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Comparing deliantra/server/include/object.h (file contents):
Revision 1.27 by root, Mon Sep 11 12:08:01 2006 UTC vs.
Revision 1.116 by root, Mon May 7 03:05:58 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;
34
31#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 14
32#define BODY_ARMS 1 36#define BODY_ARMS 1
33 37
34/* See common/item.c */ 38/* See common/item.c */
35 39
36typedef struct Body_Locations 40typedef struct Body_Locations
56{ 60{
57 key_value *next; 61 key_value *next;
58 shstr key, value; 62 shstr key, value;
59}; 63};
60 64
65struct UUID
66{
67 uint64 seq;
68
69 UUID () { }
70 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; }
73};
74
75extern void init_uuid ();
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
61 78
62/* Definition for WILL_APPLY values. Replaces having harcoded values 79/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 80 * 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 81 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 82 * can_apply and will_apply?
68#define WILL_APPLY_TREASURE 0x02 85#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 86#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 87#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 88#define WILL_APPLY_FOOD 0x10
72 89
73
74/* However, if you're keeping a pointer of some sort, you probably 90/* 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, 91 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 92 * e.g. ->copy_to ()
77 */ 93 */
78 94
79// these are not being copied 95struct body_slot
80ACC_CLASS (object)
81struct object_keep
82{ 96{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 97 sint8 info:4; /* body info as loaded from the file */
84 sint32 ACC (RW, refcount); /* How many objects points to this object */ 98 sint8 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}; 99};
108 100
101INTERFACE_CLASS (object)
109// these are being copied 102// these are being copied
110struct object_copy : attachable<object> 103struct object_copy : attachable
111{ 104{
112 /* These get an extra add_refcount(), after having been copied by memcpy(). 105 typedef bitset<NUM_FLAGS> flags_t;
113 * All fields beow this point are automatically copied by memcpy. If 106
114 * adding something that needs a refcount updated, make sure you modify 107 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
115 * copy_object to do so. Everything below here also gets cleared 108 sint8 ACC (RW, direction); /* Means the object is moving that way. */
116 * by clear_object() 109 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 110 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 111 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 112 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 113 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 114 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 115 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 116 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 */ 117 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 118 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 119 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 120 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 121 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130}; 122// materialtype_t *ACC (RW, material); /* What material this object consists of */
123 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
124 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
125 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
126 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
127 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
128 object_ptr ACC (RW, spell); /* Spell that was being cast */
129 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
130 arch_ptr ACC (RW, arch); /* Pointer to archetype */
131 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
131 132
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 */ 133 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 */ 134 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 135 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. */
142 136
143 /* This next big block are basically used for monsters and equipment */ 137 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 139 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 141 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 143 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 146 uint16 ACC (RW, materials); /* What materials this object consists of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 /* Note that the last_.. values are sometimes used for non obvious 150 /* Note that the last_.. values are sometimes used for non obvious
157 * meanings by some objects, eg, sp penalty, permanent exp. 151 * meanings by some objects, eg, sp penalty, permanent exp.
158 */ 152 */
159 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
162 sint16 ACC (RW, last_eat); /* How long since we last ate */ 156 sint16 ACC (RW, last_eat); /* How long since we last ate */
163 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
164 sint16 ACC (RW, level); /* Level of creature or object */ 158 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 159 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 160 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) */ 161 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 */ 162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 sint32 ACC (RW, weight); /* Attributes of the object */ 163 sint32 ACC (RW, weight); /* Attributes of the object */
170 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 164 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
171 sint32 ACC (RW, carrying); /* How much weight this object contains */ 165 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 */ 166 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 */ 167 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 168 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 169 body_slot slot [NUM_BODY_LOCATIONS];
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 170 faceidx ACC (RW, face); /* Face with colors */
179 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 171 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 /* See the doc/Developers/objects for more info about body locations */ 172 /* See the pod/objects.pod for more info about body locations */
181 173
182 /* Following mostly refers to fields only used for monsters */ 174 /* 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 */ 175 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 176
195 /* allows different movement patterns for attackers */ 177 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 178 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 179 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. */ 180 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 */ 181 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 182 /* races/classes can need less/more exp to gain levels */
202 183
203 /* Spell related information, may be useful elsewhere 184 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 185 * Note that other fields are used - these files are basically
205 * only used in spells. 186 * only used in spells.
