--- deliantra/server/include/object.h 2006/09/11 23:33:29 1.29 +++ deliantra/server/include/object.h 2010/04/10 04:54:09 1.238 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to + */ #ifndef OBJECT_H #define OBJECT_H @@ -27,37 +28,83 @@ #include "cfperl.h" #include "shstr.h" -typedef uint32 tag_t; -#define NUM_BODY_LOCATIONS 12 -#define BODY_ARMS 1 +//+GPL + +typedef int tag_t; + +// also see common/item.C +enum +{ + body_skill, + body_combat, + body_range, + body_shield, + body_arm, + body_torso, + body_head, + body_neck, + body_finger, + body_shoulder, + body_foot, + body_hand, + body_wrist, + body_waist, + NUM_BODY_LOCATIONS +}; /* See common/item.c */ typedef struct Body_Locations { - const char *save_name; /* Name used to load/save it to disk */ + keyword save_name; /* Name used to load/save it to disk */ const char *use_name; /* Name used when describing an item we can use */ const char *nonuse_name; /* Name to describe objects we can't use */ } Body_Locations; extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; +#define NUM_COINS 4 /* number of coin types */ +extern const char *const coins[NUM_COINS + 1]; + /* * Each object (this also means archetypes!) could have a few of these * "dangling" from it; this could also end up containing 'parse errors'. * * key and value are shared-strings. * - * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than + * Please use kv_get/kv_set/kv_del from object rather than * accessing the list directly. * Exception is if you want to walk this list for some reason. */ -struct key_value +struct key_value : slice_allocated { key_value *next; shstr key, value; }; +//-GPL + +struct UUID +{ + uint64 seq; + + enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0 + + static UUID cur; // last uuid generated + static void init (); + static UUID gen (); + + UUID () { } + UUID (uint64 seq) : seq(seq) { } + operator uint64() { return seq; } + void operator =(uint64 seq) { this->seq = seq; } + + bool parse (const char *s); + char *append (char *buf) const; + char *c_str () const; +}; + +//+GPL /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields @@ -70,182 +117,570 @@ #define WILL_APPLY_DOOR 0x08 #define WILL_APPLY_FOOD 0x10 +struct body_slot +{ + signed char used:4; /* Calculated value based on items equipped */ + signed char info:4; /* body info as loaded from the file */ +}; -/* However, if you're keeping a pointer of some sort, you probably - * don't just want it copied, so you'll need to add to common/object.C, - * e.g. copy_object. - */ +typedef struct oblnk +{ /* Used to link together several objects */ + object_ptr ob; + struct oblnk *next; +} objectlink; -// these are not being copied -ACC_CLASS (object) -struct object_keep : refcounted -{ - tag_t ACC (RW, count); /* Unique object number for this object */ - - /* These variables are not changed by copy_object() */ - struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ - struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ - struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ - struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ - struct object *ACC (RW, active_prev); /* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ - struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ - struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ - /* Note: stacked in the *same* environment */ - struct object *inv; /* Pointer to the first object in the inventory */ - struct object *ACC (RW, container); /* Current container being used. I think this - * is only used by the player right now. - */ - struct object *ACC (RW, env); /* Pointer to the object which is the environment. - * This is typically the container that the object is in. - */ - struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ - struct object *ACC (RW, head); /* Points to the main object of a large body */ - struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ -}; +typedef struct oblinkpt +{ /* Used to link together several object links */ + struct oblnk *link; + struct oblinkpt *next; + shstr id; /* Used as connected value in buttons/gates */ +} oblinkpt; +INTERFACE_CLASS (object) // these are being copied -struct object_copy : attachable +struct object_copy : attachable { - refptr ACC (RW, owner); /* Pointer to the object which controls this one */ + sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + + uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ + uint8 ACC (RW, subtype); /* subtype of object */ + sint8 ACC (RW, direction); /* Means the object is moving that way. */ + sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ + shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ - shstr ACC (RW, title); /* Of foo, etc */ + shstr ACC (RW, title); /* Of foo, etc */ shstr ACC (RW, race); /* human, goblin, dragon, etc */ shstr ACC (RW, slaying); /* Which race to do double damage to */ - /* If this is an