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Comparing deliantra/server/include/object.h (file contents):
Revision 1.31 by root, Tue Sep 12 01:26:07 2006 UTC vs.
Revision 1.157 by root, Fri Apr 11 14:09:56 2008 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 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
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset>
28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 33
32#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
33 58
34/* See common/item.c */ 59/* See common/item.c */
35 60
36typedef struct Body_Locations 61typedef struct Body_Locations
37{ 62{
38 const char *save_name; /* Name used to load/save it to disk */ 63 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 */ 64 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 */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 66} Body_Locations;
42 67
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
44 72
45/* 73/*
46 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 76 *
56{ 84{
57 key_value *next; 85 key_value *next;
58 shstr key, value; 86 shstr key, value;
59}; 87};
60 88
89struct UUID
90{
91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
61 123
62/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 125 * 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 126 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 127 * can_apply and will_apply?
68#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
72 134
135struct body_slot
136{
137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139};
73 140
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) 141INTERFACE_CLASS (object)
81struct object_keep : refcounted
82{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84
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 *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
106};
107
108// these are being copied 142// these are being copied
109struct object_copy : attachable<object> 143struct object_copy : attachable
110{ 144{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
118 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 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 */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
124}; 167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
173 object_ptr ACC (RW, spell); /* Spell that was being cast */
174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 177
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 */ 178 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 */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 180 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. */
136 181
137 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block are 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 */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 196 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */ 202 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 203 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */ 204 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) */ 205 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 */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 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 */ 210 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 */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 214 faceidx ACC (RW, face); /* the graphical face */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 /* See the doc/Developers/objects for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
175 219
176 /* Following mostly refers to fields only used for monsters */ 220 /* 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 */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */ 222
185 /* allows different movement patterns for attackers */ 223 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */ 224 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 225 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. */ 226 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 */ 227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */ 228 /* races/classes can need less/more exp to gain levels */
192 229
193 /* Spell related information, may be useful elsewhere 230 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
195 * only used in spells. 232 * only used in spells.
196 */ 233 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
199 uint16 ACC (RW, start_holding); 237 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 */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
204 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
205 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
206 254
207 /* Following are values used by any object */ 255 /* 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 */ 256 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 257 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
212 uint16 ACC (RW, animation_id); /* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */
268};
217 269
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 270struct object : zero_initialised, object_copy
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 271{
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 272 // These variables are not changed by ->copy_to
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 273 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 */ 274
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 276 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives
279
280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
281
282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
284 /* Note: stacked in the *same* environment */
285 object *inv; /* Pointer to the first object in the inventory */
286
287 //TODO: container must move into client
288 object_ptr ACC (RW, container); /* Current container being used. I think this
289 * is only used by the player right now.
290 */
291 object *ACC (RW, env); /* Pointer to the object which is the environment.
292 * This is typically the container that the object is in.
293 */
294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
296 client_container *seen_by; // seen by which player/container currently?
