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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 1.213 by root, Mon Oct 19 21:48:49 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34
32#define BODY_ARMS 1 35enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
33 59
34/* See common/item.c */ 60/* See common/item.c */
35 61
36typedef struct Body_Locations 62typedef struct Body_Locations
37{ 63{
38 const char *save_name; /* Name used to load/save it to disk */ 64 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 */ 65 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 */ 66 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 67} Body_Locations;
42 68
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 69extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
70
71#define NUM_COINS 4 /* number of coin types */
72extern const char *const coins[NUM_COINS + 1];
44 73
45/* 74/*
46 * Each object (this also means archetypes!) could have a few of these 75 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 76 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 77 *
49 * key and value are shared-strings. 78 * key and value are shared-strings.
50 * 79 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 80 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 81 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 82 * Exception is if you want to walk this list for some reason.
54 */ 83 */
55struct key_value 84struct key_value : slice_allocated
56{ 85{
57 key_value *next; 86 key_value *next;
58 shstr key, value; 87 shstr key, value;
59}; 88};
60 89
90struct UUID
91{
92 uint64 seq;
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 typedef char BUF [32];
104
105 bool parse (const char *s)
106 {
107 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
108 }
109
110 const char *c_str (char *buf, int len) const
111 {
112 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
113
114 return buf;
115 }
116
117 const char *c_str () const
118 {
119 static BUF buf;
120
121 return c_str (buf, sizeof (buf));
122 }
123};
61 124
62/* Definition for WILL_APPLY values. Replaces having harcoded values 125/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 126 * 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 127 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 128 * can_apply and will_apply?
66 */ 129 */
67#define WILL_APPLY_HANDLE 0x1 130#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 131#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 132#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 133#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 134#define WILL_APPLY_FOOD 0x10
72 135
73 136struct 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{ 137{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 138 signed char info:4; /* body info as loaded from the file */
84 sint32 ACC (RW, refcount); /* How many objects points to this object */ 139 signed char used:4; /* Calculated value based on items equipped */
85
86 /* These variables are not changed by copy_object() */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 140};
108 141
142typedef struct oblnk
143{ /* Used to link together several objects */
144 object_ptr ob;
145 struct oblnk *next;
146} objectlink;
147
148typedef struct oblinkpt
149{ /* Used to link together several object links */
150 struct oblnk *link;
151 struct oblinkpt *next;
152 shstr id; /* Used as connected value in buttons/gates */
153} oblinkpt;
154
155INTERFACE_CLASS (object)
109// these are being copied 156// these are being copied
110struct object_copy : attachable<object> 157struct object_copy : attachable
111{ 158{
112 /* These get an extra add_refcount(), after having been copied by memcpy(). 159 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 160
114 * adding something that needs a refcount updated, make sure you modify 161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
115 * copy_object to do so. Everything below here also gets cleared 162 uint8 ACC (RW, subtype); /* subtype of object */
116 * by clear_object() 163 sint8 ACC (RW, direction); /* Means the object is moving that way. */
117 */ 164 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
165
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 166 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 167 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 168 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 169 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 170 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 171 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 172
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 173 typedef bitset<NUM_FLAGS> flags_t;
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 174 flags_t flag; /* various flags */
127 /* To get put into books and the like. */ 175#if FOR_PERL
176 bool ACC (RW, flag[NUM_FLAGS]);
177#endif
178
128 shstr ACC (RW, materialname); /* specific material name */ 179 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 180 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
130}; 181// materialtype_t *ACC (RW, material); /* What material this object consists of */
182 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
183 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
184 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
185 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
186 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
187 object_ptr ACC (RW, spell); /* Spell that was being cast */
188 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
189 arch_ptr ACC (RW, arch); /* Pointer to archetype */
190 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
131 191
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 */ 192 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 */ 193 float ACC (RW, speed_left); /* How much speed is left to spend this round */
194
138 uint32 ACC (RW, nrof); /* How many of the objects */ 195 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 */ 196 /* 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 */ 197 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 198 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
199
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 200 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 201 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 202 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 203 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 204
205 uint16 ACC (RW, materials); /* What materials this object consists of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 206 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 207 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209
156 /* Note that the last_.. values are sometimes used for non obvious 210 /* Note that the last_.. values are sometimes used for non obvious
157 * meanings by some objects, eg, sp penalty, permanent exp. 211 * meanings by some objects, eg, sp penalty, permanent exp.
