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Comparing deliantra/server/include/object.h (file contents):
Revision 1.36 by root, Thu Sep 14 17:10:25 2006 UTC vs.
Revision 1.182 by root, Sat Sep 20 00:09:27 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 (©) 2005,2006,2007,2008 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 *
49 * key and value are shared-strings. 77 * key and value are shared-strings.
50 * 78 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 80 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
54 */ 82 */
55struct key_value 83struct key_value : slice_allocated
56{ 84{
57 key_value *next; 85 key_value *next;
58 shstr key, value; 86 shstr key, value;
59}; 87};
60 88
61struct UUID 89struct UUID
62{ 90{
63 uint64 seq; 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 }
64}; 122};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
68 123
69/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * 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
71 * 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
72 * can_apply and will_apply? 127 * can_apply and will_apply?
75#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
76#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
77#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
79 134
80/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
81 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object.
83 */
84
85// these are not being copied
86ACC_CLASS (object)
87struct object_keep : refcounted
88{ 136{
89 tag_t ACC (RW, count); /* Generation count for this object */ 137 signed char info:4; /* body info as loaded from the file */
90 UUID uuid; // Unique Identifier, survives saves etc. 138 signed char used:4; /* Calculated value based on items equipped */
91
92 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113}; 139};
114 140
141INTERFACE_CLASS (object)
115// these are being copied 142// these are being copied
116struct object_copy : attachable<object> 143struct object_copy : attachable
117{ 144{
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
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* 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
124 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 */
125 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 */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */
130 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
131 refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ 169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
132 refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
133 refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 173 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 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 */
138 177
139// these are being copied and also cleared
140struct object_pod
141{
142 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
145 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 */
146 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 181
150 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */
153 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
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 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 */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 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) */
163 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 196 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 200 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 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 */
171 sint16 ACC (RW, level); /* Level of creature or object */ 202 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 203 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
174 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) */
175 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 */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
179 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
180 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
181 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
182 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
183 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
186 219
187 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 /* changes made by kholland@sunlab.cit.cornell.edu */ 222
190 /* allows different movement patterns for attackers */ 223 /* allows different movement patterns for attackers */
191 sint32 ACC (RW, move_status); /* What stage in attack mode */ 224 sint32 ACC (RW, move_status); /* What stage in attack mode */
192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
193 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. */
194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 228 /* races/classes can need less/more exp to gain levels */
196 229
197 /* Spell related information, may be useful elsewhere 230 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
199 * only used in spells. 232 * only used in spells.
200 */ 233 */
201 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
203 uint16 ACC (RW, start_holding); 237 uint16 ACC (RW, start_holding);
204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
205 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
206 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
207 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
208 char *ACC (RW, spellarg); 253 char *ACC (RW, spellarg);
209 254
210 /* Following are values used by any object */ 255 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 257 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 258 flags_t flag; /* various flags */
213 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
266 uint8 ACC (RW, will_apply); /* See crossfire.doc */
267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
270};
271
272struct object : zero_initialised, object_copy
273{
274 // These variables are not changed by ->copy_to
275 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
276
277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
278 int ACC (RO, count);
279 object_vector_index ACC (RO, index); // index into objects
280 object_vector_index ACC (RO, active); // index into actives
281
282 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
283
284 object *ACC (RW, below); /* Pointer to the object stacked below this one */
285 object *ACC (RW, above); /* Pointer to the object stacked above this one */
286 /* Note: stacked in the *same* environment */
287 object *inv; /* Pointer to the first object in the inventory */
288
289 //TODO: container must move into client
290 object_ptr ACC (RW, container); /* Current container being used. I think this
291 * is only used by the player right now.
292 */
293 object *ACC (RW, env); /* Pointer to the object which is the environment.
294 * This is typically the container that the object is in.
295 */
296 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
298 client_container *seen_by; // seen by which player/container currently?
