ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.43 by root, Sun Oct 15 02:16:35 2006 UTC vs.
Revision 1.151 by root, Sun Sep 30 20:22:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
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];
59}; 84};
60 85
61struct UUID 86struct UUID
62{ 87{
63 uint64 seq; 88 uint64 seq;
89
90 UUID () { }
91 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; }
64}; 94};
65 95
66extern void init_uuid (); 96extern void init_uuid ();
67extern UUID gen_uuid (); 97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
68 99
69/* Definition for WILL_APPLY values. Replaces having harcoded values 100/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 101 * 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 102 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 103 * can_apply and will_apply?
75#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
76#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
77#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
79 110
80/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
81 * don't just want it copied, so you'll need to add to common/object.C, 112{
82 * e.g. copy_object. 113 signed char info:4; /* body info as loaded from the file */
83 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
84 116
85typedef refptr<object> object_ptr;
86
87// these are not being copied
88ACC_CLASS (object) 117INTERFACE_CLASS (object)
89struct object_keep : refcounted
90{
91 tag_t ACC (RW, count); /* Generation count for this object */
92 UUID uuid; // Unique Identifier, survives saves etc.
93
94 /* These variables are not changed by copy_object() */
95 player *ACC (RW, contr); /* Pointer to the player which control this object */
96 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
97 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
98 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
99 object *ACC (RW, active_prev); /* List. This is used in process_events */
100 /* so that the entire object list does not */
101 /* need to be gone through. */
102 object *ACC (RW, below); /* Pointer to the object stacked below this one */
103 object *ACC (RW, above); /* Pointer to the object stacked above this one */
104 /* Note: stacked in the *same* environment */
105 object *inv; /* Pointer to the first object in the inventory */
106 object *ACC (RW, container); /* Current container being used. I think this
107 * is only used by the player right now.
108 */
109 object *ACC (RW, env); /* Pointer to the object which is the environment.
110 * This is typically the container that the object is in.
111 */
112 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
113 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
114 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
115};
116
117// these are being copied 118// these are being copied
118struct object_copy : attachable<object> 119struct object_copy : attachable
119{ 120{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
120 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
121 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
122 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
123 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
124 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
125 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
136 shstr ACC (RW, tag); // a tag used to tracking this object
126 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
127 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
128 shstr ACC (RW, lore); /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
129 /* To get put into books and the like. */ 140 /* To get put into books and the like. */
130 shstr ACC (RW, materialname); /* specific material name */ 141 shstr ACC (RW, materialname); /* specific material name */
131 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// materialtype_t *ACC (RW, material); /* What material this object consists of */
132 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 144 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
133 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 145 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
134 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 146 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
135 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 147 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
136 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 148 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
137 object_ptr ACC (RW, spell); /* Spell that was being cast */ 149 object_ptr ACC (RW, spell); /* Spell that was being cast */
138 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 150 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
139}; 151 arch_ptr ACC (RW, arch); /* Pointer to archetype */
152 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
140 153
141// these are being copied and also cleared
142struct object_pod
143{
144 New_Face *ACC (RW, face); /* Face with colors */
145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
146 float ACC (RW, speed); /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
147 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
148 uint32 ACC (RW, nrof); /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151 157
152 /* This next big block are basically used for monsters and equipment */ 158 /* This next big block are basically used for monsters and equipment */
153 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
154 uint8 ACC (RW, subtype); /* subtype of object */
155 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
157 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
158 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
159 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
160 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
161 uint16 ACC (RW, material); /* What materials this object consist of */ 166 uint16 ACC (RW, materials); /* What materials this object consists of */
162 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 167 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
163 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 168 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
164 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 169 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
165 /* Note that the last_.. values are sometimes used for non obvious 170 /* Note that the last_.. values are sometimes used for non obvious
166 * meanings by some objects, eg, sp penalty, permanent exp. 171 * meanings by some objects, eg, sp penalty, permanent exp.