225 key_value *key_values; /* Fields not explictly known by the loader. */ 297 key_value *key_values; /* Fields not explictly known by the loader. */
226};
227 298
228struct object : zero_initialised, object_keep, object_copy, object_pod 299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
229{ 300 MTH void post_load_check (); // do some adjustments after parsing
301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 bool write (object_freezer &f);
303
304 MTH int slottype () const;
230 static object *create (); 305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
308 MTH void copy_to (object *dst);
309 MTH object *clone (); // create + copy_to
310 void do_destroy ();
311 void gather_callbacks (AV *&callbacks, event_type event) const;
231 void free (bool free_inventory = false); 312 MTH void destroy (bool destroy_inventory = false);
232 313
233 static void free_mortals (); 314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
315 MTH void destroy_inv (bool drop_to_ground = false);
316 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound) const;
318
319 void do_remove ();
320 MTH void remove ()
321 {
322 if (!flag [FLAG_REMOVED])
323 do_remove ();
324 }
325
326 MTH bool blocked (maptile *m, int x, int y) const;
327
328 void move_to (const mapxy &pos)
329 {
330 remove ();
331 *this = pos;
332 insert_at (this, this);
333 }
334
234 static bool can_merge (object *op1, object *op2); 335 static bool can_merge_slow (object *op1, object *op2);
235 336
236 void clear (); 337 // this is often used in time-critical code, so optimise
237 void clone (object *destination); 338 MTH static bool can_merge (object *op1, object *op2)
339 {
340 return op1->value == op2->value
341 && op1->name == op2->name
342 && can_merge_slow (op1, op2);
343 }
238 344
239 void set_owner (object *owner); 345 MTH void set_owner (object *owner);
240 object *get_owner (); 346 MTH void set_speed (float speed);
347 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob);
349
350 MTH void open_container (object *new_container);
351 MTH void close_container ()
352 {
353 open_container (0);
354 }
355
356 MTH object *force_find (const shstr name);
357 MTH void force_add (const shstr name, int duration = 0);
358
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event)
361 {
362 return ev_want_event [event] || ev_want_type [type] || cb;
363 }
364
365 MTH void instantiate ();
366
367 // recalculate all stats
368 MTH void update_stats ();
369 MTH void roll_stats ();
370 MTH void swap_stats (int a, int b);
371 MTH void add_statbonus ();
372 MTH void remove_statbonus ();
373 MTH void drain_stat ();
374 MTH void drain_specific_stat (int deplete_stats);
375 MTH void change_luck (int value);
376
377 // info must hold 256 * 3 bytes currently
378 const char *debug_desc (char *info) const;
379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
380 const char *flag_desc (char *desc, int len) const;
381
382 int number_of () const
383 {
384 return nrof ? nrof : 1;
385 }
386
387 uint64 total_weight () const
388 {
389 return weight * number_of ();
390 }
391
392 // return the dominant material of this item, always return something
393 const materialtype_t *dominant_material () const;
394
395 // return the volume of this object in cm³
396 uint64 volume () const
397 {
398 return total_weight ()
399 * 1000
400 * (type == CONTAINER ? 1000 : 1)
401 / dominant_material ()->density;
402 }
403
404 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
405 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
406 || type == CLOAK || type == BOOTS || type == GLOVES
407 || type == BRACERS || type == GIRDLE; }
408 MTH bool is_alive () const { return (type == PLAYER
409 || flag [FLAG_MONSTER]
410 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
411 && !flag [FLAG_IS_A_TEMPLATE]; }
412 MTH bool is_arrow () const { return type == ARROW
413 || (type == SPELL_EFFECT
414 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
415 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
416
417 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
418
419 // temporary: wether the object can be saved in a map file
420 // contr => is a player
421 // head => only save head of a multitile object
422 // owner => can not reference owner yet
423 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
424
425 /* This return true if object has still randomitems which
426 * could be expanded.
427 */
428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
429
430 // returns the player that has this object in his inventory, or 0
431 MTH object *in_player () const
432 {
433 for (object *op = env; op; op = op->env)
434 if (op->type == PLAYER)
435 return op;
436
437 return 0;
438 }
439
440 // "temporary" helper function
441 MTH object *head_ ()
442 {
443 return head ? head : this;
444 }
445
446 MTH bool is_head ()
447 {
448 return head_ () == this;
449 }
450
451 MTH std::string long_desc (object *who = 0);
452 MTH std::string describe_monster (object *who = 0);
453 MTH std::string describe_item (object *who = 0);
454 MTH std::string describe (object *who = 0);
455
456 // If this object has no extra parts but should have them,
457 // add them, effectively expanding heads into multipart
458 // objects. This method only works on objects not inserted
459 // anywhere.