206 */ 187 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 188 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 189 sint16 ACC (RW, casting_time);/* time left before spell goes off */
209 uint16 ACC (RW, start_holding); 190 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 */ 191 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 192 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */ 193 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 194 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 195
196 MoveType ACC (RW, move_type); /* Type of movement this object uses */
197 MoveType ACC (RW, move_block);/* What movement types this blocks */
198 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
199 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
200 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
201 MoveType ACC (RW, move_slow); /* Movement types this slows down */
202 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
203
204 char *ACC (RW, spellarg);
205
217 /* Following are values used by any object */ 206 /* 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 */ 207 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 208 treasurelist *ACC (RW, randomitems); /* Items to be generated */
209 flags_t flag; /* various flags */
210#if FOR_PERL
211 bool ACC (RW, flag[NUM_FLAGS]);
212#endif
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 213 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 214 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 215 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 216 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 217 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
218 uint8 ACC (RW, will_apply); /* See crossfire.doc */
219};
227 220
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 221struct object : zero_initialised, object_copy
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 222{
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 223 // These variables are not changed by ->copy_to
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 224 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 225
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 226 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 227 int ACC (RO, count);
228 int ACC (RO, index); // index into objects
229 int ACC (RO, active); // index into actives
230
231 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
232
233 object *ACC (RW, below); /* Pointer to the object stacked below this one */
234 object *ACC (RW, above); /* Pointer to the object stacked above this one */
235 /* Note: stacked in the *same* environment */
236 object *inv; /* Pointer to the first object in the inventory */
237
238 //TODO: container must move into client
239 object_ptr ACC (RW, container); /* Current container being used. I think this
240 * is only used by the player right now.
241 */
242 object *ACC (RW, env); /* Pointer to the object which is the environment.
243 * This is typically the container that the object is in.
244 */
245 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
246 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
247 client_container *seen_by; // seen by which player/container currently?
235 key_value *key_values; /* Fields not explictly known by the loader. */ 248 key_value *key_values; /* Fields not explictly known by the loader. */
236};
237 249
238#define get_object() object::create () 250 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
239#define free_object(op) (op)->free (0) 251 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
240#define free_object2(op, free_inv) (op)->free (free_inv) 252 bool write (object_freezer &f);
241 253
242struct object : zero_initialised, object_keep, object_copy, object_pod
243{
244 static object *create (); 254 MTH static object *create ();
255 object &operator =(const object &src);
256 MTH void copy_to (object *dst);
257 MTH object *clone (); // create + copy_to
258 void do_destroy ();
259 void gather_callbacks (AV *&callbacks, event_type event) const;
245 void free (bool free_inventory = false); 260 MTH void destroy (bool destroy_inventory = false);
246 261
247 static void free_mortals (); 262 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
263 MTH void destroy_inv (bool drop_to_ground = false);
264 MTH object *insert (object *item); // insert into inventory
265 void do_remove ();
266 MTH void remove ()
267 {
268 if (!flag [FLAG_REMOVED])
269 do_remove ();
270 }
271
248 static bool can_merge (object *op1, object *op2); 272 static bool can_merge_slow (object *op1, object *op2);