214 key_value *key_values; /* Fields not explictly known by the loader. */ 299 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */
216 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */
223 300
224 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 301 // privates / perl
225 MoveType ACC (RW, move_block); /* What movement types this blocks */ 302 const shstr &kv_get (const shstr &key) const;
226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 303 void kv_del (const shstr &key);
227 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 304 void kv_set (const shstr &key, const shstr &value);
228 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
229 MoveType ACC (RW, move_slow); /* Movement types this slows down */
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231};
232 305
233struct object : zero_initialised, object_keep, object_copy, object_pod 306 // custom extra fields management
234{ 307 struct key_value_access_proxy
308 {
309 object &ob;
310 shstr key;
311
312 key_value_access_proxy (object &ob, const shstr &key)
313 : ob (ob), key (key)
314 {
315 }
316
317 const key_value_access_proxy &operator =(const shstr &value) const
318 {
319 ob.kv_set (key, value);
320 return *this;
321 }
322
323 operator const shstr &() const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); }
325
326 private:
327 void operator =(int);
328 };
329
330 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key)
332 {
333 return key_value_access_proxy (*this, key);
334 }
335
336 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
337 MTH void post_load_check (); // do some adjustments after parsing
338 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
339 bool write (object_freezer &f);
340
341 MTH int slottype () const;
235 static object *create (); 342 MTH static object *create ();
343 const mapxy &operator =(const mapxy &pos);
344 MTH void copy_to (object *dst);
345 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory
347 void do_destroy ();
348 void gather_callbacks (AV *&callbacks, event_type event) const;
236 void free (bool free_inventory = false); 349 MTH void destroy (bool destroy_inventory = false);
237 350
238 static void free_mortals (); 351 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
352 MTH void destroy_inv (bool drop_to_ground = false);
353 MTH object *insert (object *item); // insert into inventory
354 MTH void play_sound (faceidx sound);
355
356 void do_remove ();
357 MTH void remove ()
358 {
359 if (!flag [FLAG_REMOVED])
360 do_remove ();
361 }
362
363 MTH bool blocked (maptile *m, int x, int y) const;
364
365 void move_to (const mapxy &pos)
366 {
367 remove ();
368 *this = pos;
369 insert_at (this, this);
370 }
371
239 static bool can_merge (object *op1, object *op2); 372 static bool can_merge_slow (object *op1, object *op2);
240 373
241 void clear (); 374 // this is often used in time-critical code, so optimise
242 void clone (object *destination); 375 MTH static bool can_merge (object *op1, object *op2)
243
244 void instantiate ()
245 { 376 {
246 if (!uuid.seq) // HACK 377 return op1->value == op2->value
247 uuid = gen_uuid (); 378 && op1->name == op2->name
248 379 && can_merge_slow (op1, op2);
249 attachable<object>::instantiate ();
250 } 380 }
251 381
252 void set_owner (object *owner); 382 MTH void set_owner (object *owner);
383 MTH void set_speed (float speed);
384 MTH bool change_weapon (object *ob);
385 MTH bool change_skill (object *ob);
386
387 MTH void open_container (object *new_container);
388 MTH void close_container ()
389 {
390 open_container (0);
391 }
392
393 MTH object *force_find (const shstr name);
394 MTH void force_add (const shstr name, int duration = 0);
395
396 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
397 bool should_invoke (event_type event)
398 {
399 return ev_want_event [event] || ev_want_type [type] || cb;
400 }
401
402 MTH void instantiate ();
403
404 // recalculate all stats
405 MTH void update_stats ();
406 MTH void roll_stats ();
407 MTH void swap_stats (int a, int b);
408 MTH void add_statbonus ();
409 MTH void remove_statbonus ();
410 MTH void drain_stat ();
411 MTH void drain_specific_stat (int deplete_stats);
412 MTH void change_luck (int value);
253 413
254 // info must hold 256 * 3 bytes currently 414 // info must hold 256 * 3 bytes currently
255 const char *debug_desc (char *info) const; 415 const char *debug_desc (char *info) const;
256 const char *debug_desc () const; 416 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
417 const char *flag_desc (char *desc, int len) const;
418
419 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
420 MTH object *split (sint32 nr = 1); // return 0 on failure
421
422 MTH int number_of () const
423 {
424 return nrof ? nrof : 1;
425 }
426
427 MTH sint32 total_weight () const
428 {
429 return (weight + carrying) * number_of ();
430 }
431
432 MTH void update_weight ();
433
434 // return the dominant material of this item, always return something
435 const materialtype_t *dominant_material () const;
436
437 // return the volume of this object in cm³
438 MTH uint64 volume () const
439 {
440 return total_weight ()
441 * 1000
442 * (type == CONTAINER ? 1000 : 1)
443 / dominant_material ()->density;
444 }
445
446 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
447 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
448 || type == CLOAK || type == BOOTS || type == GLOVES
449 || type == BRACERS || type == GIRDLE; }
450 MTH bool is_alive () const { return (type == PLAYER
451 || flag [FLAG_MONSTER]
452 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
453 && !flag [FLAG_IS_A_TEMPLATE]; }
454 MTH bool is_arrow () const { return type == ARROW
455 || (type == SPELL_EFFECT
456 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
457 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
458
459 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
460
461 // temporary: wether the object can be saved in a map file
462 // contr => is a player
463 // head => only save head of a multitile object
464 // owner => can not reference owner yet
465 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
466
467 /* This return true if object has still randomitems which
468 * could be expanded.
