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Comparing deliantra/server/include/object.h (file contents):
Revision 1.40 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.125 by root, Sat May 19 00:08:11 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{
59}; 85};
60 86
61struct UUID 87struct UUID
62{ 88{
63 uint64 seq; 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; }
64}; 95};
65 96
66extern void init_uuid (); 97extern void init_uuid ();
67extern UUID gen_uuid (); 98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
68 100
69/* Definition for WILL_APPLY values. Replaces having harcoded values 101/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * 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
71 * 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
72 * can_apply and will_apply? 104 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 109#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 110#define WILL_APPLY_FOOD 0x10
79 111
80/* 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
81 * 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,
82 * e.g. copy_object. 114 * e.g. ->copy_to ()
83 */ 115 */
84 116
85// 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
86ACC_CLASS (object) 123INTERFACE_CLASS (object)
87struct object_keep : refcounted
88{
89 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc.
91
92 /* These variables are not changed by copy_object() */
93 player *ACC (RW, contr); /* Pointer to the player which control this object */
94 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 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 object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 object *inv; /* Pointer to the first object in the inventory */
104 object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 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 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
113};
114
115// these are being copied 124// these are being copied
116struct object_copy : attachable<object> 125struct object_copy : attachable
117{ 126{
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
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 136 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 137 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 138 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 140 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 141 /* If this is an exit, this is the filename */
124 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 */
125 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 */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 144 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 145 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 146 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 147 shstr ACC (RW, custom_name); /* Custom name assigned by player */
148// 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 */ 149 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 */ 150 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 */ 151 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 */ 152 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 154 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 155 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 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 */
138 158
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 */ 159 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 */ 160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
146 uint32 ACC (RW, nrof); /* How many of the objects */ 161 uint32 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. */
149 162
150 /* This next big block are basically used for monsters and equipment */ 163 /* This next big block are 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 */ 164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 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 */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 171 uint16 ACC (RW, materials); /* What materials this object consists of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 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) */
163 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 177 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 181 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 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 */
171 sint16 ACC (RW, level); /* Level of creature or object */ 183 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 185 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) */ 186 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 */ 187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 188 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
180 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
181 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
182 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 194 body_slot slot [NUM_BODY_LOCATIONS];
183 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 195 faceidx ACC (RW, face); /* Face with colors */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
186 198
187 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 /* changes made by kholland@sunlab.cit.cornell.edu */ 201
190 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
191 sint32 ACC (RW, move_status); /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 204 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. */ 205 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 */ 206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 207 /* races/classes can need less/more exp to gain levels */
196 208
197 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
199 * only used in spells. 211 * only used in spells.
200 */ 212 */
201 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
203 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
205 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
206 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
207 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
208 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
209 233
210 /* Following are values used by any object */ 234 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */
211 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 236 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 archetype *ACC (RW, arch); /* Pointer to archetype */ 237 flags_t flag; /* various flags */
213 archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 238#if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240#endif
241 uint16 ACC (RW, animation_id);/* An index into the animation array */
242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */
247};
248
249struct object : zero_initialised, object_copy
250{
251 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
253
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
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?
214 key_value *key_values; /* Fields not explictly known by the loader. */ 276 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 */
223 277
224 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
225 MoveType ACC (RW, move_block); /* What movement types this blocks */ 279 void post_load_check (); // do some adjustments after parsing
226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
227 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 281 bool write (object_freezer &f);
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};
232 282
233struct object : zero_initialised, object_keep, object_copy, object_pod 283 MTH int slottype () const;
234{
235 typedef unordered_vector<object *> vector;
236
237 static vector mortals;
238 static vector active; // active objects, not yet used
239 static vector objects; // not used yet, use first->next->...
