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Comparing deliantra/server/include/object.h (file contents):
Revision 1.29 by root, Mon Sep 11 23:33:29 2006 UTC vs.
Revision 1.216 by root, Sun Nov 8 20:55:39 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
33//+GPL
34
30typedef uint32 tag_t; 35typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 36
32#define BODY_ARMS 1 37enum {
38 body_skill,
39 body_combat,
40 body_range,
41 body_shield,
42 body_arm,
43 body_torso,
44 body_head,
45 body_neck,
46 body_finger,
47 body_shoulder,
48 body_foot,
49 body_hand,
50 body_wrist,
51 body_waist,
52 NUM_BODY_LOCATIONS
53};
54
55enum slottype_t
56{
57 slot_none,
58 slot_combat,
59 slot_ranged,
60};
33 61
34/* See common/item.c */ 62/* See common/item.c */
35 63
36typedef struct Body_Locations 64typedef struct Body_Locations
37{ 65{
38 const char *save_name; /* Name used to load/save it to disk */ 66 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 */ 67 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 */ 68 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 69} Body_Locations;
42 70
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
72
73#define NUM_COINS 4 /* number of coin types */
74extern const char *const coins[NUM_COINS + 1];
44 75
45/* 76/*
46 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 79 *
49 * key and value are shared-strings. 80 * key and value are shared-strings.
50 * 81 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 83 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
54 */ 85 */
55struct key_value 86struct key_value : slice_allocated
56{ 87{
57 key_value *next; 88 key_value *next;
58 shstr key, value; 89 shstr key, value;
59}; 90};
60 91
92//-GPL
93
94struct UUID
95{
96 uint64 seq;
97
98 static UUID cur; // last uuid generated
99 static void init ();
100 static UUID gen ();
101
102 UUID () { }
103 UUID (uint64 seq) : seq(seq) { }
104 operator uint64() { return seq; }
105 void operator =(uint64 seq) { this->seq = seq; }
106
107 typedef char BUF [32];
108
109 bool parse (const char *s)
110 {
111 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
112 }
113
114 const char *c_str (char *buf, int len) const
115 {
116 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
117
118 return buf;
119 }
120
121 const char *c_str () const
122 {
123 static BUF buf;
124
125 return c_str (buf, sizeof (buf));
126 }
127};
128
129//+GPL
61 130
62/* Definition for WILL_APPLY values. Replaces having harcoded values 131/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 132 * 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 133 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 134 * can_apply and will_apply?
68#define WILL_APPLY_TREASURE 0x02 137#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 138#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 139#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 140#define WILL_APPLY_FOOD 0x10
72 141
73 142struct 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 : refcounted
82{ 143{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 144 signed char info:4; /* body info as loaded from the file */
84 145 signed char used:4; /* Calculated value based on items equipped */
85 /* These variables are not changed by copy_object() */
86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
87 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
88 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
91 /* so that the entire object list does not */
92 /* need to be gone through. */
93 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
94 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
95 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now.
99 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in.