167 */ 172 */
168 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 173 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
171 sint16 ACC (RW, last_eat); /* How long since we last ate */ 176 sint16 ACC (RW, last_eat); /* How long since we last ate */
172 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 177 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
173 sint16 ACC (RW, level); /* Level of creature or object */ 178 sint16 ACC (RW, level); /* Level of creature or object */
174 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 179 uint8 ACC (RW, pick_up); /* See crossfire.doc */
175 sint8 ACC (RW, item_power); /* power rating of the object */ 180 sint8 ACC (RW, item_power); /* power rating of the object */
176 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 181 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
177 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 182 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
178 sint32 ACC (RW, weight); /* Attributes of the object */ 183 sint32 ACC (RW, weight); /* Attributes of the object */
179 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
180 sint32 ACC (RW, carrying); /* How much weight this object contains */ 185 sint32 ACC (RW, carrying); /* How much weight this object contains */
181 sint64 ACC (RW, perm_exp); /* Permanent exp */ 186 sint64 ACC (RW, perm_exp); /* Permanent exp */
182 uint32 ACC (RW, weapontype); /* type of weapon */ 187 uint32 ACC (RW, weapontype); /* type of weapon */
183 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
184 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 189 body_slot slot [NUM_BODY_LOCATIONS];
185 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 190 faceidx ACC (RW, face); /* the graphical face */
191 faceidx ACC (RW, sound); /* the sound face */
192 faceidx ACC (RW, sound_destroy); /* played on destroy */
186 living ACC (RO, stats); /* Str, Con, Dex, etc */ 193 living ACC (RO, stats); /* Str, Con, Dex, etc */
187 /* See the doc/Developers/objects for more info about body locations */ 194 /* See the pod/objects.pod for more info about body locations */
188 195
189 /* Following mostly refers to fields only used for monsters */ 196 /* Following mostly refers to fields only used for monsters */
190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 197 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 198
192 /* allows different movement patterns for attackers */ 199 /* allows different movement patterns for attackers */
193 sint32 ACC (RW, move_status); /* What stage in attack mode */ 200 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 201 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 202 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 203 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
197 /* races/classes can need less/more exp to gain levels */ 204 /* races/classes can need less/more exp to gain levels */
198 205
199 /* Spell related information, may be useful elsewhere 206 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically 207 * Note that other fields are used - these files are basically
201 * only used in spells. 208 * only used in spells.
202 */ 209 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 210 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 211 sint16 ACC (RW, casting_time);/* time left before spell goes off */
212
205 uint16 ACC (RW, start_holding); 213 uint16 ACC (RW, start_holding);
206 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
207 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216
208 sint8 ACC (RW, range); /* Range of the spell */ 217 sint8 ACC (RW, range); /* Range of the spell */
209 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 218 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
219 MoveType ACC (RW, move_type); /* Type of movement this object uses */
220 MoveType ACC (RW, move_block);/* What movement types this blocks */
221
222 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
223 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
224 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
225 MoveType ACC (RW, move_slow); /* Movement types this slows down */
226
227 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
228
210 char *ACC (RW, spellarg); 229 char *ACC (RW, spellarg);
211 230
212 /* Following are values used by any object */ 231 /* Following are values used by any object */
232 /* this objects turns into or what this object creates */
213 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 233 treasurelist *ACC (RW, randomitems); /* Items to be generated */
214 archetype *ACC (RW, arch); /* Pointer to archetype */ 234 flags_t flag; /* various flags */
215 archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 235#if FOR_PERL
236 bool ACC (RW, flag[NUM_FLAGS]);
237#endif
238 uint16 ACC (RW, animation_id);/* An index into the animation array */
239 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
240 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
241 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
242 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
243 uint8 ACC (RW, will_apply); /* See crossfire.doc */
244};
245
246struct object : zero_initialised, object_copy
247{
248 // These variables are not changed by ->copy_to
249 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
250
251 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
252 int ACC (RO, count);
253 object_vector_index ACC (RO, index); // index into objects
254 object_vector_index ACC (RO, active); // index into actives
255
256 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
257
258 object *ACC (RW, below); /* Pointer to the object stacked below this one */
259 object *ACC (RW, above); /* Pointer to the object stacked above this one */
260 /* Note: stacked in the *same* environment */
261 object *inv; /* Pointer to the first object in the inventory */
262
263 //TODO: container must move into client
264 object_ptr ACC (RW, container); /* Current container being used. I think this
265 * is only used by the player right now.
