 uint16 ACC (RW, start_holding);
210 struct object *ACC (RW, spell); /* Spell that was being cast */
211 char *ACC (RW, spellarg);
212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */ 187 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197
198 char *ACC (RW, spellarg);
199
217 /* Following are values used by any object */ 200 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 201 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 202 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 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 */
227
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235 key_value *key_values; /* Fields not explictly known by the loader. */ 203 key_value *key_values; /* Fields not explictly known by the loader. */
204 flags_t flag; /* various flags */
205#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */
209 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
210 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
211 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
212 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
213 uint8 ACC (RW, will_apply); /* See crossfire.doc */
236}; 214};
237 215
238#define get_object() object::create ()
239#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv)
241
242struct object : zero_initialised, object_keep, object_copy, object_pod 216struct object : zero_initialised, object_copy
243{ 217{
218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220
221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count);
223 int ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives
225
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
227
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
234 object_ptr ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now.
236 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in.
239 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently?
243
244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f);
247
244 static object *create (); 248 MTH static object *create ();
249 MTH void copy_to (object *dst);
250 MTH object *clone (); // create + copy_to
251 void do_destroy ();
252 void gather_callbacks (AV *&callbacks, event_type event) const;
245 void free (bool free_inventory = false); 253 MTH void destroy (bool destroy_inventory = false);
246 254
247 static void free_mortals (); 255 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
256 MTH void destroy_inv (bool drop_to_ground = false);
257 MTH object *insert (object *item); // insert into inventory
258 void do_remove ();
259 MTH void remove ()
260 {
261 if (!flag [FLAG_REMOVED])
262 do_remove ();
263 }
264
248 static bool can_merge (object *op1, object *op2); 265 static bool can_merge_slow (object *op1, object *op2);
249 266
250 void clear (); 267 // this is often used in time-critical code, so optimise
251 void clone (object *destination); 268 MTH static bool can_merge (object *op1, object *op2)
269 {
270 return op1->value == op2->value
271 && op1->name == op2->name
272 && can_merge_slow (op1, op2);
273 }
274
275 MTH void set_owner (object *owner);
276 MTH void set_speed (float speed);
277
278 MTH void open_container (object *new_container);
279 MTH void close_container ()
280 {
281 open_container (0);
282 }
283
284 MTH void instantiate ();
285
286 // recalculate all stats
287 MTH void update_stats ();
288 MTH void roll_stats ();
289 MTH void swap_stats (int a, int b);
290 MTH void add_statbonus ();
291 MTH void remove_statbonus ();
292 MTH void drain_stat ();
293 MTH void drain_specific_stat (int deplete_stats);
294 MTH void change_luck (int value);
295
296 // info must hold 256 * 3 bytes currently
297 const char *debug_desc (char *info) const;
298 MTH const char *debug_desc () const;
299 const char *debug_desc2 () const; // another debug_desc, pure convinience function
300 const char *flag_desc (char *desc, int len) const;
301
302 int number_of () const
303 {
304 return nrof ? nrof : 1;
305 }
306
307 uint64 total_weight () const
308 {
309 return weight * number_of ();
310 }
311
312 // return the dominant material of this item, always return something
313 const materialtype_t *dominant_material () const;
314
315 // return the volume of this object in cm³
316 uint64 volume () const
317 {
318 return total_weight ()
319 * 1000
320 * (type == CONTAINER ? 1000 : 1)
321 / dominant_material ()->density;
322 }
323
324 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
325 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
326 || type == CLOAK || type == BOOTS || type == GLOVES
327 || type == BRACERS || type == GIRDLE; }
328 MTH bool is_alive () const { return (type == PLAYER
329 || flag [FLAG_MONSTER]
330 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
331 && !flag [FLAG_IS_A_TEMPLATE]; }
332 MTH bool is_arrow () const { return type == ARROW
333 || (type == SPELL_EFFECT
334 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
335
336 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
337
338 // temporary: wether the object can be saved in a map file
339 // contr => is a player
340 // head => only save head of a multitile object
341 // owner => can not reference owner yet
342 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
343
344 /* This return true if object has still randomitems which
345 * could be expanded.