102 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *ACC (RW, head); /* Points to the main object of a large body */
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
106}; 146};
107 147
148typedef struct oblnk
149{ /* Used to link together several objects */
150 object_ptr ob;
151 struct oblnk *next;
152} objectlink;
153
154typedef struct oblinkpt
155{ /* Used to link together several object links */
156 struct oblnk *link;
157 struct oblinkpt *next;
158 shstr id; /* Used as connected value in buttons/gates */
159} oblinkpt;
160
161INTERFACE_CLASS (object)
108// these are being copied 162// these are being copied
109struct object_copy : attachable<object> 163struct object_copy : attachable
110{ 164{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 165 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
166
167 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
168 uint8 ACC (RW, subtype); /* subtype of object */
169 sint8 ACC (RW, direction); /* Means the object is moving that way. */
170 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
171
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 172 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 173 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 174 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 175 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 176 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 177 /* If this is an exit, this is the filename */
118 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 178
119 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 179 typedef bitset<NUM_FLAGS> flags_t;
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 180 flags_t flag; /* various flags */
121 /* To get put into books and the like. */ 181#if FOR_PERL
182 bool ACC (RW, flag[NUM_FLAGS]);
183#endif
184
122 shstr ACC (RW, materialname); /* specific material name */ 185 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 186 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
124}; 187// materialtype_t *ACC (RW, material); /* What material this object consists of */
188 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
189 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
190 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
191 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
192 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
193 object_ptr ACC (RW, spell); /* Spell that was being cast */
194 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
195 arch_ptr ACC (RW, arch); /* Pointer to archetype */
196 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 197
126// these are being copied and also cleared
127struct object_pod
128{
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 float ACC (RW, speed); /* The overall speed of this object */ 198 float ACC (RW, speed); /* The overall speed of this object */
131 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 199 float ACC (RW, speed_left); /* How much speed is left to spend this round */
200
132 uint32 ACC (RW, nrof); /* How many of the objects */ 201 sint32 ACC (RW, nrof); /* How many of the objects */
133 New_Face *ACC (RW, face); /* Face with colors */
134 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136
137 /* This next big block are basically used for monsters and equipment */ 202 /* This next big block is basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 203 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 204 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
205
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 206 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 207 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 208 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 209 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 210
211 uint16 ACC (RW, materials); /* What materials this object consists of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 212 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 213 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 214 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
215
150 /* Note that the last_.. values are sometimes used for non obvious 216 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 217 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 218 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 219 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
154 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 220 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
155 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 221 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 222 sint16 ACC (RW, last_eat); /* How long since we last ate */
223
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 224 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */ 225 sint16 ACC (RW, level); /* Level of creature or object */
226
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 227 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 228 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 229 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
230 uint8 ACC (RW, weapontype); /* type of weapon */
231
232 faceidx ACC (RW, face); /* the graphical face */
233
234 faceidx ACC (RW, sound); /* the sound face */
235 faceidx ACC (RW, sound_destroy); /* played on destroy */
236
237 body_slot slot [NUM_BODY_LOCATIONS];
238
163 sint32 ACC (RW, weight); /* Attributes of the object */ 239 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 240 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
241
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 242 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
243