249 273
250 void clear (); 274 // this is often used in time-critical code, so optimise
251 void clone (object *destination); 275 MTH static bool can_merge (object *op1, object *op2)
276 {
277 return op1->value == op2->value
278 && op1->name == op2->name
279 && can_merge_slow (op1, op2);
280 }
281
282 MTH void set_owner (object *owner);
283 MTH void set_speed (float speed);
284 MTH void set_weapon (object *ob);
285
286 MTH void open_container (object *new_container);
287 MTH void close_container ()
288 {
289 open_container (0);
290 }
291
292 MTH void instantiate ();
293
294 // recalculate all stats
295 MTH void update_stats ();
296 MTH void roll_stats ();
297 MTH void swap_stats (int a, int b);
298 MTH void add_statbonus ();
299 MTH void remove_statbonus ();
300 MTH void drain_stat ();
301 MTH void drain_specific_stat (int deplete_stats);
302 MTH void change_luck (int value);
303
304 // info must hold 256 * 3 bytes currently
305 const char *debug_desc (char *info) const;
306 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
307 const char *flag_desc (char *desc, int len) const;
308
309 int number_of () const
310 {
311 return nrof ? nrof : 1;
312 }
313
314 uint64 total_weight () const
315 {
316 return weight * number_of ();
317 }
318
319 // return the dominant material of this item, always return something
320 const materialtype_t *dominant_material () const;
321
322 // return the volume of this object in cm³
323 uint64 volume () const
324 {
325 return total_weight ()
326 * 1000
327 * (type == CONTAINER ? 1000 : 1)
328 / dominant_material ()->density;
329 }
330
331 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
332 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
333 || type == CLOAK || type == BOOTS || type == GLOVES
334 || type == BRACERS || type == GIRDLE; }
335 MTH bool is_alive () const { return (type == PLAYER
336 || flag [FLAG_MONSTER]
337 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
338 && !flag [FLAG_IS_A_TEMPLATE]; }
339 MTH bool is_arrow () const { return type == ARROW
340 || (type == SPELL_EFFECT
341 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
342 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
343
344 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
345
346 // temporary: wether the object can be saved in a map file
347 // contr => is a player
348 // head => only save head of a multitile object
349 // owner => can not reference owner yet
350 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
351
352 /* This return true if object has still randomitems which
353 * could be expanded.
354 */
355 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
356
357 // returns the player that has this object in his inventory, or 0
358 MTH object *in_player () const
359 {
360 for (object *op = env; op; op = op->env)
361 if (op->type == PLAYER)
362 return op;
363
364 return 0;
365 }
366
367 // "temporary" helper function
368 MTH object *head_ ()
369 {
370 return head ? head : this;
371 }
372
373 MTH std::string long_desc (object *who = 0);
374 MTH std::string describe_monster (object *who = 0);
375 MTH std::string describe_item (object *who = 0);
376 MTH std::string describe (object *who = 0);
377
378 // If this object has no extra parts but should have them,
379 // add them, effectively expanding heads into multipart
380 // objects. This method only works on objects not inserted
381 // anywhere.
382 MTH void expand_tail ();
383
384 MTH void create_treasure (treasurelist *tl, int flags = 0);
385
386 // insert object at same map position as 'where'
387 // handles both inventory and map "positions"
388 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
389
390 MTH void activate ();
391 MTH void deactivate ();
392 MTH void activate_recursive ();
393 MTH void deactivate_recursive ();
394
395 // set the givne flag on all objects in the inventory recursively
396 MTH void set_flag_inv (int flag, int value = 1);
397
398 void enter_exit (object *exit);//Perl
399 MTH void enter_map (maptile *newmap, int x, int y);
400
401 // returns the mapspace this object is in
402 mapspace &ms () const;
403
404 // fully recursive iterator
405 struct iterator_base
406 {
407 object *item;
408
409 iterator_base (object *container)
410 : item (container)
411 {
412 }
413
414 operator object *() const { return item; }
415
416 object *operator ->() const { return item; }
417 object &operator * () const { return *item; }
418 };
419
420 MTH unsigned int random_seed () const
421 {
422 return (unsigned int)uuid.seq;
423 }
424
425 // depth-first recursive iterator
