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Comparing deliantra/server/include/object.h (file contents):
Revision 1.32 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.122 by root, Mon May 14 21:32:26 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
32#define BODY_ARMS 1 35enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
33 59
34/* See common/item.c */ 60/* See common/item.c */
35 61
36typedef struct Body_Locations 62typedef struct Body_Locations
37{ 63{
56{ 82{
57 key_value *next; 83 key_value *next;
58 shstr key, value; 84 shstr key, value;
59}; 85};
60 86
87struct UUID
88{
89 uint64 seq;
90
91 UUID () { }
92 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; }
95};
96
97extern void init_uuid ();
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
61 100
62/* Definition for WILL_APPLY values. Replaces having harcoded values 101/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 102 * 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 103 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 104 * can_apply and will_apply?
68#define WILL_APPLY_TREASURE 0x02 107#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 108#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 109#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 110#define WILL_APPLY_FOOD 0x10
72 111
73
74/* However, if you're keeping a pointer of some sort, you probably 112/* 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, 113 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 114 * e.g. ->copy_to ()
77 */ 115 */
78 116
79// these are not being copied 117struct body_slot
118{
119 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121};
122
80ACC_CLASS (object) 123INTERFACE_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 124// these are being copied
109struct object_copy : attachable<object> 125struct object_copy : attachable
110{ 126{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 127 typedef bitset<NUM_FLAGS> flags_t;
128
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 136 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 137 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 138 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 140 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 141 /* If this is an exit, this is the filename */
118 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 142 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 */ 143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 144 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 145 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 146 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 147 shstr ACC (RW, custom_name); /* Custom name assigned by player */
124}; 148// materialtype_t *ACC (RW, material); /* What material this object consists of */
149 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
150 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
151 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
152 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
154 object_ptr ACC (RW, spell); /* Spell that was being cast */
155 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
156 arch_ptr ACC (RW, arch); /* Pointer to archetype */
157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 158
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 */ 159 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 */ 160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 161 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. */
136 162
137 /* This next big block are basically used for monsters and equipment */ 163 /* 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 */ 164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 171 uint16 ACC (RW, materials); /* What materials this object consists of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 177 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 181 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */ 183 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */ 185 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) */ 186 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 */ 187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 188 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 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 */ 191 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 */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 194 body_slot slot [NUM_BODY_LOCATIONS];
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 195 faceidx ACC (RW, face); /* Face with colors */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
174 198
175 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
176 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
177 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
178 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
179 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
180 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
181 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
182 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
183 /* changes made by kholland@sunlab.cit.cornell.edu */ 201
184 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
185 sint32 ACC (RW, move_status); /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
186 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
187 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
188 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
189 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
190 /* races/classes can need less/more exp to gain levels */ 207 /* races/classes can need less/more exp to gain levels */
191 208
192 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
193 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
194 * only used in spells. 211 * only used in spells.
195 */ 212 */
196 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
197 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
198 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
199 struct object *ACC (RW, spell); /* Spell that was being cast */
200 char *ACC (RW, spellarg);
201 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
202 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
203 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
204 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231
232 char *ACC (RW, spellarg);
205 233
206 /* Following are values used by any object */ 234 /* Following are values used by any object */
207 struct archetype *ACC (RW, arch); /* Pointer to archetype */
208 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
209 /* this objects turns into or what this object creates */ 235 /* this objects turns into or what this object creates */
210 uint32 flags[4]; /* various flags */ 236 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */
238#if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240#endif
211 uint16 ACC (RW, animation_id); /* An index into the animation array */ 241 uint16 ACC (RW, animation_id);/* An index into the animation array */
212 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
213 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
214 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
215 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
216 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 246 uint8 ACC (RW, will_apply); /* See crossfire.doc */
247};
217 248
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 249struct object : zero_initialised, object_copy
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 250{
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 251 // These variables are not changed by ->copy_to
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 252 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 */ 253
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 255 int ACC (RO, count);
256 int ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives
258
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
260
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */
265
266 //TODO: container must move into client
267 object_ptr ACC (RW, container); /* Current container being used. I think this
268 * is only used by the player right now.
269 */
270 object *ACC (RW, env); /* Pointer to the object which is the environment.
271 * This is typically the container that the object is in.
272 */
273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
275 client_container *seen_by; // seen by which player/container currently?
225 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
226};
227 277
228struct object : zero_initialised, object_keep, object_copy, object_pod 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
229{ 279 void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f);
282
283 MTH int slottype () const;
230 static object *create (); 284 MTH static object *create ();
285 object &operator =(const object &src);
286 MTH void copy_to (object *dst);
287 MTH object *clone (); // create + copy_to
288 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const;
231 void free (bool free_inventory = false); 290 MTH void destroy (bool destroy_inventory = false);
232 291
233 static void free_mortals (); 292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false);
294 MTH object *insert (object *item); // insert into inventory
295 void do_remove ();
296 MTH void remove ()
297 {
298 if (!flag [FLAG_REMOVED])
299 do_remove ();
300 }
301
302 // move this object to the top of its env's inventory to speed up
303 // searches for it.