158 */ 212 */
159 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 213 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
160 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 214 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
161 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 215 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
162 sint16 ACC (RW, last_eat); /* How long since we last ate */ 216 sint16 ACC (RW, last_eat); /* How long since we last ate */
217
163 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 218 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
164 sint16 ACC (RW, level); /* Level of creature or object */ 219 sint16 ACC (RW, level); /* Level of creature or object */
220
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 221 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) */ 222 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 */ 223 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
224 uint8 ACC (RW, weapontype); /* type of weapon */
225
226 faceidx ACC (RW, face); /* the graphical face */
227
228 faceidx ACC (RW, sound); /* the sound face */
229 faceidx ACC (RW, sound_destroy); /* played on destroy */
230
231 body_slot slot [NUM_BODY_LOCATIONS];
232
169 sint32 ACC (RW, weight); /* Attributes of the object */ 233 sint32 ACC (RW, weight); /* Attributes of the object */
170 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 234 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
235
171 sint32 ACC (RW, carrying); /* How much weight this object contains */ 236 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
237
238 sint64 ACC (RW, perm_exp); /* Permanent exp */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */ 239 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 uint8 ACC (RW, will_apply); /* See crossfire.doc */
180 /* See the doc/Developers/objects for more info about body locations */ 240 /* See the pod/objects.pod for more info about body locations */
181 241
182 /* Following mostly refers to fields only used for monsters */ 242 /* 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 */
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 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 */
201 /* races/classes can need less/more exp to gain levels */
202 243
203 /* Spell related information, may be useful elsewhere 244 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 245 * Note that other fields are used - these files are basically
205 * only used in spells. 246 * only used in spells.
206 */ 247 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 248 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 249 uint8 ACC (RW, casting_time); /* time left before spell goes off */
209 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 */ 250 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
251
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 252 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */ 253 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 254 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
255 sint8 ACC (RW, item_power); /* power rating of the object */
256
257 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
258 MoveType ACC (RW, move_type); /* Type of movement this object uses */
259 MoveType ACC (RW, move_block);/* What movement types this blocks */
260 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
261
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
264 MoveType ACC (RW, move_slow); /* Movement types this slows down */
265
266 // 8 free bits
267
268 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
269 // /* races/classes can need less/more exp to gain levels */
270 static const float expmul = 1.0;//D
271 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
216 272
217 /* Following are values used by any object */ 273 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 276
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 277 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 */ 278 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
279 uint8 ACC (RW, will_apply); /* See crossfire.doc */
280 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
281 uint16 ACC (RW, animation_id);/* An index into the animation array */
282 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
227 283
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 284 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 285 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 */ 286 /* allows different movement patterns for attackers */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 287 uint8 ACC (RW, move_status); /* What stage in attack mode */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 288 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 289
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 290 //16+ free bits
291
292 // rarely-accessed members should be at the end
293 shstr ACC (RW, tag); // a tag used to tracking this object
294 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
295 shstr ACC (RW, lore); /* Obscure information about this object, */
296 /* To get put into books and the like. */
297 shstr ACC (RW, custom_name); /* Custom name assigned by player */
298};
299
300const char *query_weight (const object *op);
301const char *query_short_name (const object *op);
302const char *query_name (const object *op);
303const char *query_base_name (const object *op, int plural);
304
305struct object : zero_initialised, object_copy
306{
307 // These variables are not changed by ->copy_to
308 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
309
310 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
311 int ACC (RO, count);
312 object_vector_index ACC (RO, index); // index into objects
313 object_vector_index ACC (RO, active); // index into actives
314
315 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
316
317 object *ACC (RW, below); /* Pointer to the object stacked below this one */
318 object *ACC (RW, above); /* Pointer to the object stacked above this one */
319 /* Note: stacked in the *same* environment */
320 object *inv; /* Pointer to the first object in the inventory */
321
322 //TODO: container must move into client
323 object_ptr ACC (RW, container);/* Currently opened container. I think this
324 * is only used by the player right now.