240 static object *first; // will be replaced by "objects"
241
242 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;
243 void free (bool free_inventory = false); 290 MTH void destroy (bool destroy_inventory = false);
244 291
245 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
246 static bool can_merge (object *op1, object *op2); 302 static bool can_merge_slow (object *op1, object *op2);
247 303
248 void clear (); 304 // this is often used in time-critical code, so optimise
249 void clone (object *destination); 305 MTH static bool can_merge (object *op1, object *op2)
250
251 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
252
253 void instantiate ()
254 { 306 {
255 if (!uuid.seq) // HACK 307 return op1->value == op2->value
256 uuid = gen_uuid (); 308 && op1->name == op2->name
257 309 && can_merge_slow (op1, op2);
258 attachable<object>::instantiate ();
259 } 310 }
260 311
261 void set_owner (object *owner); 312 MTH void set_owner (object *owner);
313 MTH void set_speed (float speed);
314 MTH bool change_weapon (object *ob);
315 MTH bool change_skill (object *ob);
316
317 MTH void open_container (object *new_container);
318 MTH void close_container ()
319 {
320 open_container (0);
321 }
322
323 // overwrite the attachable invoke function with a version that also checks ev_want_type
324 bool invoke (event_type event, ...)
325 {
326 if (ev_want_event [event] || ev_want_type [type] || cb)
327 {
328 va_list ap;
329 va_start (ap, event);
330 vinvoke (event, ap);
331 va_end (ap);
332 }
333 }
334
335 MTH void instantiate ();
336
337 // recalculate all stats
338 MTH void update_stats ();
339 MTH void roll_stats ();
340 MTH void swap_stats (int a, int b);
341 MTH void add_statbonus ();
342 MTH void remove_statbonus ();
343 MTH void drain_stat ();
344 MTH void drain_specific_stat (int deplete_stats);
345 MTH void change_luck (int value);
262 346
263 // info must hold 256 * 3 bytes currently 347 // info must hold 256 * 3 bytes currently
264 const char *debug_desc (char *info) const; 348 const char *debug_desc (char *info) const;
265 const char *debug_desc () const; 349 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
350 const char *flag_desc (char *desc, int len) const;
351
352 int number_of () const
353 {
354 return nrof ? nrof : 1;
355 }
356
357 uint64 total_weight () const
358 {
359 return weight * number_of ();
360 }
361
362 // return the dominant material of this item, always return something
363 const materialtype_t *dominant_material () const;
364
365 // return the volume of this object in cm³
366 uint64 volume () const
367 {
368 return total_weight ()
369 * 1000
370 * (type == CONTAINER ? 1000 : 1)
371 / dominant_material ()->density;
372 }
373
374 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
375 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
376 || type == CLOAK || type == BOOTS || type == GLOVES
377 || type == BRACERS || type == GIRDLE; }
378 MTH bool is_alive () const { return (type == PLAYER
379 || flag [FLAG_MONSTER]
380 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
381 && !flag [FLAG_IS_A_TEMPLATE]; }
382 MTH bool is_arrow () const { return type == ARROW
383 || (type == SPELL_EFFECT
384 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
385 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
386
387 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
388
389 // temporary: wether the object can be saved in a map file
390 // contr => is a player
391 // head => only save head of a multitile object
392 // owner => can not reference owner yet
393 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
394
395 /* This return true if object has still randomitems which
396 * could be expanded.
397 */
398 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
399
400 // returns the player that has this object in his inventory, or 0
401 MTH object *in_player () const
402 {
403 for (object *op = env; op; op = op->env)
404 if (op->type == PLAYER)
405 return op;
406
407 return 0;
408 }
409
410 // "temporary" helper function
411 MTH object *head_ ()
412 {
413 return head ? head : this;
414 }
415
416 MTH std::string long_desc (object *who = 0);
417 MTH std::string describe_monster (object *who = 0);
418 MTH std::string describe_item (object *who = 0);
419 MTH std::string describe (object *who = 0);
420
421 // If this object has no extra parts but should have them,
422 // add them, effectively expanding heads into multipart
423 // objects. This method only works on objects not inserted
424 // anywhere.