304 MTH object *inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310
311 above = 0;
312 below = env->inv;
313 below->above = this;
314 env->inv = this;
315 }
316
317 return this;
318 }
319
234 static bool can_merge (object *op1, object *op2); 320 static bool can_merge_slow (object *op1, object *op2);
235 321
236 void clear (); 322 // this is often used in time-critical code, so optimise
237 void clone (object *destination); 323 MTH static bool can_merge (object *op1, object *op2)
324 {
325 return op1->value == op2->value
326 && op1->name == op2->name
327 && can_merge_slow (op1, op2);
328 }
238 329
239 void set_owner (object *owner); 330 MTH void set_owner (object *owner);
240 object *get_owner (); 331 MTH void set_speed (float speed);
332 MTH bool change_weapon (object *ob);
333
334 MTH void open_container (object *new_container);
335 MTH void close_container ()
336 {
337 open_container (0);
338 }
339
340 MTH void instantiate ();
341
342 // recalculate all stats
343 MTH void update_stats ();
344 MTH void roll_stats ();
345 MTH void swap_stats (int a, int b);
346 MTH void add_statbonus ();
347 MTH void remove_statbonus ();
348 MTH void drain_stat ();
349 MTH void drain_specific_stat (int deplete_stats);
350 MTH void change_luck (int value);
351
352 // info must hold 256 * 3 bytes currently
353 const char *debug_desc (char *info) const;
354 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
355 const char *flag_desc (char *desc, int len) const;
356
357 int number_of () const
358 {
359 return nrof ? nrof : 1;
360 }
361
362 uint64 total_weight () const
363 {
364 return weight * number_of ();
365 }
366
367 // return the dominant material of this item, always return something
368 const materialtype_t *dominant_material () const;
369
370 // return the volume of this object in cm³
371 uint64 volume () const
372 {
373 return total_weight ()
374 * 1000
375 * (type == CONTAINER ? 1000 : 1)
376 / dominant_material ()->density;
377 }
378
379 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
380 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
381 || type == CLOAK || type == BOOTS || type == GLOVES
382 || type == BRACERS || type == GIRDLE; }
383 MTH bool is_alive () const { return (type == PLAYER
384 || flag [FLAG_MONSTER]
385 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
386 && !flag [FLAG_IS_A_TEMPLATE]; }
387 MTH bool is_arrow () const { return type == ARROW
388 || (type == SPELL_EFFECT
389 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
390 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
391
392 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
393
394 // temporary: wether the object can be saved in a map file
395 // contr => is a player
396 // head => only save head of a multitile object
397 // owner => can not reference owner yet
398 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
399
400 /* This return true if object has still randomitems which
401 * could be expanded.
402 */
403 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
404
405 // returns the player that has this object in his inventory, or 0
406 MTH object *in_player () const
407 {
408 for (object *op = env; op; op = op->env)
409 if (op->type == PLAYER)
410 return op;
411
412 return 0;
413 }
414
415 // "temporary" helper function
416 MTH object *head_ ()
417 {
418 return head ? head : this;
419 }
420
421 MTH std::string long_desc (object *who = 0);
422 MTH std::string describe_monster (object *who = 0);
423 MTH std::string describe_item (object *who = 0);
424 MTH std::string describe (object *who = 0);
425
426 // If this object has no extra parts but should have them,
427 // add them, effectively expanding heads into multipart
428 // objects. This method only works on objects not inserted
429 // anywhere.
430 MTH void expand_tail ();
431
432 MTH void create_treasure (treasurelist *tl, int flags = 0);
433
434 // insert object at same map position as 'where'
435 // handles both inventory and map "positions"
436 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
437
438 MTH void activate ();
439 MTH void deactivate ();
440 MTH void activate_recursive ();
441 MTH void deactivate_recursive ();
442
443 // set the givne flag on all objects in the inventory recursively
444 MTH void set_flag_inv (int flag, int value = 1);
445
446 void enter_exit (object *exit);//Perl
447 MTH void enter_map (maptile *newmap, int x, int y);
448
449 // returns the mapspace this object is in
450 mapspace &ms () const;
241 451
242 // fully recursive iterator 452 // fully recursive iterator
243 struct iterator_base 453 struct iterator_base
244 { 454 {
245 object *item; 455 object *item;
252 operator object *() const { return item; } 462 operator object *() const { return item; }
253 463
254 object *operator ->() const { return item; } 464 object *operator ->() const { return item; }
255 object &operator * () const { return *item; } 465 object &operator * () const { return *item; }
256 }; 466 };
467
468 MTH unsigned int random_seed () const
469 {
470 return (unsigned int)uuid.seq;
471 }
257 472
258 // depth-first recursive iterator 473 // depth-first recursive iterator
259 struct depth_iterator : iterator_base 474 struct depth_iterator : iterator_base
260 { 475 {
261 depth_iterator (object *container); 476 depth_iterator (object *container);
272 object *end () 487 object *end ()
273 { 488 {