426 struct depth_iterator : iterator_base
427 {
428 depth_iterator (object *container);
429 void next ();
430 object *operator ++( ) { next (); return item; }
431 object *operator ++(int) { object *i = item; next (); return i; }
432 };
433
434 object *begin ()
435 {
436 return this;
437 }
438
439 object *end ()
440 {
441 return this;
442 }
443
444 /* This returns TRUE if the object is something that
445 * should be displayed in the floorbox/inventory window
446 */
447 MTH bool client_visible () const
448 {
449 return !invisible && type != PLAYER;
450 }
451
452 MTH struct region *region () const;
252 453
253protected: 454protected:
254 friend struct archetype; 455 friend struct archetype;
255 456
256 void link (); 457 void link ();
258 459
259 object (); 460 object ();
260 ~object (); 461 ~object ();
261}; 462};
262 463
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 464typedef object_vector<object, &object::index > objectvec;
465typedef object_vector<object, &object::active> activevec;
466
467extern objectvec objects;
468extern activevec actives;
469
470#define for_all_objects(var) \
471 for (unsigned _i = 0; _i < objects.size (); ++_i) \
472 declvar (object *, var, objects [_i])
473
474#define for_all_actives(var) \
475 for (unsigned _i = 0; _i < actives.size (); ++_i) \
476 declvar (object *, var, actives [_i])
264 477
265typedef struct oblnk 478typedef struct oblnk
266{ /* Used to link together several objects */ 479{ /* Used to link together several objects */
267 object *ob; 480 object_ptr ob;
268 struct oblnk *next; 481 struct oblnk *next;
269 tag_t id;
270} objectlink; 482} objectlink;
271 483
272typedef struct oblinkpt 484typedef struct oblinkpt
273{ /* Used to link together several object links */ 485{ /* Used to link together several object links */
274 struct oblnk *link; 486 struct oblnk *link;
283 * be much left in the archetype - all it really is is a holder for the 495 * 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 496 * object and pointers. This structure should get removed, and just replaced
285 * by the object structure 497 * by the object structure
286 */ 498 */
287 499
288ACC_CLASS(archetype) 500INTERFACE_CLASS (archetype)
289struct archetype : zero_initialised 501struct archetype : zero_initialised, attachable
290{ 502{
291 archetype (); 503 archetype ();
292 ~archetype (); 504 ~archetype ();
505 void gather_callbacks (AV *&callbacks, event_type event) const;
293 506
507 static archetype *read (object_thawer &f);
508 static archetype *get (const char *name); // find or create
509 static archetype *find (const char *name);
510
511 void hash_add (); // add to hashtable
512 void hash_del (); // remove from hashtable
513
294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 514 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 515 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
296 struct archetype *ACC (RW, head); /* The main part of a linked object */ 516 struct archetype *ACC (RW, head); /* The main part of a linked object */
297 struct archetype *ACC (RW, more); /* Next part of a linked object */ 517 struct archetype *ACC (RW, more); /* Next part of a linked object */
298 object ACC (RO, clone); /* An object from which to do copy_object() */ 518 object ACC (RO, clone); /* An object from which to do ->copy_to () */
299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 519 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
520 bool ACC (RW, linked); // linked into list of heads
300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 521 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. 522 * in comparison to the head.
302 */ 523 */
303}; 524};
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)
314 525
315/* Used by update_object to know if the object being passed is 526/* Used by update_object to know if the object being passed is
316 * being added or removed. 527 * being added or removed.
317 */ 528 */
318#define UP_OBJ_INSERT 1 529#define UP_OBJ_INSERT 1
353#define INS_ON_TOP 0x0008 564#define INS_ON_TOP 0x0008
354#define INS_BELOW_ORIGINATOR 0x0010 565#define INS_BELOW_ORIGINATOR 0x0010
355#define INS_MAP_LOAD 0x0020 566#define INS_MAP_LOAD 0x0020
356 567
357#define ARCH_SINGULARITY "singularity" 568#define ARCH_SINGULARITY "singularity"
358#define ARCH_SINGULARITY_LEN 11
359#define ARCH_DETECT_MAGIC "detect_magic" 569#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 570#define ARCH_DEPLETION "depletion"
361#define ARCH_SYMPTOM "symptom" 571#define ARCH_SYMPTOM "symptom"
362 572
363#endif 573#endif
574

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