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Comparing deliantra/server/include/object.h (file contents):
Revision 1.30 by root, Tue Sep 12 01:09:53 2006 UTC vs.
Revision 1.108 by root, Tue Apr 17 18:40:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 35#define BODY_ARMS 1
33 36
34/* See common/item.c */ 37/* See common/item.c */
35 38
56{ 59{
57 key_value *next; 60 key_value *next;
58 shstr key, value; 61 shstr key, value;
59}; 62};
60 63
64struct UUID
65{
66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
72};
73
74extern void init_uuid ();
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
61 77
62/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 79 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 80 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 81 * can_apply and will_apply?
68#define WILL_APPLY_TREASURE 0x02 84#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 85#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 86#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
72 88
73
74/* However, if you're keeping a pointer of some sort, you probably 89/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C, 90 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 91 * e.g. ->copy_to ()
77 */ 92 */
78 93
94INTERFACE_CLASS (object)
79// these are not being copied 95// these are being copied
80ACC_CLASS (object) 96struct object_copy : attachable
81struct object_keep : refcounted
82{ 97{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
84 99
85 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
87 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
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};
107
108// these are being copied
109struct object_copy : attachable<object>
110{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
118 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
119 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
124}; 115// materialtype_t *ACC (RW, material); /* What material this object consists of */
116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 125
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 */ 126 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 */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 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. */
136 129
137 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, materials); /* What materials this object consists of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 145 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 149 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */ 151 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */ 153 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) */ 154 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 */ 155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 156 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 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 */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 162 sint8 ACC (RW, 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 */ 163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 164 faceidx ACC (RW, face); /* Face with colors */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 /* See the doc/Developers/objects for more info about body locations */ 166 /* See the pod/objects.pod for more info about body locations */
175 167
176 /* Following mostly refers to fields only used for monsters */ 168 /* 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 */ 169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */ 170
185 /* allows different movement patterns for attackers */ 171 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */ 172 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 173 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. */ 174 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 */ 175 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */ 176 /* races/classes can need less/more exp to gain levels */
192 177
193 /* Spell related information, may be useful elsewhere 178 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 179 * Note that other fields are used - these files are basically
195 * only used in spells. 180 * only used in spells.
196 */ 181 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 182 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 183 sint16 ACC (RW, casting_time);/* time left before spell goes off */
199 uint16 ACC (RW, start_holding); 184 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 */ 185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
204 sint8 ACC (RW, range); /* Range of the spell */ 187 sint8 ACC (RW, range); /* Range of the spell */
205 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
206 189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197
198 char *ACC (RW, spellarg);
199
207 /* Following are values used by any object */ 200 /* 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 */ 201 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 202 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
212 uint16 ACC (RW, animation_id); /* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213};
217 214
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 215struct object : zero_initialised, object_copy
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 216{
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 217 // These variables are not changed by ->copy_to
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 219
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
233 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently?