325 */
326 object *ACC (RW, env); /* Pointer to the object which is the environment.
327 * This is typically the container that the object is in.
328 */
329 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
330 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. */ 331 key_value *key_values; /* Fields not explictly known by the loader. */
236};
237 332
238#define get_object() object::create () 333 // privates / perl
239#define free_object(op) (op)->free (0) 334 shstr_tmp kv_get (shstr_tmp key) const;
240#define free_object2(op, free_inv) (op)->free (free_inv) 335 void kv_del (shstr_tmp key);
336 void kv_set (shstr_tmp key, shstr_tmp value);
241 337
242struct object : zero_initialised, object_keep, object_copy, object_pod 338 // custom extra fields management
243{ 339 struct key_value_access_proxy
340 {
341 object &ob;
342 shstr_tmp key;
343
344 key_value_access_proxy (object &ob, shstr_tmp key)
345 : ob (ob), key (key)
346 {
347 }
348
349 const key_value_access_proxy &operator =(shstr_tmp value) const
350 {
351 ob.kv_set (key, value);
352 return *this;
353 }
354
355 operator const shstr_tmp () const { return ob.kv_get (key); }
356 operator const char *() const { return ob.kv_get (key); }
357
358 private:
359 void operator =(int);
360 };
361
362 // operator [] is too annoying to use
363 const key_value_access_proxy kv (shstr_tmp key)
364 {
365 return key_value_access_proxy (*this, key);
366 }
367
368 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
369 MTH void post_load_check (); // do some adjustments after parsing
370 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
371 bool write (object_freezer &f);
372
373 MTH int slottype () const;
244 static object *create (); 374 MTH static object *create ();
245 void free (bool free_inventory = false); 375 const mapxy &operator =(const mapxy &pos);
376 MTH void copy_to (object *dst);
377 MTH object *clone (); // create + copy_to a single object
378 MTH object *deep_clone (); // copy whole more chain and inventory
379 void do_destroy ();
380 void gather_callbacks (AV *&callbacks, event_type event) const;
381 MTH void destroy ();
382 MTH void drop_and_destroy ()
383 {
384 destroy_inv (true);
385 destroy ();
386 }
246 387
247 static void free_mortals (); 388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
389 MTH void destroy_inv (bool drop_to_ground = false);
390 MTH object *insert (object *item); // insert into inventory
391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
393
394 void do_remove ();
395 MTH void remove ()
396 {
397 if (!flag [FLAG_REMOVED])
398 do_remove ();
399 }
400
401 MTH bool blocked (maptile *m, int x, int y) const;
402
403 void move_to (const mapxy &pos)
404 {
405 remove ();
406 *this = pos;
407 insert_at (this, this);
408 }
409
410 // high-level move functions, return true if successful
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
416 }
417
248 static bool can_merge (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
249 419
250 void clear (); 420 // this is often used in time-critical code, so optimise
251 void clone (object *destination); 421 MTH static bool can_merge (object *op1, object *op2)
422 {
423 return op1->value == op2->value
424 && op1->name == op2->name
425 && can_merge_slow (op1, op2);
426 }
427
428 MTH void set_owner (object *owner);
429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
431 MTH bool change_weapon (object *ob);
432 MTH bool change_skill (object *ob);
433
434 MTH void open_container (object *new_container);
435 MTH void close_container ()
436 {
437 open_container (0);
438 }
439
440 // potential future accessor for "container"
441 MTH object *container_ () const
442 {
443 return container;
444 }
445
446 MTH bool is_open_container () const
447 {
448 // strangely enough, using ?: here causes code to inflate
449 return type == CONTAINER
450 && ((env && env->container_ () == this)
451 || (!env && flag [FLAG_APPLIED]));
452 }
453
454 MTH object *force_find (shstr_tmp name);
455 MTH void force_set_timer (int duration);
456 MTH object *force_add (shstr_tmp name, int duration = 0);