266 */
267 object *ACC (RW, env); /* Pointer to the object which is the environment.
268 * This is typically the container that the object is in.
269 */
270 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
271 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
272 client_container *seen_by; // seen by which player/container currently?
216 key_value *key_values; /* Fields not explictly known by the loader. */ 273 key_value *key_values; /* Fields not explictly known by the loader. */
217 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */
219 uint16 ACC (RW, animation_id); /* An index into the animation array */
220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 uint8 ACC (RW, will_apply); /* See crossfire.doc */
225 274
226 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 275 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
227 MoveType ACC (RW, move_block); /* What movement types this blocks */ 276 MTH void post_load_check (); // do some adjustments after parsing
228 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 277 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
229 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 278 bool write (object_freezer &f);
230 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
231 MoveType ACC (RW, move_slow); /* Movement types this slows down */
232 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
233};
234 279
235struct object : zero_initialised, object_keep, object_copy, object_pod 280 MTH int slottype () const;
236{
237 typedef unordered_vector<object *> vector;
238
239 static vector mortals;
240 static vector active; // active objects, not yet used
241 static vector objects; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects"
243
244 static object *create (); 281 MTH static object *create ();
282 const mapxy &operator =(const mapxy &pos);
283 object &operator =(const object &src);
284 MTH void copy_to (object *dst);
285 MTH object *clone (); // create + copy_to
286 void do_destroy ();
287 void gather_callbacks (AV *&callbacks, event_type event) const;
245 void destroy (bool destroy_inventory = false); 288 MTH void destroy (bool destroy_inventory = false);
246 289
247 static void free_mortals (); 290 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
291 MTH void destroy_inv (bool drop_to_ground = false);
292 MTH object *insert (object *item); // insert into inventory
293 MTH void play_sound (faceidx sound) const;
294
295 void do_remove ();
296 MTH void remove ()
297 {
298 if (!flag [FLAG_REMOVED])
299 do_remove ();
300 }
301
302 MTH bool blocked (maptile *m, int x, int y) const;
303
304 void move_to (const mapxy &pos)
305 {
306 remove ();
307 *this = pos;
308 insert_at (this, this);
309 }
310
248 static bool can_merge (object *op1, object *op2); 311 static bool can_merge_slow (object *op1, object *op2);
249 312
250 void clear (); 313 // this is often used in time-critical code, so optimise
251 void clone (object *destination); 314 MTH static bool can_merge (object *op1, object *op2)
252
253 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
254
255 void instantiate ()
256 { 315 {
257 if (!uuid.seq) // HACK 316 return op1->value == op2->value
258 uuid = gen_uuid (); 317 && op1->name == op2->name
259 318 && can_merge_slow (op1, op2);
260 attachable<object>::instantiate ();
261 } 319 }
262 320
263 void set_owner (object *owner); 321 MTH void set_owner (object *owner);
322 MTH void set_speed (float speed);
323 MTH bool change_weapon (object *ob);
324 MTH bool change_skill (object *ob);
325
326 MTH void open_container (object *new_container);
327 MTH void close_container ()
328 {
329 open_container (0);
330 }
331
332 MTH object *force_find (const shstr name);
333 MTH void force_add (const shstr name, int duration = 0);
334
335 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
336 bool should_invoke (event_type event)
337 {
338 return ev_want_event [event] || ev_want_type [type] || cb;
339 }
340
341 MTH void instantiate ();
342
343 // recalculate all stats
344 MTH void update_stats ();
345 MTH void roll_stats ();
346 MTH void swap_stats (int a, int b);
347 MTH void add_statbonus ();
348 MTH void remove_statbonus ();
349 MTH void drain_stat ();
350 MTH void drain_specific_stat (int deplete_stats);
351 MTH void change_luck (int value);
264 352
265 // info must hold 256 * 3 bytes currently 353 // info must hold 256 * 3 bytes currently