exit, this is the filename */ - shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ - shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ - shstr ACC (RW, lore); /* Obscure information about this object, */ - /* To get put into books and the like. */ - shstr ACC (RW, materialname); /* specific material name */ - shstr ACC (RW, custom_name); /* Custom name assigned by player */ -}; + /* If this is an exit, this is the filename */ -// these are being copied and also cleared -struct object_pod -{ - sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ - float ACC (RW, speed); /* The overall speed of this object */ + typedef bitset flags_t; + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif + + materialtype_t *material; // What material this object consists of //TODO, make perl-accessible + shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ + object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ + object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ + object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ + object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ + object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ + object_ptr ACC (RW, spell); /* Spell that was being cast */ + object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ + arch_ptr ACC (RW, arch); /* Pointer to archetype */ + arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ + + float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ - uint32 ACC (RW, nrof); /* How many of the objects */ - New_Face *ACC (RW, face); /* Face with colors */ - sint8 ACC (RW, direction); /* Means the object is moving that way. */ - sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ - /* This next big block are basically used for monsters and equipment */ - uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ - uint8 ACC (RW, subtype); /* subtype of object */ + sint32 ACC (RW, nrof); /* How many of the objects */ + /* This next big block is basically used for monsters and equipment */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ - sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ + sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ + uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ - uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ + uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ - uint16 ACC (RW, material); /* What materials this object consist of */ - sint8 ACC (RW, magic); /* Any magical bonuses to this item */ - uint8 ACC (RW, state); /* How the object was last drawn (animation) */ + + uint16 ACC (RW, materials); /* What materials this object consists of */ + sint8 ACC (RW, magic); /* Any magical bonuses to this item */ + uint8 ACC (RW, state); /* How the object was last drawn (animation) */ sint32 ACC (RW, value); /* How much money it is worth (or contains) */ + /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. */ - sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ - sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ + sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */ + sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */ sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ sint16 ACC (RW, last_eat); /* How long since we last ate */ + sint16 ACC (RW, invisible); /* How much longer the object will be invis */ sint16 ACC (RW, level); /* Level of creature or object */ + uint8 ACC (RW, pick_up); /* See crossfire.doc */ - sint8 ACC (RW, item_power); /* power rating of the object */ - sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ + sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ + uint8 ACC (RW, weapontype); /* type of weapon */ + + body_slot slot [NUM_BODY_LOCATIONS]; + + faceidx ACC (RW, face); /* the graphical face */ + + faceidx ACC (RW, sound); /* the sound face */ + faceidx ACC (RW, sound_destroy); /* played on destroy */ + sint32 ACC (RW, weight); /* Attributes of the object */ - sint32 ACC (RW, weight_limit); /* Weight-limit of object */ - sint32 ACC (RW, carrying); /* How much weight this object contains */ - living ACC (RO, stats); /* Str, Con, Dex, etc */ + sint32 ACC (RW, weight_limit);/* Weight-limit of object */ + + sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ + sint64 ACC (RW, perm_exp); /* Permanent exp */ - struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ - uint32 ACC (RW, weapontype); /* type of weapon */ - uint32 ACC (RW, tooltype); /* type of tool or build facility */ - sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ - sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ - uint8 ACC (RW, will_apply); /* See crossfire.doc */ - /* See the doc/Developers/objects for more info about body locations */ + living ACC (RO, stats); /* Str, Con, Dex, etc */ + /* See the pod/objects.pod for more info about body locations */ /* Following mostly refers to fields only used for monsters */ - tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix - struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ - struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ - tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ - struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ - struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ - uint32 ACC (RW, hide); /* The object is hidden, not invisible */ - /* changes made by kholland@sunlab.cit.cornell.edu */ - /* allows different movement patterns for attackers */ - sint32 ACC (RW, move_status); /* What stage in attack mode */ - uint16 ACC (RW, attack_movement); /* What kind of attack movement */ - uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ - struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ - float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ - /* races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically * only used in spells. */ sint16 ACC (RW, duration); /* How long the spell lasts */ - sint16 ACC (RW, casting_time); /* time left before spell goes off */ - uint16 ACC (RW, start_holding); - struct object *ACC (RW, spell); /* Spell that was being cast */ - char *ACC (RW, spellarg); + uint8 ACC (RW, casting_time); /* time left before spell goes off */ uint8 ACC (RW, duration_modifier); /* how level modifies duration */ + uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ - sint8 ACC (RW, range); /* Range of the spell */ + sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ + sint8 ACC (RW, item_power); /* power rating of the object */ + + uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ + MoveType ACC (RW, move_type); /* Type of movement this object uses */ + MoveType ACC (RW, move_block);/* What movement types this blocks */ + MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ + + MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ + MoveType ACC (RW, move_off); /* Move types affected moving off this space */ + MoveType ACC (RW, move_slow); /* Movement types this slows down */ + + // 8 free bits + + //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */ + // /* races/classes can need less/more exp to gain levels */ + static const float expmul = 1.0;//D + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ /* Following are values used by any object */ - struct archetype *ACC (RW, arch); /* Pointer to archetype */ - struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ /* this objects turns into or what this object creates */ - uint32 flags[4]; /* various flags */ - uint16 ACC (RW, animation_id); /* An index into the animation array */ - uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ - uint8 ACC (RW, last_anim); /* last sequence used to draw face */ - sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ - uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ - - MoveType ACC (RW, move_type); /* Type of movement this object uses */ - MoveType ACC (RW, move_block); /* What movement types this blocks */ - MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ - MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ - MoveType ACC (RW, move_off); /* Move types affected moving off this space */ - MoveType ACC (RW, move_slow); /* Movement types this slows down */ - float ACC (RW, move_slow_penalty); /* How much this slows down the object */ - key_value *key_values; /* Fields not explictly known by the loader. */ + treasurelist *ACC (RW, randomitems); /* Items to be generated */ + + uint8 ACC (RW, last_anim); /* last sequence used to draw face */ + uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ + uint8 ACC (RW, will_apply); /* See crossfire.doc */ + uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ + uint16 ACC (RW, animation_id);/* An index into the animation array */ + uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ + + uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ + uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ + /* allows different movement patterns for attackers */ + uint8 ACC (RW, move_status); /* What stage in attack mode */ + uint8 ACC (RW, attack_movement);/* What kind of attack movement */ + + //16+ free bits + + // rarely-accessed members should be at the end + shstr ACC (RW, tag); // a tag used to tracking this object + shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ + shstr ACC (RW, lore); /* Obscure information about this object, */ + /* To get put into books and the like. */ + shstr ACC (RW, custom_name); /* Custom name assigned by player */ }; -struct object : zero_initialised, object_keep, object_copy, object_pod +const_utf8_string query_weight (const object *op); +const_utf8_string query_short_name (const object *op); +const_utf8_string query_name (const object *op); +const_utf8_string query_base_name (const object *op, int plural); +sint64 query_cost (const object *tmp, object *who, int flag); +const char *query_cost_string (const object *tmp, object *who, int flag); + +int change_ability_duration (object *spell, object *caster); +int min_casting_level (object *caster, object *spell); +int casting_level (object *caster, object *spell); +sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags); +int SP_level_dam_adjust (object *caster, object *spob); +int SP_level_duration_adjust (object *caster, object *spob); +int SP_level_range_adjust (object *caster, object *spob); + +struct object : zero_initialised, object_copy { - static object *create (); - void free (bool free_inventory = false); + // These variables are not changed by ->copy_to + maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ - static void free_mortals (); - static bool can_merge (object *op1, object *op2); + UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. + int ACC (RO, count); + object_vector_index ACC (RO, index); // index into objects + object_vector_index ACC (RO, active); // index into actives + + player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ + + object *ACC (RW, below); /* Pointer to the object stacked below this one */ + object *ACC (RW, above); /* Pointer to the object stacked above this one */ + /* Note: stacked in the *same* environment */ + object *inv; /* Pointer to the first object in the inventory */ + + //TODO: container must move into client + object_ptr ACC (RW, container);/* Currently opened container. I think this + * is only used by the player right now. + */ + object *ACC (RW, env); /* Pointer to the object which is the environment. + * This is typically the container that the object is in. + */ + object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ + object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different + key_value *key_values; /* Fields not explictly known by the loader. */ - void clear (); - void clone (object *destination); + // privates / perl + shstr_tmp kv_get (shstr_tmp key) const; + void kv_del (shstr_tmp key); + void kv_set (shstr_tmp key, shstr_tmp value); - void set_owner (object *owner); - object *get_owner (); +//-GPL + + // custom extra fields management + struct key_value_access_proxy + { + object &ob; + shstr_tmp key; + + key_value_access_proxy (object &ob, shstr_tmp key) + : ob (ob), key (key) + { + } + + const key_value_access_proxy &operator =(shstr_tmp value) const + { + ob.kv_set (key, value); + return *this; + } + + operator const shstr_tmp () const { return ob.kv_get (key); } + operator const char *() const { return ob.kv_get (key); } + + private: + void operator =(int); + }; + + // operator [] is too annoying to use + const key_value_access_proxy kv (shstr_tmp key) + { + return key_value_access_proxy (*this, key); + } + + bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all + MTH void post_load_check (); // do some adjustments after parsing + static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. + bool write (object_freezer &f); + + MTH static object *create (); + const mapxy &operator =(const mapxy &pos); + MTH void copy_to (object *dst); + MTH object *clone (); // create + copy_to a single object + MTH object *deep_clone (); // copy whole more chain and inventory + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; + MTH void destroy (); + MTH void drop_and_destroy () + { + destroy_inv (true); + destroy (); + } + + // recursively destroy all objects in inventory, optionally dropping them to the ground instead + MTH void destroy_inv (bool drop_to_ground = false); + MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too + MTH object *insert (object *item); // insert into inventory + MTH void play_sound (faceidx sound) const; + MTH void say_msg (const_utf8_string msg) const; + + void do_remove (); + MTH void remove () + { + if (!flag [FLAG_REMOVED]) + do_remove (); + } + + MTH bool blocked (maptile *m, int x, int y) const; + + void move_to (const mapxy &pos) + { + remove (); + *this = pos; + insert_at (this, this); + } + + // high-level move method. + // object op is trying to move in direction dir. + // originator is typically the same as op, but + // can be different if originator is causing op to + // move (originator is pushing op) + // returns 0 if the object is not able to move to the + // desired space, 1 otherwise (in which case we also + // move the object accordingly. This function is + // very similiar to move_object. + int move (int dir, object *originator); + + int move (int dir) + { + return move (dir, this); + } + + // changes move_type to a new value - handles move_on/move_off effects + MTH void change_move_type (MoveType mt); + + static bool can_merge_slow (object *op1, object *op2); + + // this is often used in time-critical code, so optimise + MTH static bool can_merge (object *op1, object *op2) + { + return op1->value == op2->value + && op1->name == op2->name + && can_merge_slow (op1, op2); + } + + MTH void set_owner (object *owner); + MTH void set_speed (float speed); + MTH void set_glow_radius (sint8 rad); + MTH bool change_skill (object *ob); // deprecated? + + MTH void open_container (object *new_container); + MTH void close_container () + { + open_container (0); + } + + // potential future accessor for "container" + MTH object *container_ () const + { + return container; + } + + MTH bool is_open_container () const + { + // strangely enough, using ?: here causes code to inflate + return type == CONTAINER + && ((env && env->container_ () == this) + || (!env && flag [FLAG_APPLIED])); + } + + MTH object *force_find (shstr_tmp name); + MTH void force_set_timer (int duration); + MTH object *force_add (shstr_tmp name, int duration = 0); + + oblinkpt *find_link () const; + MTH void add_link (maptile *map, shstr_tmp id); + MTH void remove_link (); + + // overwrite the attachable should_invoke function with a version that also checks ev_want_type + bool should_invoke (event_type event) + { + return ev_want_event [event] || ev_want_type [type] || cb; + } + + MTH void instantiate (); + + // recalculate all stats + MTH void update_stats (); + MTH void roll_stats (); + MTH void swap_stats (int a, int b); + MTH void add_statbonus (); + MTH void remove_statbonus (); + MTH void drain_stat (); + MTH void drain_specific_stat (int deplete_stats); + MTH void change_luck (int value); + + // info must hold 256 * 3 bytes currently + const_utf8_string debug_desc (char *info) const; + MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers + const_utf8_string flag_desc (char *desc, int len) const; + + MTH bool decrease (sint32 nr = 1); // returns true if anything is left + MTH object *split (sint32 nr = 1); // return 0 on failure + + MTH int number_of () const + { + return nrof ? nrof : 1; + } + + MTH sint32 total_weight () const + { + return (weight + carrying) * number_of (); + } + + MTH void update_weight (); + + // return the dominant material of this item, always return something + const materialtype_t *dominant_material () const + { + return material; + } + + // return the volume of this object in cm³ + MTH uint64 volume () const + { + return (uint64)total_weight () + * 1024 // 1000 actually + * (type == CONTAINER ? 128 : 1) + / dominant_material ()->density; // ugh, division + } + + MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; } + + MTH bool is_wiz () const { return flag [FLAG_WIZ]; } + MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } + MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET + || type == CLOAK || type == BOOTS || type == GLOVES + || type == BRACERS || type == GIRDLE; } + MTH bool is_alive () const { return (type == PLAYER + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [FLAG_IS_A_TEMPLATE]; } + MTH bool is_arrow () const { return type == ARROW + || (type == SPELL_EFFECT + && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } + + MTH bool is_dragon () const; + + MTH bool is_immunity () const { return invisible && type == SIGN; } + + MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; } + + // temporary: wether the object can be saved in a map file + // contr => is a player + // head => only save head of a multitile object + // owner => can not reference owner yet + MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } + + /* This return true if object has still randomitems which + * could be expanded. + */ + MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + + static bool msg_has_dialogue (const char *msg) { return *msg == '@'; } + + MTH bool has_dialogue () const { return msg_has_dialogue (&msg); } + + // returns the outermost owner, never returns 0 + MTH object *outer_owner () + { + object *op; + + for (op = this; op->owner; op = op->owner) + ; + + return op; + } + + // returns the outermost environment, never returns 0 + MTH object *outer_env_or_self () const + { + const object *op; + + for (op = this; op->env; op = op->env) + ; + + return const_cast(op); + } + + // returns the outermost environment, may return 0 + MTH object *outer_env () const + { + return env ? outer_env_or_self () : 0; + } + + // returns the player that has this object in his inventory, or 0 + // we assume the player is always the outer env + MTH object *in_player () const + { + object *op = outer_env_or_self (); + + return op->type == PLAYER ? op : 0; + } + + // "temporary" helper function + MTH object *head_ () const + { + return head ? head : const_cast(this); + } + + MTH bool is_head () const + { + return head_ () == this; + } + + MTH bool is_on_map () const + { + return !env && !flag [FLAG_REMOVED]; + } + + MTH bool is_inserted () const + { + return !flag [FLAG_REMOVED]; + } + + MTH bool is_player () const + { + return !!contr; + } + + /* elmex: this method checks whether the object is in a shop */ + MTH bool is_in_shop () const; + + MTH bool affects_los () const + { + return glow_radius || flag [FLAG_BLOCKSVIEW]; + } + + MTH bool has_carried_lights () const + { + return glow_radius; + } + + // returns the player that cna see this object, if any + MTH object *visible_to () const; + + MTH std::string long_desc (object *who = 0); // query_name . " " . describe + MTH std::string describe_monster (object *who = 0); + MTH std::string describe_item (object *who = 0); + MTH std::string describe (object *who = 0); // long description, without name + + MTH const_utf8_string query_weight () { return ::query_weight (this); } + MTH const_utf8_string query_name () { return ::query_name (this); } + MTH const_utf8_string query_short_name () { return ::query_short_name (this); } + MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); } + + // If this object has no extra parts but should have them, + // add them, effectively expanding heads into multipart + // objects. This method only works on objects not inserted + // anywhere. + MTH void expand_tail (); + + MTH void create_treasure (treasurelist *tl, int flags = 0); + + // insert object at same map position as 'where' + // handles both inventory and map "positions" + MTH object *insert_at (object *where, object *originator = 0, int flags = 0); + // check whether we can put this into the map, respect max_nrof, max_volume, max_items + MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0); + MTH void drop_unpaid_items (); + + MTH void activate (); + MTH void deactivate (); + MTH void activate_recursive (); + MTH void deactivate_recursive (); + + // set the given flag on all objects in the inventory recursively + MTH void set_flag_inv (int flag, int value = 1); + + void enter_exit (object *exit);//Perl + MTH void enter_map (maptile *newmap, int x, int y); + void player_goto (const_utf8_string path, int x, int y); // only for players + MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0 + + // returns the mapspace this object is in + mapspace &ms () const; // fully recursive iterator struct iterator_base { object *item; - iterator_base (object *item) - : item(item) + iterator_base (object *container) + : item (container) { } @@ -255,10 +690,15 @@ object &operator * () const { return *item; } }; - struct deep_iterator : iterator_base + MTH unsigned int random_seed () const { - deep_iterator (object *op) : iterator_base (op) { } + return (unsigned int)uuid.seq; + } + // depth-first recursive iterator + struct depth_iterator : iterator_base + { + depth_iterator (object *container); void next (); object *operator ++( ) { next (); return item; } object *operator ++(int) { object *i = item; next (); return i; } @@ -266,58 +706,95 @@ object *begin () { - return this->inv ? this->inv : end (); + return this; } object *end () { - return this->below; + return this; } -protected: - friend struct archetype; + /* This returns TRUE if the object is something that + * a client might want to know about. + */ + MTH bool client_visible () const + { + return !invisible && type != PLAYER; + } + + // the client does nrof * this weight + MTH sint32 client_weight () const + { + return weight + carrying; + } + + MTH struct region *region () const; - void link (); + void statusmsg (const_utf8_string msg, int color = NDI_BLACK); + void failmsg (const_utf8_string msg, int color = NDI_RED); + void failmsgf (const_utf8_string format, ...); // always NDI_RED... + + const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = ""); + + MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference + static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible + + // make some noise with given item into direction dir, + // currently only used for players to make them temporarily visible + // when they are invisible. + MTH void make_noise (); + + /* animation */ + MTH bool has_anim () const { return animation_id; } + const animation &anim () const { return animations [animation_id]; } + MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; } + MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); } + /* anim_frames () returns the number of animations allocated. The last + * usuable animation will be anim_frames () - 1 (for example, if an object + * has 8 animations, anim_frames () will return 8, but the values will + * range from 0 through 7. + */ + MTH int anim_frames () const { return anim ().num_animations; } + MTH int anim_facings () const { return anim ().facings; } + + MTH utf8_string as_string (); + +protected: + void link (); void unlink (); object (); ~object (); -}; -#define get_object() object::create () -#define free_object(op) (op)->free (0) -#define free_object2(op, free_inv) (op)->free (free_inv) -#define clear_owner(op) (op)->owner = 0 -#define copy_owner(op,other) (op)->owner = (other)->owner -#define clear_object(op) (op)->clear () +private: + object &operator =(const object &); + object (const object &); +}; +// move this object to the top of its env's inventory to speed up +// searches for it. static inline object * -get_owner (object *op) +splay (object *ob) { - return op->get_owner (); -} + if (ob->above && ob->env) + { + if (ob->above) ob->above->below = ob->below; + if (ob->below) ob->below->above = ob->above; -static inline void -set_owner (object *op, object *owner) -{ - op->set_owner (owner); + ob->above = 0; + ob->below = ob->env->inv; + ob->below->above = ob; + ob->env->inv = ob; + } + + return ob; } -#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) +//+GPL -typedef struct oblnk -{ /* Used to link together several objects */ - object *ob; - struct oblnk *next; - tag_t id; -} objectlink; - -typedef struct oblinkpt -{ /* Used to link together several object links */ - struct oblnk *link; - long value; /* Used as connected value in buttons/gates */ - struct oblinkpt *next; -} oblinkpt; +object *find_skill_by_name_fuzzy (object *who, const_utf8_string name); +object *find_skill_by_name (object *who, shstr_cmp sh); +object *find_skill_by_number (object *who, int skillno); /* * The archetype structure is a set of rules on how to generate and manipulate @@ -328,32 +805,81 @@ * by the object structure */ -ACC_CLASS(archetype) -struct archetype : zero_initialised +//-GPL + +INTERFACE_CLASS (archetype) +struct archetype : object { - archetype (); + static arch_ptr empty; // the empty_archetype + MTH static void gc (); + + archetype (const_utf8_string name); ~archetype (); + void gather_callbacks (AV *&callbacks, event_type event) const; - shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ - struct archetype *ACC (RW, next); /* Next archetype in a linked list */ - struct archetype *ACC (RW, head); /* The main part of a linked object */ - struct archetype *ACC (RW, more); /* Next part of a linked object */ - object ACC (RO, clone); /* An object from which to do copy_object() */ - uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ - sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is - * in comparison to the head. - */ + MTH static archetype *find (const_utf8_string name); + + MTH void link (); + MTH void unlink (); + + MTH static object *get (const_utf8_string name); // (find() || singularity)->instance() + MTH object *instance (); + + MTH void post_load_check (); // do some adjustments after parsing + + object_vector_index ACC (RW, archid); // index in archvector + shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ + + sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ + + // support for archetype loading + static archetype *read (object_thawer &f); + MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more + static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ }; -extern object *objects; -extern object *active_objects; +// returns whether the object is a dragon player, which are often specialcased +inline bool +object::is_dragon () const +{ + return arch->race == shstr_dragon && is_player (); +} -extern int nrofallocobjects; +inline void +object_freezer::put (const keyword_string k, archetype *v) +{ + if (expect_true (v)) + put (k, v->archname); + else + put (k); +} -/* This returns TRUE if the object is something that - * should be displayed in the look window - */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) +typedef object_vector objectvec; +typedef object_vector activevec; +typedef object_vector archvec; + +extern objectvec objects; +extern activevec actives; +extern archvec archetypes; + +// "safely" iterate over inv in a way such that the current item is removable +// quite horrible, that's why its hidden in some macro +#define for_inv_removable(op,var) \ + for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) + +#define for_all_objects(var) \ + for (unsigned _i = 0; _i < objects.size (); ++_i) \ + statementvar (object *, var, objects [_i]) + +#define for_all_actives(var) \ + for (unsigned _i = 0; _i < actives.size (); ++_i) \ + statementvar (object *, var, actives [_i]) + +#define for_all_archetypes(var) \ + for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ + statementvar (archetype *, var, archetypes [_i]) + +//+GPL /* Used by update_object to know if the object being passed is * being added or removed. @@ -380,9 +906,6 @@ * beneath the player, but not actually above it. Note - the * map and x,y coordinates for the object to be inserted must * match the originator. - * INS_MAP_LOAD: disable lots of checkings done at insertion to - * speed up map loading process, as we assume the ordering in - * loaded map is correct. * * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY * are mutually exclusive. The behaviour for passing more than one @@ -395,12 +918,8 @@ #define INS_NO_WALK_ON 0x0004 #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 -#define INS_MAP_LOAD 0x0020 -#define ARCH_SINGULARITY "singularity" -#define ARCH_SINGULARITY_LEN 11 -#define ARCH_DETECT_MAGIC "detect_magic" -#define ARCH_DEPLETION "depletion" -#define ARCH_SYMPTOM "symptom" +//-GPL #endif +