346 */
347 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
348
349 // returns the player that has this object in his inventory, or 0
350 MTH object *in_player () const
351 {
352 for (object *op = env; op; op = op->env)
353 if (op->type == PLAYER)
354 return op;
355
356 return 0;
357 }
358
359 // "temporary" helper function
360 MTH object *head_ ()
361 {
362 return head ? head : this;
363 }
364
365 // insert object at same map position as 'where'
366 // handles both inventory and map "positions"
367 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
368
369 MTH void activate ();
370 MTH void deactivate ();
371 MTH void activate_recursive ();
372 MTH void deactivate_recursive ();
373
374 // set the givne flag on all objects in the inventory recursively
375 MTH void set_flag_inv (int flag, int value = 1);
376
377 void enter_exit (object *exit);//PERL
378 MTH void enter_map (maptile *newmap, int x, int y);
379
380 // returns the mapspace this object is in
381 mapspace &ms () const;
382
383 // fully recursive iterator
384 struct iterator_base
385 {
386 object *item;
387
388 iterator_base (object *container)
389 : item (container)
390 {
391 }
392
393 operator object *() const { return item; }
394
395 object *operator ->() const { return item; }
396 object &operator * () const { return *item; }
397 };
398
399 MTH unsigned int random_seed () const
400 {
401 return (unsigned int)uuid.seq;
402 }
403
404 // depth-first recursive iterator
405 struct depth_iterator : iterator_base
406 {
407 depth_iterator (object *container);
408 void next ();
409 object *operator ++( ) { next (); return item; }
410 object *operator ++(int) { object *i = item; next (); return i; }
411 };
412
413 object *begin ()
414 {
415 return this;
416 }
417
418 object *end ()
419 {
420 return this;
421 }
422
423 /* This returns TRUE if the object is something that
424 * should be displayed in the floorbox/inventory window
425 */
426 MTH bool client_visible () const
427 {
428 return !invisible && type != PLAYER;
429 }
430
431 MTH struct region *region () const;
252 432
253protected: 433protected:
254 friend struct archetype; 434 friend struct archetype;
255 435
256 void link (); 436 void link ();
258 438
259 object (); 439 object ();
260 ~object (); 440 ~object ();
261}; 441};
262 442
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 443typedef object_vector<object, &object::index > objectvec;
444typedef object_vector<object, &object::active> activevec;
445
446extern objectvec objects;
447extern activevec actives;
448
449#define for_all_objects(var) \
450 for (int _i = 0; _i < objects.size (); ++_i) \
451 declvar (object *, var, objects [_i])
452
453#define for_all_actives(var) \
454 for (int _i = 0; _i < actives.size (); ++_i) \
455 declvar (object *, var, actives [_i])
264 456
265typedef struct oblnk 457typedef struct oblnk
266{ /* Used to link together several objects */ 458{ /* Used to link together several objects */
267 object *ob; 459 object_ptr ob;
268 struct oblnk *next; 460 struct oblnk *next;
269 tag_t id;
270} objectlink; 461} objectlink;
271 462
272typedef struct oblinkpt 463typedef struct oblinkpt
273{ /* Used to link together several object links */ 464{ /* Used to link together several object links */
274 struct oblnk *link; 465 struct oblnk *link;
283 * be much left in the archetype - all it really is is a holder for the 474 * be much left in the archetype - all it really is is a holder for the
284 * object and pointers. This structure should get removed, and just replaced 475 * object and pointers. This structure should get removed, and just replaced
285 * by the object structure 476 * by the object structure
286 */ 477 */
287 478
288ACC_CLASS(archetype) 479INTERFACE_CLASS (archetype)
289struct archetype : zero_initialised 480struct archetype : zero_initialised, attachable
290{ 481{
291 archetype (); 482 archetype ();
292 ~archetype (); 483 ~archetype ();
484 void gather_callbacks (AV *&callbacks, event_type event) const;
293 485
486 static archetype *read (object_thawer &f);
487 static archetype *find (const char *name);
488
489 void hash_add (); // add to hashtable
490 void hash_del (); // remove from hashtable
491
294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 492 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 493 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
296 struct archetype *ACC (RW, head); /* The main part of a linked object */ 494 struct archetype *ACC (RW, head); /* The main part of a linked object */
297 struct archetype *ACC (RW, more); /* Next part of a linked object */ 495 struct archetype *ACC (RW, more); /* Next part of a linked object */
298 object ACC (RO, clone); /* An object from which to do copy_object() */ 496 object ACC (RO, clone); /* An object from which to do ->copy_to () */
299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 497 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 498 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
301 * in comparison to the head. 499 * in comparison to the head.
302 */ 500 */
303}; 501};
304
305extern object *objects;
306extern object *active_objects;
307
308extern int nrofallocobjects;
309
310/* This returns TRUE if the object is something that
311 * should be displayed in the look window
312 */
313#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
314 502
315/* Used by update_object to know if the object being passed is 503/* Used by update_object to know if the object being passed is
316 * being added or removed. 504 * being added or removed.
317 */ 505 */
318#define UP_OBJ_INSERT 1 506#define UP_OBJ_INSERT 1
359#define ARCH_DETECT_MAGIC "detect_magic" 547#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 548#define ARCH_DEPLETION "depletion"
361#define ARCH_SYMPTOM "symptom" 549#define ARCH_SYMPTOM "symptom"
362 550
363#endif 551#endif
552

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