457
458 oblinkpt *find_link () const;
459 MTH void add_link (maptile *map, shstr_tmp id);
460 MTH void remove_link ();
461
462 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
463 bool should_invoke (event_type event)
464 {
465 return ev_want_event [event] || ev_want_type [type] || cb;
466 }
467
468 MTH void instantiate ();
469
470 // recalculate all stats
471 MTH void update_stats ();
472 MTH void roll_stats ();
473 MTH void swap_stats (int a, int b);
474 MTH void add_statbonus ();
475 MTH void remove_statbonus ();
476 MTH void drain_stat ();
477 MTH void drain_specific_stat (int deplete_stats);
478 MTH void change_luck (int value);
479
480 // info must hold 256 * 3 bytes currently
481 const char *debug_desc (char *info) const;
482 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
483 const char *flag_desc (char *desc, int len) const;
484
485 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
486 MTH object *split (sint32 nr = 1); // return 0 on failure
487
488 MTH int number_of () const
489 {
490 return nrof ? nrof : 1;
491 }
492
493 MTH sint32 total_weight () const
494 {
495 return (weight + carrying) * number_of ();
496 }
497
498 MTH void update_weight ();
499
500 // return the dominant material of this item, always return something
501 const materialtype_t *dominant_material () const;
502
503 // return the volume of this object in cm³
504 MTH uint64 volume () const
505 {
506 return (uint64)total_weight ()
507 * 1000
508 * (type == CONTAINER ? 1000 : 1)
509 / dominant_material ()->density;
510 }
511
512 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
513
514 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
515 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
516 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
517 || type == CLOAK || type == BOOTS || type == GLOVES
518 || type == BRACERS || type == GIRDLE; }
519 MTH bool is_alive () const { return (type == PLAYER
520 || flag [FLAG_MONSTER]
521 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
522 && !flag [FLAG_IS_A_TEMPLATE]; }
523 MTH bool is_arrow () const { return type == ARROW
524 || (type == SPELL_EFFECT
525 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
526 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
527
528 MTH bool has_active_speed () const { return FABS(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 char *query_weight () { return ::query_weight (this); }
627 MTH const char *query_name () { return ::query_name (this); }
628 MTH const char *query_short_name () { return ::query_short_name (this); }
629 MTH const char *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 MTH void drop_unpaid_items ();
643
644 MTH void activate ();
645 MTH void deactivate ();
646 MTH void activate_recursive ();
647 MTH void deactivate_recursive ();
648
649 // set the given flag on all objects in the inventory recursively
650 MTH void set_flag_inv (int flag, int value = 1);
651
652 void enter_exit (object *exit);//Perl
653 MTH void enter_map (maptile *newmap, int x, int y);
654 void player_goto (const char *path, int x, int y); // only for players
655
656 // returns the mapspace this object is in
657 mapspace &ms () const;
658
659 // fully recursive iterator
660 struct iterator_base
661 {
662 object *item;
663
664 iterator_base (object *container)
665 : item (container)
666 {
667 }
668
669 operator object *() const { return item; }
670
671 object *operator ->() const { return item; }
672 object &operator * () const { return *item; }
673 };
674
675 MTH unsigned int random_seed () const
676 {
677 return (unsigned int)uuid.seq;
678 }
679
680 // depth-first recursive iterator
681 struct depth_iterator : iterator_base
682 {
683 depth_iterator (object *container);
684 void next ();
685 object *operator ++( ) { next (); return item; }
686 object *operator ++(int) { object *i = item; next (); return i; }
687 };
688
689 object *begin ()
690 {
691 return this;
692 }
693
694 object *end ()
695 {
696 return this;
697 }
698
699 /* This returns TRUE if the object is something that
700 * a client might want to know about.