469 */
470 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
471
472 MTH bool has_dialogue () const { return *&msg == '@'; }
473
474 // returns the outermost owner, never returns 0
475 MTH object *outer_owner ()
476 {
477 object *op;
478
479 for (op = this; op->owner; op = op->owner)
480 ;
481
482 return op;
483 }
484
485 // returns the outermost environment, never returns 0
486 MTH object *outer_env ()
487 {
488 object *op;
489
490 for (op = this; op->env; op = op->env)
491 ;
492
493 return op;
494 }
495
496 // returns the player that has this object in his inventory, or 0
497 // we assume the player is always the outer env
498 MTH object *in_player ()
499 {
500 object *op = outer_env ();
501
502 return op->type == PLAYER ? op : 0;
503 }
504
505 // "temporary" helper function
506 MTH object *head_ ()
507 {
508 return head ? head : this;
509 }
510
511 MTH bool is_head ()
512 {
513 return head_ () == this;
514 }
515
516 MTH bool is_on_map () const
517 {
518 return !env && !flag [FLAG_REMOVED];
519 }
520
521 // returns the player that cna see this object, if any
522 MTH object *visible_to () const;
523
524 MTH std::string long_desc (object *who = 0);
525 MTH std::string describe_monster (object *who = 0);
526 MTH std::string describe_item (object *who = 0);
527 MTH std::string describe (object *who = 0);
528
529 // If this object has no extra parts but should have them,
530 // add them, effectively expanding heads into multipart
531 // objects. This method only works on objects not inserted
532 // anywhere.
533 MTH void expand_tail ();
534
535 MTH void create_treasure (treasurelist *tl, int flags = 0);
536
537 // insert object at same map position as 'where'
538 // handles both inventory and map "positions"
539 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
540 MTH void drop_unpaid_items ();
541
542 MTH void activate ();
543 MTH void deactivate ();
544 MTH void activate_recursive ();
545 MTH void deactivate_recursive ();
546
547 // set the given flag on all objects in the inventory recursively
548 MTH void set_flag_inv (int flag, int value = 1);
549
550 void enter_exit (object *exit);//Perl
551 MTH void enter_map (maptile *newmap, int x, int y);
552 void player_goto (const char *path, int x, int y); // only for players
553
554 // returns the mapspace this object is in
555 mapspace &ms () const;
257 556
258 // fully recursive iterator 557 // fully recursive iterator
259 struct iterator_base 558 struct iterator_base
260 { 559 {
261 object *item; 560 object *item;
268 operator object *() const { return item; } 567 operator object *() const { return item; }
269 568
270 object *operator ->() const { return item; } 569 object *operator ->() const { return item; }
271 object &operator * () const { return *item; } 570 object &operator * () const { return *item; }
272 }; 571 };
572
573 MTH unsigned int random_seed () const
574 {
575 return (unsigned int)uuid.seq;
576 }
273 577
274 // depth-first recursive iterator 578 // depth-first recursive iterator
275 struct depth_iterator : iterator_base 579 struct depth_iterator : iterator_base
276 { 580 {
277 depth_iterator (object *container); 581 depth_iterator (object *container);
288 object *end () 592 object *end ()
289 { 593 {
290 return this; 594 return this;
291 } 595 }
292 596
597 /* This returns TRUE if the object is something that
598 * a client might want to know about.
599 */
600 MTH bool client_visible () const
601 {
602 return !invisible && type != PLAYER;
603 }
604
605 // the client does nrof * this weight
606 MTH sint32 client_weight () const
607 {
608 return weight + carrying;
609 }
610
611 MTH struct region *region () const;
612
613 void statusmsg (const char *msg, int color = NDI_BLACK);
614 void failmsg (const char *msg, int color = NDI_RED);
615
616 const char *query_inventory (object *who = 0, const char *indent = "");
617
618 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
619 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
620
293protected: 621protected:
294 friend struct archetype;
295
296 void link (); 622 void link ();
297 void unlink (); 623 void unlink ();
298 624
299 object (); 625 object ();
300 ~object (); 626 ~object ();
627
628private:
629 object &operator =(const object &);
630 object (const object &);
301}; 631};
302 632
303#define get_object() object::create () 633// move this object to the top of its env's inventory to speed up
304#define free_object(op) (op)->free (0) 634// searches for it.
305#define free_object2(op, free_inv) (op)->free (free_inv) 635static object *
306#define clear_owner(op) (op)->owner = 0 636splay (object *ob)
307#define copy_owner(op,other) (op)->owner = (other)->owner
308#define get_owner(op) (op)->owner
309#define clear_object(op) (op)->clear ()
310
311static inline void
312set_owner (object *op, object *owner)
313{ 637{
314 op->set_owner (owner); 638 if (ob->env && ob->env->inv != ob)
639 {
640 if (ob->above) ob->above->below = ob->below;
641 if (ob->below) ob->below->above = ob->above;
642
643 ob->above = 0;
644 ob->below = ob->env->inv;
645 ob->below->above = ob;
646 ob->env->inv = ob;
647 }
648
649 return ob;
315} 650}
316
317#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
318 651
319typedef struct oblnk 652typedef struct oblnk
320{ /* Used to link together several objects */ 653{ /* Used to link together several objects */
321 object *ob; 654 object_ptr ob;
322 struct oblnk *next; 655 struct oblnk *next;
323 tag_t id;
324} objectlink; 656} objectlink;
325 657
326typedef struct oblinkpt 658typedef struct oblinkpt
327{ /* Used to link together several object links */ 659{ /* Used to link together several object links */
328 struct oblnk *link; 660 struct oblnk *link;
329 long value; /* Used as connected value in buttons/gates */ 661 sint32 value; /* Used as connected value in buttons/gates */
330 struct oblinkpt *next; 662 struct oblinkpt *next;
331} oblinkpt; 663} oblinkpt;
664
665object *find_skill_by_name (object *who, const char *name);
666object *find_skill_by_name (object *who, const shstr &sh);
667object *find_skill_by_number (object *who, int skillno);
332 668
333/* 669/*
334 * The archetype structure is a set of rules on how to generate and manipulate 670 * The archetype structure is a set of rules on how to generate and manipulate
335 * objects which point to archetypes. 671 * objects which point to archetypes.
336 * This probably belongs in arch.h, but there really doesn't appear to 672 * This probably belongs in arch.h, but there really doesn't appear to
337 * be much left in the archetype - all it really is is a holder for the 673 * be much left in the archetype - all it really is is a holder for the
338 * object and pointers. This structure should get removed, and just replaced 674 * object and pointers. This structure should get removed, and just replaced
339 * by the object structure 675 * by the object structure
340 */ 676 */
341 677
342ACC_CLASS(archetype) 678INTERFACE_CLASS (archetype)
343struct archetype : zero_initialised 679struct archetype : object
344{ 680{
345 archetype (); 681 static arch_ptr empty; // the empty_archetype
682 MTH static void gc ();
683
684 archetype (const char *name);
346 ~archetype (); 685 ~archetype ();
686 void gather_callbacks (AV *&callbacks, event_type event) const;
347 687
688 MTH static archetype *find (const_utf8_string name);
689
690 MTH void link ();
691 MTH void unlink ();
692
693 MTH static object *get (const char *name); // (find() || singularity)->instance()
694 MTH object *instance ();
695
696 object_vector_index ACC (RW, archid); // index in archvector
348 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 697 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
349 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 698
350 struct archetype *ACC (RW, head); /* The main part of a linked object */ 699 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
351 struct archetype *ACC (RW, more); /* Next part of a linked object */ 700 sint8 ACC (RW, max_x), ACC (RW, max_y);
352 object ACC (RO, clone); /* An object from which to do copy_object() */ 701
353 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 702 // support for archetype loading
354 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 703 static archetype *read (object_thawer &f);
355 * in comparison to the head. 704 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
356 */ 705 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
357}; 706};
358 707
708// compatbiility, remove once replaced by ->instance
709inline object *
710arch_to_object (archetype *at)
711{
712 return at->instance ();
713}
714
715inline void
716object_freezer::put (keyword k, archetype *v)
717{
718 put (k, v ? &v->archname : (const char *)0);
719}
720
721typedef object_vector<object, &object::index > objectvec;
722typedef object_vector<object, &object::active> activevec;
723typedef object_vector<archetype, &archetype::archid> archvec;
724
359extern object *objects; 725extern objectvec objects;
360extern object *active_objects; 726extern activevec actives;
727extern archvec archetypes;
361 728
362extern int nrofallocobjects; 729// "safely" iterate over inv in a way such that the current item is removable
730// quite horrible, thats why its hidden in some macro
731#define for_inv_removable(op,var) \
732 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
363 733
364/* This returns TRUE if the object is something that 734#define for_all_objects(var) \
365 * should be displayed in the look window 735 for (unsigned _i = 0; _i < objects.size (); ++_i) \
366 */ 736 statementvar (object *, var, objects [_i])
367#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 737
738#define for_all_actives(var) \
739 for (unsigned _i = 0; _i < actives.size (); ++_i) \
740 statementvar (object *, var, actives [_i])
741
742#define for_all_archetypes(var) \
743 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
744 statementvar (archetype *, var, archetypes [_i])
368 745
369/* Used by update_object to know if the object being passed is 746/* Used by update_object to know if the object being passed is
370 * being added or removed. 747 * being added or removed.
371 */ 748 */
372#define UP_OBJ_INSERT 1 749#define UP_OBJ_INSERT 1
389 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 766 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
390 * Use for treasure chests so the new object is the highest thing 767 * Use for treasure chests so the new object is the highest thing
391 * beneath the player, but not actually above it. Note - the 768 * beneath the player, but not actually above it. Note - the
392 * map and x,y coordinates for the object to be inserted must 769 * map and x,y coordinates for the object to be inserted must
393 * match the originator. 770 * match the originator.
394 * INS_MAP_LOAD: disable lots of checkings done at insertion to
395 * speed up map loading process, as we assume the ordering in
396 * loaded map is correct.
397 * 771 *
398 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 772 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
399 * are mutually exclusive. The behaviour for passing more than one 773 * are mutually exclusive. The behaviour for passing more than one
400 * should be considered undefined - while you may notice what happens 774 * should be considered undefined - while you may notice what happens
401 * right now if you pass more than one, that could very well change 775 * right now if you pass more than one, that could very well change
404#define INS_NO_MERGE 0x0001 778#define INS_NO_MERGE 0x0001
405#define INS_ABOVE_FLOOR_ONLY 0x0002 779#define INS_ABOVE_FLOOR_ONLY 0x0002
406#define INS_NO_WALK_ON 0x0004 780#define INS_NO_WALK_ON 0x0004
407#define INS_ON_TOP 0x0008 781#define INS_ON_TOP 0x0008
408#define INS_BELOW_ORIGINATOR 0x0010 782#define INS_BELOW_ORIGINATOR 0x0010
409#define INS_MAP_LOAD 0x0020
410 783
411#define ARCH_SINGULARITY "singularity"
412#define ARCH_SINGULARITY_LEN 11
413#define ARCH_DETECT_MAGIC "detect_magic"
414#define ARCH_DEPLETION "depletion" 784#define ARCH_DEPLETION "depletion"
415#define ARCH_SYMPTOM "symptom"
416 785
417#endif 786#endif
787

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