266 const char *debug_desc (char *info) const; 354 const char *debug_desc (char *info) const;
267 const char *debug_desc () const; 355 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
356 const char *flag_desc (char *desc, int len) const;
357
358 int number_of () const
359 {
360 return nrof ? nrof : 1;
361 }
362
363 uint64 total_weight () const
364 {
365 return weight * number_of ();
366 }
367
368 // return the dominant material of this item, always return something
369 const materialtype_t *dominant_material () const;
370
371 // return the volume of this object in cm³
372 uint64 volume () const
373 {
374 return total_weight ()
375 * 1000
376 * (type == CONTAINER ? 1000 : 1)
377 / dominant_material ()->density;
378 }
379
380 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
381 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
382 || type == CLOAK || type == BOOTS || type == GLOVES
383 || type == BRACERS || type == GIRDLE; }
384 MTH bool is_alive () const { return (type == PLAYER
385 || flag [FLAG_MONSTER]
386 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
387 && !flag [FLAG_IS_A_TEMPLATE]; }
388 MTH bool is_arrow () const { return type == ARROW
389 || (type == SPELL_EFFECT
390 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
391 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
392
393 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
394
395 // temporary: wether the object can be saved in a map file
396 // contr => is a player
397 // head => only save head of a multitile object
398 // owner => can not reference owner yet
399 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
400
401 /* This return true if object has still randomitems which
402 * could be expanded.
403 */
404 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
405
406 // returns the player that has this object in his inventory, or 0
407 MTH object *in_player () const
408 {
409 for (object *op = env; op; op = op->env)
410 if (op->type == PLAYER)
411 return op;
412
413 return 0;
414 }
415
416 // "temporary" helper function
417 MTH object *head_ ()
418 {
419 return head ? head : this;
420 }
421
422 MTH bool is_head ()
423 {
424 return head_ () == this;
425 }
426
427 MTH std::string long_desc (object *who = 0);
428 MTH std::string describe_monster (object *who = 0);
429 MTH std::string describe_item (object *who = 0);
430 MTH std::string describe (object *who = 0);
431
432 // If this object has no extra parts but should have them,
433 // add them, effectively expanding heads into multipart
434 // objects. This method only works on objects not inserted
435 // anywhere.
436 MTH void expand_tail ();
437
438 MTH void create_treasure (treasurelist *tl, int flags = 0);
439
440 // insert object at same map position as 'where'
441 // handles both inventory and map "positions"
442 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
443 MTH void drop_unpaid_items ();
444
445 MTH void activate ();
446 MTH void deactivate ();
447 MTH void activate_recursive ();
448 MTH void deactivate_recursive ();
449
450 // set the givne flag on all objects in the inventory recursively
451 MTH void set_flag_inv (int flag, int value = 1);
452
453 void enter_exit (object *exit);//Perl
454 MTH void enter_map (maptile *newmap, int x, int y);
455
456 // returns the mapspace this object is in
457 mapspace &ms () const;
268 458
269 // fully recursive iterator 459 // fully recursive iterator
270 struct iterator_base 460 struct iterator_base
271 { 461 {
272 object *item; 462 object *item;
279 operator object *() const { return item; } 469 operator object *() const { return item; }
280 470
281 object *operator ->() const { return item; } 471 object *operator ->() const { return item; }
282 object &operator * () const { return *item; } 472 object &operator * () const { return *item; }
283 }; 473 };
474
475 MTH unsigned int random_seed () const
476 {
477 return (unsigned int)uuid.seq;
478 }
284 479
285 // depth-first recursive iterator 480 // depth-first recursive iterator
286 struct depth_iterator : iterator_base 481 struct depth_iterator : iterator_base
287 { 482 {
288 depth_iterator (object *container); 483 depth_iterator (object *container);
299 object *end () 494 object *end ()
300 { 495 {
301 return this; 496 return this;
302 } 497 }
303 498
499 /* This returns TRUE if the object is something that
500 * should be displayed in the floorbox/inventory window
501 */
502 MTH bool client_visible () const