701 */
702 MTH bool client_visible () const
703 {
704 return !invisible && type != PLAYER;
705 }
706
707 // the client does nrof * this weight
708 MTH sint32 client_weight () const
709 {
710 return weight + carrying;
711 }
712
713 MTH struct region *region () const;
714
715 void statusmsg (const char *msg, int color = NDI_BLACK);
716 void failmsg (const char *msg, int color = NDI_RED);
717
718 const char *query_inventory (object *who = 0, const char *indent = "");
719
720 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
721 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
722
723 // make some noise with given item into direction dir,
724 // currently only used for players to make them temporarily visible
725 // when they are invisible.
726 MTH void make_noise ();
727
728 /* animation */
729 MTH bool has_anim () const { return animation_id; }
730 const animation &anim () const { return animations [animation_id]; }
731 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
732 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
733 /* anim_frames () returns the number of animations allocated. The last
734 * usuable animation will be anim_frames () - 1 (for example, if an object
735 * has 8 animations, anim_frames () will return 8, but the values will
736 * range from 0 through 7.
737 */
738 MTH int anim_frames () const { return anim ().num_animations; }
739 MTH int anim_facings () const { return anim ().facings; }
740
741 MTH char *as_string ();
252 742
253protected: 743protected:
254 friend struct archetype;
255
256 void link (); 744 void link ();
257 void unlink (); 745 void unlink ();
258 746
259 object (); 747 object ();
260 ~object (); 748 ~object ();
749
750private:
751 object &operator =(const object &);
752 object (const object &);
261}; 753};
262 754
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 755// move this object to the top of its env's inventory to speed up
756// searches for it.
757static object *
758splay (object *ob)
759{
760 if (ob->above && ob->env)
761 {
762 if (ob->above) ob->above->below = ob->below;
763 if (ob->below) ob->below->above = ob->above;
264 764
265typedef struct oblnk 765 ob->above = 0;
266{ /* Used to link together several objects */ 766 ob->below = ob->env->inv;
267 object *ob; 767 ob->below->above = ob;
268 struct oblnk *next; 768 ob->env->inv = ob;
269 tag_t id; 769 }
270} objectlink;
271 770
272typedef struct oblinkpt 771 return ob;
273{ /* Used to link together several object links */ 772}
274 struct oblnk *link; 773
275 long value; /* Used as connected value in buttons/gates */ 774object *find_skill_by_name_fuzzy (object *who, const char *name);
276 struct oblinkpt *next; 775object *find_skill_by_name (object *who, shstr_cmp sh);
277} oblinkpt; 776object *find_skill_by_number (object *who, int skillno);
278 777
279/* 778/*
280 * The archetype structure is a set of rules on how to generate and manipulate 779 * The archetype structure is a set of rules on how to generate and manipulate
281 * objects which point to archetypes. 780 * objects which point to archetypes.