244 sint64 ACC (RW, perm_exp); /* Permanent exp */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */ 245 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */
174 /* See the doc/Developers/objects for more info about body locations */ 246 /* See the pod/objects.pod for more info about body locations */
175 247
176 /* Following mostly refers to fields only used for monsters */ 248 /* Following mostly refers to fields only used for monsters */
177 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
178 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
179 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
180 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
181 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
182 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
183 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */
185 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
188 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
189 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
190 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */
192 249
193 /* Spell related information, may be useful elsewhere 250 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 251 * Note that other fields are used - these files are basically
195 * only used in spells. 252 * only used in spells.
196 */ 253 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 254 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 255 uint8 ACC (RW, casting_time); /* time left before spell goes off */
199 uint16 ACC (RW, start_holding);
200 struct object *ACC (RW, spell); /* Spell that was being cast */
201 char *ACC (RW, spellarg);
202 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 256 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
257
203 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 258 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
204 sint8 ACC (RW, range); /* Range of the spell */ 259 sint8 ACC (RW, range); /* Range of the spell */
205 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 260 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
261 sint8 ACC (RW, item_power); /* power rating of the object */
262
263 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
264 MoveType ACC (RW, move_type); /* Type of movement this object uses */
265 MoveType ACC (RW, move_block);/* What movement types this blocks */
266 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
267
268 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
269 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
270 MoveType ACC (RW, move_slow); /* Movement types this slows down */
271
272 // 8 free bits
273
274 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
275 // /* races/classes can need less/more exp to gain levels */
276 static const float expmul = 1.0;//D
277 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
206 278
207 /* Following are values used by any object */ 279 /* Following are values used by any object */
208 struct archetype *ACC (RW, arch); /* Pointer to archetype */
209 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
210 /* this objects turns into or what this object creates */ 280 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 281 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 uint16 ACC (RW, animation_id); /* An index into the animation array */ 282
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 283 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 284 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
285 uint8 ACC (RW, will_apply); /* See crossfire.doc */
286 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
287 uint16 ACC (RW, animation_id);/* An index into the animation array */
288 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
217 289
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 290 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 291 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 292 /* allows different movement patterns for attackers */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 293 uint8 ACC (RW, move_status); /* What stage in attack mode */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 294 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 295
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 296 //16+ free bits
297
298 // rarely-accessed members should be at the end
299 shstr ACC (RW, tag); // a tag used to tracking this object
300 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
301 shstr ACC (RW, lore); /* Obscure information about this object, */
302 /* To get put into books and the like. */
303 shstr ACC (RW, custom_name); /* Custom name assigned by player */
304};
305
306const char *query_weight (const object *op);
307const char *query_short_name (const object *op);
308const char *query_name (const object *op);
309const char *query_base_name (const object *op, int plural);
310
311struct object : zero_initialised, object_copy
312{
313 // These variables are not changed by ->copy_to
314 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
315
316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
317 int ACC (RO, count);
318 object_vector_index ACC (RO, index); // index into objects
319 object_vector_index ACC (RO, active); // index into actives
320
321 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
322
323 object *ACC (RW, below); /* Pointer to the object stacked below this one */
324 object *ACC (RW, above); /* Pointer to the object stacked above this one */
325 /* Note: stacked in the *same* environment */
326 object *inv; /* Pointer to the first object in the inventory */
327
328 //TODO: container must move into client
329 object_ptr ACC (RW, container);/* Currently opened container. I think this
330 * is only used by the player right now.