460 MTH void expand_tail ();
461
462 MTH void create_treasure (treasurelist *tl, int flags = 0);
463
464 // insert object at same map position as 'where'
465 // handles both inventory and map "positions"
466 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
467 MTH void drop_unpaid_items ();
468
469 MTH void activate ();
470 MTH void deactivate ();
471 MTH void activate_recursive ();
472 MTH void deactivate_recursive ();
473
474 // set the givne flag on all objects in the inventory recursively
475 MTH void set_flag_inv (int flag, int value = 1);
476
477 void enter_exit (object *exit);//Perl
478 MTH void enter_map (maptile *newmap, int x, int y);
479
480 // returns the mapspace this object is in
481 mapspace &ms () const;
241 482
242 // fully recursive iterator 483 // fully recursive iterator
243 struct iterator_base 484 struct iterator_base
244 { 485 {
245 object *item; 486 object *item;
252 operator object *() const { return item; } 493 operator object *() const { return item; }
253 494
254 object *operator ->() const { return item; } 495 object *operator ->() const { return item; }
255 object &operator * () const { return *item; } 496 object &operator * () const { return *item; }
256 }; 497 };
498
499 MTH unsigned int random_seed () const
500 {
501 return (unsigned int)uuid.seq;
502 }
257 503
258 // depth-first recursive iterator 504 // depth-first recursive iterator
259 struct depth_iterator : iterator_base 505 struct depth_iterator : iterator_base
260 { 506 {
261 depth_iterator (object *container); 507 depth_iterator (object *container);
272 object *end () 518 object *end ()
273 { 519 {
274 return this; 520 return this;
275 } 521 }
276 522
523 /* This returns TRUE if the object is something that
524 * should be displayed in the floorbox/inventory window
525 */
526 MTH bool client_visible () const
527 {
528 return !invisible && type != PLAYER;
529 }
530
531 MTH struct region *region () const;
532
533 void statusmsg (const char *msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED);
535
536 const char *query_inventory (object *who = 0, const char *indent = "");
537
538 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
539 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
540
277protected: 541protected:
278 friend struct archetype;
279
280 void link (); 542 void link ();
281 void unlink (); 543 void unlink ();
282 544
283 object (); 545 object ();
284 ~object (); 546 ~object ();
285}; 547};
286 548
287#define get_object() object::create () 549// move this object to the top of its env's inventory to speed up
288#define free_object(op) (op)->free (0) 550// 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 * 551static object *
295get_owner (object *op) 552splay (object *ob)
296{ 553{
297 return op->get_owner (); 554 if (ob->env && ob->env->inv != ob)
555 {
556 if (ob->above) ob->above->below = ob->below;
557 if (ob->below) ob->below->above = ob->above;
558
559 ob->above = 0;
560 ob->below = ob->env->inv;
561 ob->below->above = ob;
562 ob->env->inv = ob;
563 }
564
565 return ob;
298} 566}
299
300static inline void
301set_owner (object *op, object *owner)
302{
303 op->set_owner (owner);
304}
305
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
307 567
308typedef struct oblnk 568typedef struct oblnk
309{ /* Used to link together several objects */ 569{ /* Used to link together several objects */
310 object *ob; 570 object_ptr ob;
311 struct oblnk *next; 571 struct oblnk *next;
312 tag_t id;
313} objectlink; 572} objectlink;
314 573
315typedef struct oblinkpt 574typedef struct oblinkpt
316{ /* Used to link together several object links */ 575{ /* Used to link together several object links */
317 struct oblnk *link; 576 struct oblnk *link;
318 long value; /* Used as connected value in buttons/gates */ 577 long value; /* Used as connected value in buttons/gates */
319 struct oblinkpt *next; 578 struct oblinkpt *next;
320} oblinkpt; 579} oblinkpt;
580
581object *find_skill_by_name (object *who, const char *name);
582object *find_skill_by_name (object *who, const shstr &sh);
583object *find_skill_by_number (object *who, int skillno);
321 584
322/* 585/*
323 * The archetype structure is a set of rules on how to generate and manipulate 586 * The archetype structure is a set of rules on how to generate and manipulate
324 * objects which point to archetypes. 587 * objects which point to archetypes.
325 * This probably belongs in arch.h, but there really doesn't appear to 588 * 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 589 * 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 590 * object and pointers. This structure should get removed, and just replaced
328 * by the object structure 591 * by the object structure
329 */ 592 */
330 593
331ACC_CLASS(archetype) 594INTERFACE_CLASS (archetype)
332struct archetype : zero_initialised 595struct archetype : object
333{ 596{
334 archetype (); 597 archetype (const char *name);
335 ~archetype (); 598 ~archetype ();
599 void gather_callbacks (AV *&callbacks, event_type event) const;
336 600
601 static archetype *read (object_thawer &f);
602
603 MTH static archetype *get (const_utf8_string name); // find or create
604 MTH static archetype *find (const_utf8_string name);
605
606 MTH void link ();
607 MTH void unlink ();
608
609 MTH object *instance ();
610
611 object_vector_index ACC (RW, archid); // index in archvector
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 613 bool ACC (RW, stub); // if true, this is an invalid archetype
339 struct archetype *ACC (RW, head); /* The main part of a linked object */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */
341 object ACC (RO, clone); /* An object from which to do copy_object() */
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
343 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.
345 */
346};
347 614
615 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
616 sint8 ACC (RW, max_x), ACC (RW, max_y);
617};
618
619inline void
620object_freezer::put (keyword k, archetype *v)
621{
622 put (k, v ? &v->archname : (const char *)0);
623}
624
625typedef object_vector<object, &object::index > objectvec;
626typedef object_vector<object, &object::active> activevec;
627typedef object_vector<archetype, &archetype::archid> archvec;
628
348extern object *objects; 629extern objectvec objects;
349extern object *active_objects; 630extern activevec actives;
631extern archvec archetypes;
350 632
351extern int nrofallocobjects; 633#define for_all_objects(var) \
634 for (unsigned _i = 0; _i < objects.size (); ++_i) \
635 statementvar (object *, var, objects [_i])
352 636
353/* This returns TRUE if the object is something that 637#define for_all_actives(var) \
354 * should be displayed in the look window 638 for (unsigned _i = 0; _i < actives.size (); ++_i) \
355 */ 639 statementvar (object *, var, actives [_i])
356#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 640
641#define for_all_archetypes(var) \
642 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
643 statementvar (archetype *, var, archetypes [_i])
357 644
358/* Used by update_object to know if the object being passed is 645/* Used by update_object to know if the object being passed is
359 * being added or removed. 646 * being added or removed.
360 */ 647 */
361#define UP_OBJ_INSERT 1 648#define UP_OBJ_INSERT 1
378 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 665 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
379 * Use for treasure chests so the new object is the highest thing 666 * Use for treasure chests so the new object is the highest thing
380 * beneath the player, but not actually above it. Note - the 667 * beneath the player, but not actually above it. Note - the
381 * map and x,y coordinates for the object to be inserted must 668 * map and x,y coordinates for the object to be inserted must
382 * match the originator. 669 * 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 * 670 *
387 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 671 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
388 * are mutually exclusive. The behaviour for passing more than one 672 * are mutually exclusive. The behaviour for passing more than one
389 * should be considered undefined - while you may notice what happens 673 * should be considered undefined - while you may notice what happens
390 * right now if you pass more than one, that could very well change 674 * right now if you pass more than one, that could very well change
393#define INS_NO_MERGE 0x0001 677#define INS_NO_MERGE 0x0001
394#define INS_ABOVE_FLOOR_ONLY 0x0002 678#define INS_ABOVE_FLOOR_ONLY 0x0002
395#define INS_NO_WALK_ON 0x0004 679#define INS_NO_WALK_ON 0x0004
396#define INS_ON_TOP 0x0008 680#define INS_ON_TOP 0x0008
397#define INS_BELOW_ORIGINATOR 0x0010 681#define INS_BELOW_ORIGINATOR 0x0010
398#define INS_MAP_LOAD 0x0020
399 682
400#define ARCH_SINGULARITY "singularity"
401#define ARCH_SINGULARITY_LEN 11
402#define ARCH_DETECT_MAGIC "detect_magic"
403#define ARCH_DEPLETION "depletion" 683#define ARCH_DEPLETION "depletion"
404#define ARCH_SYMPTOM "symptom"
405 684
406#endif 685#endif
686

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