225 key_value *key_values; /* Fields not explictly known by the loader. */ 242 key_value *key_values; /* Fields not explictly known by the loader. */
226};
227 243
228struct object : zero_initialised, object_keep, object_copy, object_pod 244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
229{ 245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f);
247
230 static object *create (); 248 MTH static object *create ();
249 object &operator =(const object &src);
250 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
231 void free (bool free_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
232 255
233 static void free_mortals (); 256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH object *insert (object *item); // insert into inventory
259 void do_remove ();
260 MTH void remove ()
261 {
262 if (!flag [FLAG_REMOVED])
263 do_remove ();
264 }
265
234 static bool can_merge (object *op1, object *op2); 266 static bool can_merge_slow (object *op1, object *op2);
235 267
236 void clear (); 268 // this is often used in time-critical code, so optimise
237 void clone (object *destination); 269 MTH static bool can_merge (object *op1, object *op2)
270 {
271 return op1->value == op2->value
272 && op1->name == op2->name
273 && can_merge_slow (op1, op2);
274 }
238 275
239 void set_owner (object *owner); 276 MTH void set_owner (object *owner);
240 object *get_owner (); 277 MTH void set_speed (float speed);
278
279 MTH void open_container (object *new_container);
280 MTH void close_container ()
281 {
282 open_container (0);
283 }
284
285 MTH void instantiate ();
286
287 // recalculate all stats
288 MTH void update_stats ();
289 MTH void roll_stats ();
290 MTH void swap_stats (int a, int b);
291 MTH void add_statbonus ();
292 MTH void remove_statbonus ();
293 MTH void drain_stat ();
294 MTH void drain_specific_stat (int deplete_stats);
295 MTH void change_luck (int value);
296
297 // info must hold 256 * 3 bytes currently
298 const char *debug_desc (char *info) const;
299 MTH const char *debug_desc () const;
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
301 const char *flag_desc (char *desc, int len) const;
302
303 int number_of () const
304 {
305 return nrof ? nrof : 1;
306 }
307
308 uint64 total_weight () const
309 {
310 return weight * number_of ();
311 }
312
313 // return the dominant material of this item, always return something
314 const materialtype_t *dominant_material () const;
315
316 // return the volume of this object in cm³
317 uint64 volume () const
318 {
319 return total_weight ()
320 * 1000
321 * (type == CONTAINER ? 1000 : 1)
322 / dominant_material ()->density;
323 }
324
325 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
327 || type == CLOAK || type == BOOTS || type == GLOVES
328 || type == BRACERS || type == GIRDLE; }
329 MTH bool is_alive () const { return (type == PLAYER
330 || flag [FLAG_MONSTER]
331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
332 && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH bool is_arrow () const { return type == ARROW
334 || (type == SPELL_EFFECT
335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
336
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338
339 // temporary: wether the object can be saved in a map file
340 // contr => is a player
341 // head => only save head of a multitile object
342 // owner => can not reference owner yet
343 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
344
345 /* This return true if object has still randomitems which
346 * could be expanded.
347 */
348 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
349
350 // returns the player that has this object in his inventory, or 0
351 MTH object *in_player () const
352 {
353 for (object *op = env; op; op = op->env)
354 if (op->type == PLAYER)
355 return op;
356
357 return 0;
358 }
359
360 // "temporary" helper function
361 MTH object *head_ ()
362 {
363 return head ? head : this;
364 }
365
366 // insert object at same map position as 'where'
367 // handles both inventory and map "positions"
368 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
369
370 MTH void activate ();
371 MTH void deactivate ();
372 MTH void activate_recursive ();
373 MTH void deactivate_recursive ();
374
375 // set the givne flag on all objects in the inventory recursively
376 MTH void set_flag_inv (int flag, int value = 1);
377
378 void enter_exit (object *exit);//PERL
379 MTH void enter_map (maptile *newmap, int x, int y);
380
381 // returns the mapspace this object is in
382 mapspace &ms () const;
241 383
242 // fully recursive iterator 384 // fully recursive iterator
243 struct iterator_base 385 struct iterator_base
244 { 386 {
245 object *item; 387 object *item;
252 operator object *() const { return item; } 394 operator object *() const { return item; }
253 395
254 object *operator ->() const { return item; } 396 object *operator ->() const { return item; }
255 object &operator * () const { return *item; } 397 object &operator * () const { return *item; }
256 }; 398 };
399