331 */
332 object *ACC (RW, env); /* Pointer to the object which is the environment.
333 * This is typically the container that the object is in.
334 */
335 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
336 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
225 key_value *key_values; /* Fields not explictly known by the loader. */ 337 key_value *key_values; /* Fields not explictly known by the loader. */
226};
227 338
228struct object : zero_initialised, object_keep, object_copy, object_pod 339 // privates / perl
229{ 340 shstr_tmp kv_get (shstr_tmp key) const;
341 void kv_del (shstr_tmp key);
342 void kv_set (shstr_tmp key, shstr_tmp value);
343
344//-GPL
345
346 // custom extra fields management
347 struct key_value_access_proxy
348 {
349 object &ob;
350 shstr_tmp key;
351
352 key_value_access_proxy (object &ob, shstr_tmp key)
353 : ob (ob), key (key)
354 {
355 }
356
357 const key_value_access_proxy &operator =(shstr_tmp value) const
358 {
359 ob.kv_set (key, value);
360 return *this;
361 }
362
363 operator const shstr_tmp () const { return ob.kv_get (key); }
364 operator const char *() const { return ob.kv_get (key); }
365
366 private:
367 void operator =(int);
368 };
369
370 // operator [] is too annoying to use
371 const key_value_access_proxy kv (shstr_tmp key)
372 {
373 return key_value_access_proxy (*this, key);
374 }
375
376 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
377 MTH void post_load_check (); // do some adjustments after parsing
378 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
379 bool write (object_freezer &f);
380
381 MTH int slottype () const;
230 static object *create (); 382 MTH static object *create ();
231 void free (bool free_inventory = false); 383 const mapxy &operator =(const mapxy &pos);
384 MTH void copy_to (object *dst);
385 MTH object *clone (); // create + copy_to a single object
386 MTH object *deep_clone (); // copy whole more chain and inventory
387 void do_destroy ();
388 void gather_callbacks (AV *&callbacks, event_type event) const;
389 MTH void destroy ();
390 MTH void drop_and_destroy ()
391 {
392 destroy_inv (true);
393 destroy ();
394 }
232 395
233 static void free_mortals (); 396 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
397 MTH void destroy_inv (bool drop_to_ground = false);
398 MTH object *insert (object *item); // insert into inventory
399 MTH void play_sound (faceidx sound) const;
400 MTH void say_msg (const char *msg) const;
401
402 void do_remove ();
403 MTH void remove ()
404 {
405 if (!flag [FLAG_REMOVED])
406 do_remove ();
407 }
408
409 MTH bool blocked (maptile *m, int x, int y) const;
410
411 void move_to (const mapxy &pos)
412 {
413 remove ();
414 *this = pos;
415 insert_at (this, this);
416 }
417
418 // high-level move functions, return true if successful
419 int move (int dir, object *originator);
420
421 int move (int dir)
422 {
423 return move (dir, this);
424 }
425
234 static bool can_merge (object *op1, object *op2); 426 static bool can_merge_slow (object *op1, object *op2);
235 427
236 void clear (); 428 // this is often used in time-critical code, so optimise
237 void clone (object *destination); 429 MTH static bool can_merge (object *op1, object *op2)
430 {
431 return op1->value == op2->value
432 && op1->name == op2->name
433 && can_merge_slow (op1, op2);
434 }
238 435
239 void set_owner (object *owner); 436 MTH void set_owner (object *owner);
437 MTH void set_speed (float speed);
438 MTH void set_glow_radius (sint8 rad);
439 MTH bool change_weapon (object *ob);
440 MTH bool change_skill (object *ob);
441
442 MTH void open_container (object *new_container);
443 MTH void close_container ()
444 {
445 open_container (0);
446 }
447
448 // potential future accessor for "container"
449 MTH object *container_ () const
450 {
451 return container;
452 }
453
454 MTH bool is_open_container () const
455 {
456 // strangely enough, using ?: here causes code to inflate
457 return type == CONTAINER
458 && ((env && env->container_ () == this)
459 || (!env && flag [FLAG_APPLIED]));
460 }
461
462 MTH object *force_find (shstr_tmp name);
463 MTH void force_set_timer (int duration);
464 MTH object *force_add (shstr_tmp name, int duration = 0);
465
466 oblinkpt *find_link () const;
467 MTH void add_link (maptile *map, shstr_tmp id);
468 MTH void remove_link ();
469
470 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
471 bool should_invoke (event_type event)
472 {
473 return ev_want_event [event] || ev_want_type [type] || cb;
474 }
475
476 MTH void instantiate ();
477
478 // recalculate all stats
479 MTH void update_stats ();
480 MTH void roll_stats ();
481 MTH void swap_stats (int a, int b);
482 MTH void add_statbonus ();
483 MTH void remove_statbonus ();
484 MTH void drain_stat ();
485 MTH void drain_specific_stat (int deplete_stats);
486 MTH void change_luck (int value);
487
488 // info must hold 256 * 3 bytes currently
489 const char *debug_desc (char *info) const;
490 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
491 const char *flag_desc (char *desc, int len) const;
492
493 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
494 MTH object *split (sint32 nr = 1); // return 0 on failure
495
496 MTH int number_of () const
497 {
498 return nrof ? nrof : 1;
499 }
500
501 MTH sint32 total_weight () const
502 {
503 return (weight + carrying) * number_of ();
504 }
505
506 MTH void update_weight ();
507
508 // return the dominant material of this item, always return something
509 const materialtype_t *dominant_material () const;
510
511 // return the volume of this object in cm³
512 MTH uint64 volume () const
513 {
514 return (uint64)total_weight ()
515 * 1000
516 * (type == CONTAINER ? 1000 : 1)
517 / dominant_material ()->density;
518 }
519
520 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
521
522 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
523 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
524 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
525 || type == CLOAK || type == BOOTS || type == GLOVES
526 || type == BRACERS || type == GIRDLE; }
527 MTH bool is_alive () const { return (type == PLAYER
528 || flag [FLAG_MONSTER]
529 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
530 && !flag [FLAG_IS_A_TEMPLATE]; }
531 MTH bool is_arrow () const { return type == ARROW
532 || (type == SPELL_EFFECT
533 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
534 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
535
536 MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
537
538 // temporary: wether the object can be saved in a map file
539 // contr => is a player
540 // head => only save head of a multitile object
541 // owner => can not reference owner yet
542 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
543
544 /* This return true if object has still randomitems which
545 * could be expanded.