282 * This probably belongs in arch.h, but there really doesn't appear to 781 * This probably belongs in arch.h, but there really doesn't appear to
283 * be much left in the archetype - all it really is is a holder for the 782 * 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 783 * object and pointers. This structure should get removed, and just replaced
285 * by the object structure 784 * by the object structure
286 */ 785 */
287 786
288ACC_CLASS(archetype) 787INTERFACE_CLASS (archetype)
289struct archetype : zero_initialised 788struct archetype : object
290{ 789{
291 archetype (); 790 static arch_ptr empty; // the empty_archetype
791 MTH static void gc ();
792
793 archetype (const char *name);
292 ~archetype (); 794 ~archetype ();
795 void gather_callbacks (AV *&callbacks, event_type event) const;
293 796
797 MTH static archetype *find (const_utf8_string name);
798
799 MTH void link ();
800 MTH void unlink ();
801
802 MTH static object *get (const char *name); // (find() || singularity)->instance()
803 MTH object *instance ();
804
805 object_vector_index ACC (RW, archid); // index in archvector
294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 806 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 807
296 struct archetype *ACC (RW, head); /* The main part of a linked object */ 808 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
297 struct archetype *ACC (RW, more); /* Next part of a linked object */ 809 sint8 ACC (RW, max_x), ACC (RW, max_y);
298 object ACC (RO, clone); /* An object from which to do copy_object() */ 810
299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 811 // support for archetype loading
300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 812 static archetype *read (object_thawer &f);
301 * in comparison to the head. 813 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
302 */ 814 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
303}; 815};
304 816
817// compatbiility, remove once replaced by ->instance
818inline object *
819arch_to_object (archetype *at)
820{
821 return at->instance ();
822}
823
824inline void
825object_freezer::put (keyword k, archetype *v)
826{
827 put (k, v ? &v->archname : (const char *)0);
828}
829
830typedef object_vector<object, &object::index > objectvec;
831typedef object_vector<object, &object::active> activevec;
832typedef object_vector<archetype, &archetype::archid> archvec;
833
305extern object *objects; 834extern objectvec objects;
306extern object *active_objects; 835extern activevec actives;
836extern archvec archetypes;
307 837
308extern int nrofallocobjects; 838// "safely" iterate over inv in a way such that the current item is removable
839// quite horrible, that's why its hidden in some macro
840#define for_inv_removable(op,var) \
841 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
309 842
310/* This returns TRUE if the object is something that 843#define for_all_objects(var) \
311 * should be displayed in the look window 844 for (unsigned _i = 0; _i < objects.size (); ++_i) \
312 */ 845 statementvar (object *, var, objects [_i])
313#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 846
847#define for_all_actives(var) \
848 for (unsigned _i = 0; _i < actives.size (); ++_i) \
849 statementvar (object *, var, actives [_i])
850
851#define for_all_archetypes(var) \
852 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
853 statementvar (archetype *, var, archetypes [_i])
314 854
315/* Used by update_object to know if the object being passed is 855/* Used by update_object to know if the object being passed is
316 * being added or removed. 856 * being added or removed.
317 */ 857 */
318#define UP_OBJ_INSERT 1 858#define UP_OBJ_INSERT 1
335 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 875 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
336 * Use for treasure chests so the new object is the highest thing 876 * Use for treasure chests so the new object is the highest thing
337 * beneath the player, but not actually above it. Note - the 877 * beneath the player, but not actually above it. Note - the
338 * map and x,y coordinates for the object to be inserted must 878 * map and x,y coordinates for the object to be inserted must
339 * match the originator. 879 * match the originator.
340 * INS_MAP_LOAD: disable lots of checkings done at insertion to
341 * speed up map loading process, as we assume the ordering in
342 * loaded map is correct.
343 * 880 *
344 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 881 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
345 * are mutually exclusive. The behaviour for passing more than one 882 * are mutually exclusive. The behaviour for passing more than one
346 * should be considered undefined - while you may notice what happens 883 * should be considered undefined - while you may notice what happens
347 * right now if you pass more than one, that could very well change 884 * right now if you pass more than one, that could very well change
350#define INS_NO_MERGE 0x0001 887#define INS_NO_MERGE 0x0001
351#define INS_ABOVE_FLOOR_ONLY 0x0002 888#define INS_ABOVE_FLOOR_ONLY 0x0002
352#define INS_NO_WALK_ON 0x0004 889#define INS_NO_WALK_ON 0x0004
353#define INS_ON_TOP 0x0008 890#define INS_ON_TOP 0x0008
354#define INS_BELOW_ORIGINATOR 0x0010 891#define INS_BELOW_ORIGINATOR 0x0010
355#define INS_MAP_LOAD 0x0020
356 892
357#define ARCH_SINGULARITY "singularity"
358#define ARCH_SINGULARITY_LEN 11
359#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 893#define ARCH_DEPLETION "depletion"
361#define ARCH_SYMPTOM "symptom"
362 894
363#endif 895#endif
896

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