274 return this; 489 return this;
275 } 490 }
276 491
492 /* This returns TRUE if the object is something that
493 * should be displayed in the floorbox/inventory window
494 */
495 MTH bool client_visible () const
496 {
497 return !invisible && type != PLAYER;
498 }
499
500 MTH struct region *region () const;
501
277protected: 502protected:
278 friend struct archetype; 503 friend struct archetype;
279 504
280 void link (); 505 void link ();
281 void unlink (); 506 void unlink ();
282 507
283 object (); 508 object ();
284 ~object (); 509 ~object ();
285}; 510};
286 511
287#define get_object() object::create () 512typedef object_vector<object, &object::index > objectvec;
288#define free_object(op) (op)->free (0) 513typedef 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 ()
293 514
294static inline object * 515extern objectvec objects;
295get_owner (object *op) 516extern activevec actives;
296{
297 return op->get_owner ();
298}
299 517
300static inline void 518#define for_all_objects(var) \
301set_owner (object *op, object *owner) 519 for (unsigned _i = 0; _i < objects.size (); ++_i) \
302{ 520 declvar (object *, var, objects [_i])
303 op->set_owner (owner);
304}
305 521
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 522#define for_all_actives(var) \
523 for (unsigned _i = 0; _i < actives.size (); ++_i) \
524 declvar (object *, var, actives [_i])
307 525
308typedef struct oblnk 526typedef struct oblnk
309{ /* Used to link together several objects */ 527{ /* Used to link together several objects */
310 object *ob; 528 object_ptr ob;
311 struct oblnk *next; 529 struct oblnk *next;
312 tag_t id;
313} objectlink; 530} objectlink;
314 531
315typedef struct oblinkpt 532typedef struct oblinkpt
316{ /* Used to link together several object links */ 533{ /* Used to link together several object links */
317 struct oblnk *link; 534 struct oblnk *link;
318 long value; /* Used as connected value in buttons/gates */ 535 long value; /* Used as connected value in buttons/gates */
319 struct oblinkpt *next; 536 struct oblinkpt *next;
320} oblinkpt; 537} oblinkpt;
538
539object *find_skill_by_name (object *who, const char *name);
540object *find_skill_by_name (object *who, const shstr &sh);
541object *find_skill_by_number (object *who, int skillno);
542int change_skill (object *who, object *new_skill, int flag);
321 543
322/* 544/*
323 * The archetype structure is a set of rules on how to generate and manipulate 545 * The archetype structure is a set of rules on how to generate and manipulate
324 * objects which point to archetypes. 546 * objects which point to archetypes.
325 * This probably belongs in arch.h, but there really doesn't appear to 547 * 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 548 * 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 549 * object and pointers. This structure should get removed, and just replaced
328 * by the object structure 550 * by the object structure
329 */ 551 */
330 552
331ACC_CLASS(archetype) 553INTERFACE_CLASS (archetype)
332struct archetype : zero_initialised 554struct archetype : zero_initialised, attachable
333{ 555{
334 archetype (); 556 archetype ();
335 ~archetype (); 557 ~archetype ();
558 void gather_callbacks (AV *&callbacks, event_type event) const;
336 559
560 static archetype *read (object_thawer &f);
561 static archetype *get (const char *name); // find or create
562 static archetype *find (const char *name);
563
564 void hash_add (); // add to hashtable
565 void hash_del (); // remove from hashtable
566
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 567 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 568 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
339 struct archetype *ACC (RW, head); /* The main part of a linked object */ 569 struct archetype *ACC (RW, head); /* The main part of a linked object */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */ 570 struct archetype *ACC (RW, more); /* Next part of a linked object */
341 object ACC (RO, clone); /* An object from which to do copy_object() */ 571 object ACC (RO, clone); /* An object from which to do ->copy_to () */
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 572 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
573 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 574 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. 575 * in comparison to the head.
345 */ 576 */
346}; 577};
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)
357 578
358/* Used by update_object to know if the object being passed is 579/* Used by update_object to know if the object being passed is
359 * being added or removed. 580 * being added or removed.
360 */ 581 */
361#define UP_OBJ_INSERT 1 582#define UP_OBJ_INSERT 1
396#define INS_ON_TOP 0x0008 617#define INS_ON_TOP 0x0008
397#define INS_BELOW_ORIGINATOR 0x0010 618#define INS_BELOW_ORIGINATOR 0x0010
398#define INS_MAP_LOAD 0x0020 619#define INS_MAP_LOAD 0x0020
399 620
400#define ARCH_SINGULARITY "singularity" 621#define ARCH_SINGULARITY "singularity"
401#define ARCH_SINGULARITY_LEN 11
402#define ARCH_DETECT_MAGIC "detect_magic" 622#define ARCH_DETECT_MAGIC "detect_magic"
403#define ARCH_DEPLETION "depletion" 623#define ARCH_DEPLETION "depletion"
404#define ARCH_SYMPTOM "symptom" 624#define ARCH_SYMPTOM "symptom"
405 625
406#endif 626#endif
627

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