400 MTH unsigned int random_seed () const
401 {
402 return (unsigned int)uuid.seq;
403 }
257 404
258 // depth-first recursive iterator 405 // depth-first recursive iterator
259 struct depth_iterator : iterator_base 406 struct depth_iterator : iterator_base
260 { 407 {
261 depth_iterator (object *container); 408 depth_iterator (object *container);
272 object *end () 419 object *end ()
273 { 420 {
274 return this; 421 return this;
275 } 422 }
276 423
424 /* This returns TRUE if the object is something that
425 * should be displayed in the floorbox/inventory window
426 */
427 MTH bool client_visible () const
428 {
429 return !invisible && type != PLAYER;
430 }
431
432 MTH struct region *region () const;
433
277protected: 434protected:
278 friend struct archetype; 435 friend struct archetype;
279 436
280 void link (); 437 void link ();
281 void unlink (); 438 void unlink ();
282 439
283 object (); 440 object ();
284 ~object (); 441 ~object ();
285}; 442};
286 443
287#define get_object() object::create () 444typedef object_vector<object, &object::index > objectvec;
288#define free_object(op) (op)->free (0) 445typedef object_vector<object, &object::active> activevec;
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 ()
293 446
294static inline object * 447extern objectvec objects;
295get_owner (object *op) 448extern activevec actives;
296{
297 return op->get_owner ();
298}
299 449
300static inline void 450#define for_all_objects(var) \
301set_owner (object *op, object *owner) 451 for (unsigned _i = 0; _i < objects.size (); ++_i) \
302{ 452 declvar (object *, var, objects [_i])
303 op->set_owner (owner);
304}
305 453
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 454#define for_all_actives(var) \
455 for (unsigned _i = 0; _i < actives.size (); ++_i) \
456 declvar (object *, var, actives [_i])
307 457
308typedef struct oblnk 458typedef struct oblnk
309{ /* Used to link together several objects */ 459{ /* Used to link together several objects */
310 object *ob; 460 object_ptr ob;
311 struct oblnk *next; 461 struct oblnk *next;
312 tag_t id;
313} objectlink; 462} objectlink;
314 463
315typedef struct oblinkpt 464typedef struct oblinkpt
316{ /* Used to link together several object links */ 465{ /* Used to link together several object links */
317 struct oblnk *link; 466 struct oblnk *link;
326 * be much left in the archetype - all it really is is a holder for the 475 * 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 476 * object and pointers. This structure should get removed, and just replaced
328 * by the object structure 477 * by the object structure
329 */ 478 */
330 479
331ACC_CLASS(archetype) 480INTERFACE_CLASS (archetype)
332struct archetype : zero_initialised 481struct archetype : zero_initialised, attachable
333{ 482{
334 archetype (); 483 archetype ();
335 ~archetype (); 484 ~archetype ();
485 void gather_callbacks (AV *&callbacks, event_type event) const;
336 486
487 static archetype *read (object_thawer &f);
488 static archetype *get (const char *name); // find or create
489 static archetype *find (const char *name);
490
491 void hash_add (); // add to hashtable
492 void hash_del (); // remove from hashtable
493
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 494 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 495 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
339 struct archetype *ACC (RW, head); /* The main part of a linked object */ 496 struct archetype *ACC (RW, head); /* The main part of a linked object */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */ 497 struct archetype *ACC (RW, more); /* Next part of a linked object */
341 object ACC (RO, clone); /* An object from which to do copy_object() */ 498 object ACC (RO, clone); /* An object from which to do ->copy_to () */
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 499 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
500 bool ACC (RW, linked); // linked into list of heads
343 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 501 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
344 * in comparison to the head. 502 * in comparison to the head.
345 */ 503 */
346}; 504};
347
348extern object *objects;
349extern object *active_objects;
350
351extern int nrofallocobjects;
352
353/* This returns TRUE if the object is something that
354 * should be displayed in the look window
355 */
356#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
357 505
358/* Used by update_object to know if the object being passed is 506/* Used by update_object to know if the object being passed is
359 * being added or removed. 507 * being added or removed.
360 */ 508 */
361#define UP_OBJ_INSERT 1 509#define UP_OBJ_INSERT 1
402#define ARCH_DETECT_MAGIC "detect_magic" 550#define ARCH_DETECT_MAGIC "detect_magic"
403#define ARCH_DEPLETION "depletion" 551#define ARCH_DEPLETION "depletion"
404#define ARCH_SYMPTOM "symptom" 552#define ARCH_SYMPTOM "symptom"
405 553
406#endif 554#endif
555

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