503 {
504 return !invisible && type != PLAYER;
505 }
506
507 MTH struct region *region () const;
508
509 void statusmsg (const char *msg, int color = NDI_BLACK);
510 void failmsg (const char *msg, int color = NDI_RED);
511
512 const char *query_inventory (object *who = 0, const char *indent = "");
513
514 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
515 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
516
304protected: 517protected:
305 friend struct archetype;
306
307 void link (); 518 void link ();
308 void unlink (); 519 void unlink ();
309 520
310 object (); 521 object ();
311 ~object (); 522 ~object ();
312}; 523};
313 524
314#define get_object() object::create () 525// move this object to the top of its env's inventory to speed up
315#define free_object(op) (op)->destroy (0) 526// searches for it.
316#define free_object2(op, free_inv) (op)->destroy (free_inv) 527static object *
317#define clear_owner(op) (op)->owner = 0 528splay (object *ob)
318#define copy_owner(op,other) (op)->owner = (other)->owner
319#define get_owner(op) (op)->owner
320#define clear_object(op) (op)->clear ()
321
322static inline void
323set_owner (object *op, object *owner)
324{ 529{
325 op->set_owner (owner); 530 if (ob->env && ob->env->inv != ob)
531 {
532 if (ob->above) ob->above->below = ob->below;
533 if (ob->below) ob->below->above = ob->above;
534
535 ob->above = 0;
536 ob->below = ob->env->inv;
537 ob->below->above = ob;
538 ob->env->inv = ob;
539 }
540
541 return ob;
326} 542}
327
328#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
329 543
330typedef struct oblnk 544typedef struct oblnk
331{ /* Used to link together several objects */ 545{ /* Used to link together several objects */
332 object_ptr ob; 546 object_ptr ob;
333 struct oblnk *next; 547 struct oblnk *next;
337{ /* Used to link together several object links */ 551{ /* Used to link together several object links */
338 struct oblnk *link; 552 struct oblnk *link;
339 long value; /* Used as connected value in buttons/gates */ 553 long value; /* Used as connected value in buttons/gates */
340 struct oblinkpt *next; 554 struct oblinkpt *next;
341} oblinkpt; 555} oblinkpt;
556
557object *find_skill_by_name (object *who, const char *name);
558object *find_skill_by_name (object *who, const shstr &sh);
559object *find_skill_by_number (object *who, int skillno);
342 560
343/* 561/*
344 * The archetype structure is a set of rules on how to generate and manipulate 562 * The archetype structure is a set of rules on how to generate and manipulate
345 * objects which point to archetypes. 563 * objects which point to archetypes.
346 * This probably belongs in arch.h, but there really doesn't appear to 564 * This probably belongs in arch.h, but there really doesn't appear to
347 * be much left in the archetype - all it really is is a holder for the 565 * be much left in the archetype - all it really is is a holder for the
348 * object and pointers. This structure should get removed, and just replaced 566 * object and pointers. This structure should get removed, and just replaced
349 * by the object structure 567 * by the object structure
350 */ 568 */
351 569
352ACC_CLASS(archetype) 570INTERFACE_CLASS (archetype)
353struct archetype : zero_initialised 571struct archetype : object
354{ 572{
355 archetype (); 573 archetype (const char *name);
356 ~archetype (); 574 ~archetype ();
575 void gather_callbacks (AV *&callbacks, event_type event) const;
357 576
358 static archetype *find (const char *arch); 577 static archetype *read (object_thawer &f);
359 578
579 MTH static archetype *get (const_utf8_string name); // find or create
580 MTH static archetype *find (const_utf8_string name);
581
582 MTH void link ();
583 MTH void unlink ();
584
585 object_vector_index ACC (RW, archid); // index in archvector
360 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 586 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
361 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 587 bool ACC (RW, stub); // if true, this is an invalid archetype
362 struct archetype *ACC (RW, head); /* The main part of a linked object */
363 struct archetype *ACC (RW, more); /* Next part of a linked object */
364 object ACC (RO, clone); /* An object from which to do copy_object() */
365 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
366 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
367 * in comparison to the head.