546 */
547 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
548
549 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
550
551 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
552
553 // returns the outermost owner, never returns 0
240 object *get_owner (); 554 MTH object *outer_owner ()
555 {
556 object *op;
557
558 for (op = this; op->owner; op = op->owner)
559 ;
560
561 return op;
562 }
563
564 // returns the outermost environment, never returns 0
565 MTH object *outer_env_or_self () const
566 {
567 const object *op;
568
569 for (op = this; op->env; op = op->env)
570 ;
571
572 return const_cast<object *>(op);
573 }
574
575 // returns the outermost environment, may return 0
576 MTH object *outer_env () const
577 {
578 return env ? outer_env_or_self () : 0;
579 }
580
581 // returns the player that has this object in his inventory, or 0
582 // we assume the player is always the outer env
583 MTH object *in_player () const
584 {
585 object *op = outer_env_or_self ();
586
587 return op->type == PLAYER ? op : 0;
588 }
589
590 // "temporary" helper function
591 MTH object *head_ () const
592 {
593 return head ? head : const_cast<object *>(this);
594 }
595
596 MTH bool is_head () const
597 {
598 return head_ () == this;
599 }
600
601 MTH bool is_on_map () const
602 {
603 return !env && !flag [FLAG_REMOVED];
604 }
605
606 MTH bool is_inserted () const
607 {
608 return !flag [FLAG_REMOVED];
609 }
610
611 MTH bool is_player () const
612 {
613 return !!contr;
614 }
615
616 MTH bool affects_los () const
617 {
618 return glow_radius || flag [FLAG_BLOCKSVIEW];
619 }
620
621 MTH bool has_carried_lights () const
622 {
623 return glow_radius;
624 }
625
626 // returns the player that cna see this object, if any
627 MTH object *visible_to () const;
628
629 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
630 MTH std::string describe_monster (object *who = 0);
631 MTH std::string describe_item (object *who = 0);
632 MTH std::string describe (object *who = 0); // long description, without name
633
634 MTH const char *query_weight () { return ::query_weight (this); }
635 MTH const char *query_name () { return ::query_name (this); }
636 MTH const char *query_short_name () { return ::query_short_name (this); }
637 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
638
639 // If this object has no extra parts but should have them,
640 // add them, effectively expanding heads into multipart
641 // objects. This method only works on objects not inserted
642 // anywhere.
643 MTH void expand_tail ();
644
645 MTH void create_treasure (treasurelist *tl, int flags = 0);
646
647 // insert object at same map position as 'where'
648 // handles both inventory and map "positions"
649 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
650 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
651 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
652 MTH void drop_unpaid_items ();
653
654 MTH void activate ();
655 MTH void deactivate ();
656 MTH void activate_recursive ();
657 MTH void deactivate_recursive ();
658
659 // set the given flag on all objects in the inventory recursively
660 MTH void set_flag_inv (int flag, int value = 1);
661
662 void enter_exit (object *exit);//Perl
663 MTH void enter_map (maptile *newmap, int x, int y);
664 void player_goto (const char *path, int x, int y); // only for players
665
666 // returns the mapspace this object is in
667 mapspace &ms () const;
241 668
242 // fully recursive iterator 669 // fully recursive iterator
243 struct iterator_base 670 struct iterator_base
244 { 671 {
245 object *item; 672 object *item;
246 673
247 iterator_base (object *item) 674 iterator_base (object *container)
248 : item(item) 675 : item (container)
249 { 676 {
250 } 677 }
251 678
252 operator object *() const { return item; } 679 operator object *() const { return item; }
253 680
254 object *operator ->() const { return item; } 681 object *operator ->() const { return item; }
255 object &operator * () const { return *item; } 682 object &operator * () const { return *item; }
256 }; 683 };
257 684
685 MTH unsigned int random_seed () const
686 {
687 return (unsigned int)uuid.seq;
688 }
689
690 // depth-first recursive iterator
258 struct deep_iterator : iterator_base 691 struct depth_iterator : iterator_base
259 { 692 {
260 deep_iterator (object *op) : iterator_base (op) { } 693 depth_iterator (object *container);
261
262 void next (); 694 void next ();
263 object *operator ++( ) { next (); return item; } 695 object *operator ++( ) { next (); return item; }
264 object *operator ++(int) { object *i = item; next (); return i; } 696 object *operator ++(int) { object *i = item; next (); return i; }
265 }; 697 };
266 698
267 object *begin () 699 object *begin ()
268 { 700 {
269 return this->inv ? this->inv : end (); 701 return this;
270 } 702 }
271 703
272 object *end () 704 object *end ()
273 { 705 {
274 return this->below; 706 return this;
275 } 707 }
708
709 /* This returns TRUE if the object is something that
710 * a client might want to know about.
711 */
712 MTH bool client_visible () const
713 {
714 return !invisible && type != PLAYER;
715 }
716
717 // the client does nrof * this weight
718 MTH sint32 client_weight () const
719 {
720 return weight + carrying;
721 }
722
723 MTH struct region *region () const;
724
725 void statusmsg (const char *msg, int color = NDI_BLACK);
726 void failmsg (const char *msg, int color = NDI_RED);
727
728 const char *query_inventory (object *who = 0, const char *indent = "");
729
730 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
731 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
732
733 // make some noise with given item into direction dir,
734 // currently only used for players to make them temporarily visible
735 // when they are invisible.
736 MTH void make_noise ();
737
738 /* animation */
739 MTH bool has_anim () const { return animation_id; }
740 const animation &anim () const { return animations [animation_id]; }
741 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
742 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
743 /* anim_frames () returns the number of animations allocated. The last
744 * usuable animation will be anim_frames () - 1 (for example, if an object
745 * has 8 animations, anim_frames () will return 8, but the values will
746 * range from 0 through 7.
747 */
748 MTH int anim_frames () const { return anim ().num_animations; }
749 MTH int anim_facings () const { return anim ().facings; }
750
751 MTH char *as_string ();
276 752
277protected: 753protected:
278 friend struct archetype;
279
280 void link (); 754 void link ();
281 void unlink (); 755 void unlink ();
282 756
283 object (); 757 object ();
284 ~object (); 758 ~object ();
759
760private:
761 object &operator =(const object &);
762 object (const object &);
285}; 763};
286 764
287#define get_object() object::create () 765// move this object to the top of its env's inventory to speed up
288#define free_object(op) (op)->free (0) 766// searches for it.
289#define free_object2(op, free_inv) (op)->free (free_inv)
290#define clear_owner(op) (op)->owner = 0
291#define copy_owner(op,other) (op)->owner = (other)->owner
292#define clear_object(op) (op)->clear ()
293
294static inline object * 767static inline object *
295get_owner (object *op) 768splay (object *ob)
296{ 769{
297 return op->get_owner (); 770 if (ob->above && ob->env)
771 {
772 if (ob->above) ob->above->below = ob->below;
773 if (ob->below) ob->below->above = ob->above;
774
775 ob->above = 0;
776 ob->below = ob->env->inv;
777 ob->below->above = ob;
778 ob->env->inv = ob;
779 }
780
781 return ob;
298} 782}
299 783
300static inline void 784//+GPL
301set_owner (object *op, object *owner)
302{
303 op->set_owner (owner);
304}
305 785
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 786object *find_skill_by_name_fuzzy (object *who, const char *name);
307 787object *find_skill_by_name (object *who, shstr_cmp sh);
308typedef struct oblnk 788object *find_skill_by_number (object *who, int skillno);
309{ /* Used to link together several objects */
310 object *ob;
311 struct oblnk *next;
312 tag_t id;
313} objectlink;
314
315typedef struct oblinkpt
316{ /* Used to link together several object links */
317 struct oblnk *link;
318 long value; /* Used as connected value in buttons/gates */
319 struct oblinkpt *next;
320} oblinkpt;
321 789
322/* 790/*
323 * The archetype structure is a set of rules on how to generate and manipulate 791 * The archetype structure is a set of rules on how to generate and manipulate
324 * objects which point to archetypes. 792 * objects which point to archetypes.
325 * This probably belongs in arch.h, but there really doesn't appear to 793 * This probably belongs in arch.h, but there really doesn't appear to
326 * be much left in the archetype - all it really is is a holder for the 794 * be much left in the archetype - all it really is is a holder for the
327 * object and pointers. This structure should get removed, and just replaced 795 * object and pointers. This structure should get removed, and just replaced
328 * by the object structure 796 * by the object structure
329 */ 797 */
330 798
799//-GPL
800
331ACC_CLASS(archetype) 801INTERFACE_CLASS (archetype)
332struct archetype : zero_initialised 802struct archetype : object
333{ 803{
334 archetype (); 804 static arch_ptr empty; // the empty_archetype
805 MTH static void gc ();
806
807 archetype (const char *name);
335 ~archetype (); 808 ~archetype ();
809 void gather_callbacks (AV *&callbacks, event_type event) const;
336 810
811 MTH static archetype *find (const_utf8_string name);
812
813 MTH void link ();
814 MTH void unlink ();
815
816 MTH static object *get (const char *name); // (find() || singularity)->instance()
817 MTH object *instance ();
818
819 object_vector_index ACC (RW, archid); // index in archvector
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 820 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 821
339 struct archetype *ACC (RW, head); /* The main part of a linked object */ 822 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */ 823 sint8 ACC (RW, max_x), ACC (RW, max_y);
341 object ACC (RO, clone); /* An object from which to do copy_object() */ 824
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 825 // support for archetype loading
343 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 826 static archetype *read (object_thawer &f);
344 * in comparison to the head. 827 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
345 */ 828 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
346}; 829};
347 830
831// compatbiility, remove once replaced by ->instance
832inline object *
833arch_to_object (archetype *at)
834{
835 return at->instance ();
836}
837
838inline void
839object_freezer::put (keyword k, archetype *v)
840{
841 put (k, v ? &v->archname : (const char *)0);
842}
843
844typedef object_vector<object, &object::index > objectvec;
845typedef object_vector<object, &object::active> activevec;
846typedef object_vector<archetype, &archetype::archid> archvec;
847
348extern object *objects; 848extern objectvec objects;
349extern object *active_objects; 849extern activevec actives;
850extern archvec archetypes;
350 851
351extern int nrofallocobjects; 852// "safely" iterate over inv in a way such that the current item is removable
853// quite horrible, that's why its hidden in some macro
854#define for_inv_removable(op,var) \
855 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
352 856
353/* This returns TRUE if the object is something that 857#define for_all_objects(var) \
354 * should be displayed in the look window 858 for (unsigned _i = 0; _i < objects.size (); ++_i) \
355 */ 859 statementvar (object *, var, objects [_i])
356#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 860
861#define for_all_actives(var) \
862 for (unsigned _i = 0; _i < actives.size (); ++_i) \
863 statementvar (object *, var, actives [_i])
864
865#define for_all_archetypes(var) \
866 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
867 statementvar (archetype *, var, archetypes [_i])
868
869//+GPL
357 870
358/* Used by update_object to know if the object being passed is 871/* Used by update_object to know if the object being passed is
359 * being added or removed. 872 * being added or removed.
360 */ 873 */
361#define UP_OBJ_INSERT 1 874#define UP_OBJ_INSERT 1
378 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 891 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
379 * Use for treasure chests so the new object is the highest thing 892 * Use for treasure chests so the new object is the highest thing
380 * beneath the player, but not actually above it. Note - the 893 * beneath the player, but not actually above it. Note - the
381 * map and x,y coordinates for the object to be inserted must 894 * map and x,y coordinates for the object to be inserted must
382 * match the originator. 895 * match the originator.
383 * INS_MAP_LOAD: disable lots of checkings done at insertion to
384 * speed up map loading process, as we assume the ordering in
385 * loaded map is correct.
386 * 896 *
387 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 897 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
388 * are mutually exclusive. The behaviour for passing more than one 898 * are mutually exclusive. The behaviour for passing more than one
389 * should be considered undefined - while you may notice what happens 899 * should be considered undefined - while you may notice what happens
390 * right now if you pass more than one, that could very well change 900 * right now if you pass more than one, that could very well change
393#define INS_NO_MERGE 0x0001 903#define INS_NO_MERGE 0x0001
394#define INS_ABOVE_FLOOR_ONLY 0x0002 904#define INS_ABOVE_FLOOR_ONLY 0x0002
395#define INS_NO_WALK_ON 0x0004 905#define INS_NO_WALK_ON 0x0004
396#define INS_ON_TOP 0x0008 906#define INS_ON_TOP 0x0008
397#define INS_BELOW_ORIGINATOR 0x0010 907#define INS_BELOW_ORIGINATOR 0x0010
398#define INS_MAP_LOAD 0x0020
399 908
400#define ARCH_SINGULARITY "singularity" 909//-GPL
401#define ARCH_SINGULARITY_LEN 11
402#define ARCH_DETECT_MAGIC "detect_magic"
403#define ARCH_DEPLETION "depletion"
404#define ARCH_SYMPTOM "symptom"
405 910
406#endif 911#endif
912

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