425 MTH void expand_tail ();
426
427 MTH void create_treasure (treasurelist *tl, int flags = 0);
428
429 // insert object at same map position as 'where'
430 // handles both inventory and map "positions"
431 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
432
433 MTH void activate ();
434 MTH void deactivate ();
435 MTH void activate_recursive ();
436 MTH void deactivate_recursive ();
437
438 // set the givne flag on all objects in the inventory recursively
439 MTH void set_flag_inv (int flag, int value = 1);
440
441 void enter_exit (object *exit);//Perl
442 MTH void enter_map (maptile *newmap, int x, int y);
443
444 // returns the mapspace this object is in
445 mapspace &ms () const;
266 446
267 // fully recursive iterator 447 // fully recursive iterator
268 struct iterator_base 448 struct iterator_base
269 { 449 {
270 object *item; 450 object *item;
277 operator object *() const { return item; } 457 operator object *() const { return item; }
278 458
279 object *operator ->() const { return item; } 459 object *operator ->() const { return item; }
280 object &operator * () const { return *item; } 460 object &operator * () const { return *item; }
281 }; 461 };
462
463 MTH unsigned int random_seed () const
464 {
465 return (unsigned int)uuid.seq;
466 }
282 467
283 // depth-first recursive iterator 468 // depth-first recursive iterator
284 struct depth_iterator : iterator_base 469 struct depth_iterator : iterator_base
285 { 470 {
286 depth_iterator (object *container); 471 depth_iterator (object *container);
297 object *end () 482 object *end ()
298 { 483 {
299 return this; 484 return this;
300 } 485 }
301 486
487 /* This returns TRUE if the object is something that
488 * should be displayed in the floorbox/inventory window
489 */
490 MTH bool client_visible () const
491 {
492 return !invisible && type != PLAYER;
493 }
494
495 MTH struct region *region () const;
496
302protected: 497protected:
303 friend struct archetype; 498 friend struct archetype;
304 499
305 void link (); 500 void link ();
306 void unlink (); 501 void unlink ();
307 502
308 object (); 503 object ();
309 ~object (); 504 ~object ();
310}; 505};
311 506
312#define get_object() object::create () 507// move this object to the top of its env's inventory to speed up
313#define free_object(op) (op)->free (0) 508// searches for it.
314#define free_object2(op, free_inv) (op)->free (free_inv) 509static object *
315#define clear_owner(op) (op)->owner = 0 510splay (object *ob)
316#define copy_owner(op,other) (op)->owner = (other)->owner
317#define get_owner(op) (op)->owner
318#define clear_object(op) (op)->clear ()
319
320static inline void
321set_owner (object *op, object *owner)
322{ 511{
323 op->set_owner (owner); 512 if (ob->env && ob->env->inv != ob)
513 {
514 if (ob->above) ob->above->below = ob->below;
515 if (ob->below) ob->below->above = ob->above;
516
517 ob->above = 0;
518 ob->below = ob->env->inv;
519 ob->below->above = ob;
520 ob->env->inv = ob;
521 }
522
523 return ob;
324} 524}
325 525
326#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 526typedef object_vector<object, &object::index > objectvec;
527typedef object_vector<object, &object::active> activevec;
528
529extern objectvec objects;
530extern activevec actives;
531
532#define for_all_objects(var) \
533 for (unsigned _i = 0; _i < objects.size (); ++_i) \
534 declvar (object *, var, objects [_i])
535
536#define for_all_actives(var) \
537 for (unsigned _i = 0; _i < actives.size (); ++_i) \
538 declvar (object *, var, actives [_i])
327 539
328typedef struct oblnk 540typedef struct oblnk
329{ /* Used to link together several objects */ 541{ /* Used to link together several objects */
330 object *ob; 542 object_ptr ob;
331 struct oblnk *next; 543 struct oblnk *next;
332 tag_t id;
333} objectlink; 544} objectlink;
334 545
335typedef struct oblinkpt 546typedef struct oblinkpt
336{ /* Used to link together several object links */ 547{ /* Used to link together several object links */
337 struct oblnk *link; 548 struct oblnk *link;
338 long value; /* Used as connected value in buttons/gates */ 549 long value; /* Used as connected value in buttons/gates */
339 struct oblinkpt *next; 550 struct oblinkpt *next;
340} oblinkpt; 551} oblinkpt;
552
553object *find_skill_by_name (object *who, const char *name);
554object *find_skill_by_name (object *who, const shstr &sh);
555object *find_skill_by_number (object *who, int skillno);
341 556
342/* 557/*
343 * The archetype structure is a set of rules on how to generate and manipulate 558 * The archetype structure is a set of rules on how to generate and manipulate
344 * objects which point to archetypes. 559 * objects which point to archetypes.
345 * This probably belongs in arch.h, but there really doesn't appear to 560 * This probably belongs in arch.h, but there really doesn't appear to
346 * be much left in the archetype - all it really is is a holder for the 561 * be much left in the archetype - all it really is is a holder for the
347 * object and pointers. This structure should get removed, and just replaced 562 * object and pointers. This structure should get removed, and just replaced
348 * by the object structure 563 * by the object structure
349 */ 564 */
350 565
351ACC_CLASS(archetype) 566INTERFACE_CLASS (archetype)
352struct archetype : zero_initialised 567struct archetype : zero_initialised, attachable
353{ 568{
354 archetype (); 569 archetype ();
355 ~archetype (); 570 ~archetype ();
571 void gather_callbacks (AV *&callbacks, event_type event) const;
356 572
573 static archetype *read (object_thawer &f);
574 static archetype *get (const char *name); // find or create
357 static archetype *find (const char *arch); 575 static archetype *find (const char *name);
576
577 void hash_add (); // add to hashtable
578 void hash_del (); // remove from hashtable
358 579
359 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 580 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
360 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 581 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
361 struct archetype *ACC (RW, head); /* The main part of a linked object */ 582 struct archetype *ACC (RW, head); /* The main part of a linked object */
362 struct archetype *ACC (RW, more); /* Next part of a linked object */ 583 struct archetype *ACC (RW, more); /* Next part of a linked object */
363 object ACC (RO, clone); /* An object from which to do copy_object() */ 584 object ACC (RO, clone); /* An object from which to do ->copy_to () */
364 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 585 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
586 bool ACC (RW, linked); // linked into list of heads
365 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 587 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
366 * in comparison to the head. 588 * in comparison to the head.
367 */ 589 */
368}; 590};
369
370extern object *objects;
371extern object *active_objects;
372
373extern int nrofallocobjects;
374
375/* This returns TRUE if the object is something that
376 * should be displayed in the look window
377 */
378#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
379 591
380/* Used by update_object to know if the object being passed is 592/* Used by update_object to know if the object being passed is
381 * being added or removed. 593 * being added or removed.
382 */ 594 */
383#define UP_OBJ_INSERT 1 595#define UP_OBJ_INSERT 1
418#define INS_ON_TOP 0x0008 630#define INS_ON_TOP 0x0008
419#define INS_BELOW_ORIGINATOR 0x0010 631#define INS_BELOW_ORIGINATOR 0x0010
420#define INS_MAP_LOAD 0x0020 632#define INS_MAP_LOAD 0x0020
421 633
422#define ARCH_SINGULARITY "singularity" 634#define ARCH_SINGULARITY "singularity"
423#define ARCH_SINGULARITY_LEN 11
424#define ARCH_DETECT_MAGIC "detect_magic" 635#define ARCH_DETECT_MAGIC "detect_magic"
425#define ARCH_DEPLETION "depletion" 636#define ARCH_DEPLETION "depletion"
426#define ARCH_SYMPTOM "symptom" 637#define ARCH_SYMPTOM "symptom"
427 638
428#endif 639#endif
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