368 */
369};
370 588
589 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
590 sint8 ACC (RW, max_x), ACC (RW, max_y);
591};
592
593inline void
594object_freezer::put (keyword k, archetype *v)
595{
596 put (k, v ? &v->archname : (const char *)0);
597}
598
599typedef object_vector<object, &object::index > objectvec;
600typedef object_vector<object, &object::active> activevec;
601typedef object_vector<archetype, &archetype::archid> archvec;
602
371extern object *objects; 603extern objectvec objects;
372extern object *active_objects; 604extern activevec actives;
605extern archvec archetypes;
373 606
374extern int nrofallocobjects; 607#define for_all_objects(var) \
608 for (unsigned _i = 0; _i < objects.size (); ++_i) \
609 statementvar (object *, var, objects [_i])
375 610
376/* This returns TRUE if the object is something that 611#define for_all_actives(var) \
377 * should be displayed in the look window 612 for (unsigned _i = 0; _i < actives.size (); ++_i) \
378 */ 613 statementvar (object *, var, actives [_i])
379#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 614
615#define for_all_archetypes(var) \
616 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
617 statementvar (archetype *, var, archetypes [_i])
380 618
381/* Used by update_object to know if the object being passed is 619/* Used by update_object to know if the object being passed is
382 * being added or removed. 620 * being added or removed.
383 */ 621 */
384#define UP_OBJ_INSERT 1 622#define UP_OBJ_INSERT 1
401 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 639 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
402 * Use for treasure chests so the new object is the highest thing 640 * Use for treasure chests so the new object is the highest thing
403 * beneath the player, but not actually above it. Note - the 641 * beneath the player, but not actually above it. Note - the
404 * map and x,y coordinates for the object to be inserted must 642 * map and x,y coordinates for the object to be inserted must
405 * match the originator. 643 * match the originator.
406 * INS_MAP_LOAD: disable lots of checkings done at insertion to
407 * speed up map loading process, as we assume the ordering in
408 * loaded map is correct.
409 * 644 *
410 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 645 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
411 * are mutually exclusive. The behaviour for passing more than one 646 * are mutually exclusive. The behaviour for passing more than one
412 * should be considered undefined - while you may notice what happens 647 * should be considered undefined - while you may notice what happens
413 * right now if you pass more than one, that could very well change 648 * right now if you pass more than one, that could very well change
416#define INS_NO_MERGE 0x0001 651#define INS_NO_MERGE 0x0001
417#define INS_ABOVE_FLOOR_ONLY 0x0002 652#define INS_ABOVE_FLOOR_ONLY 0x0002
418#define INS_NO_WALK_ON 0x0004 653#define INS_NO_WALK_ON 0x0004
419#define INS_ON_TOP 0x0008 654#define INS_ON_TOP 0x0008
420#define INS_BELOW_ORIGINATOR 0x0010 655#define INS_BELOW_ORIGINATOR 0x0010
421#define INS_MAP_LOAD 0x0020
422 656
423#define ARCH_SINGULARITY "singularity"
424#define ARCH_SINGULARITY_LEN 11
425#define ARCH_DETECT_MAGIC "detect_magic"
426#define ARCH_DEPLETION "depletion" 657#define ARCH_DEPLETION "depletion"
427#define ARCH_SYMPTOM "symptom"
428 658
429#endif 659#endif
660

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines