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 1.48 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.207 by root, Wed Sep 16 23:22:50 2009 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 (©) 2005,2006,2007,2008,2009 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 ();
68extern const uint64 UUID_SKIP;
69 123
70/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
71 * 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
72 * 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
73 * can_apply and will_apply? 127 * can_apply and will_apply?
76#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
77#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
78#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
80 134
81/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
82 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. copy_object.
84 */
85
86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr;
88
89// these are not being copied
90ACC_CLASS (object)
91struct object_keep : refcounted
92{ 136{
93 tag_t ACC (RW, count); /* Generation count for this object */ 137 signed char info:4; /* body info as loaded from the file */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 138 signed char used:4; /* Calculated value based on items equipped */
95
96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */
98 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
99 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
100 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */
103 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */
105 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now.
110 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in.
113 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117}; 139};
118 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
154INTERFACE_CLASS (object)
119// these are being copied 155// these are being copied
120struct object_copy : attachable<object> 156struct object_copy : attachable
121{ 157{
158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
159
160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 uint8 ACC (RW, subtype); /* subtype of object */
162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
122 shstr ACC (RW, name); /* The name of the object, obviously... */ 165 shstr ACC (RW, name); /* The name of the object, obviously... */
123 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
124 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
125 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
126 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
130 shstr ACC (RW, lore); /* Obscure information about this object, */
131 /* To get put into books and the like. */
132 shstr ACC (RW, materialname); /* specific material name */
133 shstr ACC (RW, custom_name); /* Custom name assigned by player */
134 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
135 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
136 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
137 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
138 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
139 object_ptr ACC (RW, spell); /* Spell that was being cast */ 186 object_ptr ACC (RW, spell); /* Spell that was being cast */
140 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 187 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
141}; 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
142 190
143// these are being copied and also cleared
144struct object_pod
145{
146 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
149 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193
150 uint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
154 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
156 uint8 ACC (RW, subtype); /* subtype of object */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
160 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
163 uint16 ACC (RW, material); /* What materials this object consist of */ 203
204 uint16 ACC (RW, materials); /* What materials this object consists of */
164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
167 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
169 */ 211 */
170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
171 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
172 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
173 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
174 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
175 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
219
176 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
177 sint8 ACC (RW, item_power); /* power rating of the object */
178 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
179 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 222 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 uint8 ACC (RW, weapontype); /* type of weapon */
224
225 faceidx ACC (RW, face); /* the graphical face */
226
227 faceidx ACC (RW, sound); /* the sound face */
228 faceidx ACC (RW, sound_destroy); /* played on destroy */
229
230 body_slot slot [NUM_BODY_LOCATIONS];
231
180 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
181 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
182 sint32 ACC (RW, carrying); /* How much weight this object contains */ 235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
183 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
184 uint32 ACC (RW, weapontype); /* type of weapon */
185 uint32 ACC (RW, tooltype); /* type of tool or build facility */
186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
187 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
188 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 /* See the doc/Developers/objects for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
190 240
191 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
193 /* changes made by kholland@sunlab.cit.cornell.edu */
194 /* allows different movement patterns for attackers */
195 sint32 ACC (RW, move_status); /* What stage in attack mode */
196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
198 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
199 /* races/classes can need less/more exp to gain levels */
200 242
201 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
202 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
203 * only used in spells. 245 * only used in spells.
204 */ 246 */
205 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
206 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
207 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 254 sint8 ACC (RW, item_power); /* power rating of the object */
213 255
214 /* Following are values used by any object */ 256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
218 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
264
265 // 8 free bits
266
267 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268 // /* races/classes can need less/more exp to gain levels */
269 static const float expmul = 1.0;//D
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271
272 /* Following are values used by any object */
273 /* this objects turns into or what this object creates */
274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
275
276 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
278 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280 uint16 ACC (RW, animation_id);/* An index into the animation array */
281 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
282
283 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
284 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
285 /* allows different movement patterns for attackers */
286 uint8 ACC (RW, move_status); /* What stage in attack mode */
287 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
288
289 //16+ free bits
290
291 // rarely-accessed members should be at the end
292 shstr ACC (RW, tag); // a tag used to tracking this object
293 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
294 shstr ACC (RW, lore); /* Obscure information about this object, */
295 /* To get put into books and the like. */
296 shstr ACC (RW, custom_name); /* Custom name assigned by player */
235}; 297};
236 298
299const char *query_weight (const object *op);
300const char *query_short_name (const object *op);
301const char *query_name (const object *op);
302const char *query_base_name (const object *op, int plural);
303
237struct object : zero_initialised, object_keep, object_copy, object_pod 304struct object : zero_initialised, object_copy
238{ 305{
239 typedef unordered_vector<object *> vector; 306 // These variables are not changed by ->copy_to
307 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
240 308
241 static vector mortals; 309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
242 static vector active; // active objects, not yet used 310 int ACC (RO, count);
243 static vector objects; // not used yet, use first->next->... 311 object_vector_index ACC (RO, index); // index into objects
244 static object *first; // will be replaced by "objects" 312 object_vector_index ACC (RO, active); // index into actives
245 313
314 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
315
316 object *ACC (RW, below); /* Pointer to the object stacked below this one */
317 object *ACC (RW, above); /* Pointer to the object stacked above this one */
318 /* Note: stacked in the *same* environment */
319 object *inv; /* Pointer to the first object in the inventory */
320
321 //TODO: container must move into client
322 object_ptr ACC (RW, container); /* Current container being used. I think this
323 * is only used by the player right now.
324 */
325 object *ACC (RW, env); /* Pointer to the object which is the environment.
326 * This is typically the container that the object is in.
327 */
328 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
329 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
330 client_container *seen_by; // seen by which player/container currently?
331 key_value *key_values; /* Fields not explictly known by the loader. */
332
333 // privates / perl
334 shstr_tmp kv_get (shstr_tmp key) const;
335 void kv_del (shstr_tmp key);
336 void kv_set (shstr_tmp key, shstr_tmp value);
337
338 // custom extra fields management
339 struct key_value_access_proxy
340 {
341 object &ob;
342 shstr_tmp key;
343
344 key_value_access_proxy (object &ob, shstr_tmp key)
345 : ob (ob), key (key)
346 {
347 }
348
349 const key_value_access_proxy &operator =(shstr_tmp value) const
350 {
351 ob.kv_set (key, value);
352 return *this;
353 }
354
355 operator const shstr_tmp () const { return ob.kv_get (key); }
356 operator const char *() const { return ob.kv_get (key); }
357
358 private:
359 void operator =(int);
360 };
361
362 // operator [] is too annoying to use
363 const key_value_access_proxy kv (shstr_tmp key)
364 {
365 return key_value_access_proxy (*this, key);
366 }
367
368 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
369 MTH void post_load_check (); // do some adjustments after parsing
370 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
371 bool write (object_freezer &f);
372
373 MTH int slottype () const;
246 static object *create (); 374 MTH static object *create ();
247 void destroy (bool destroy_inventory = false); 375 const mapxy &operator =(const mapxy &pos);
248 void remove (); 376 MTH void copy_to (object *dst);
377 MTH object *clone (); // create + copy_to a single object
378 MTH object *deep_clone (); // copy whole more chain and inventory
379 void do_destroy ();
380 void gather_callbacks (AV *&callbacks, event_type event) const;
381 MTH void destroy ();
382 MTH void drop_and_destroy ()
383 {
384 destroy_inv (true);
385 destroy ();
386 }
387
388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
389 MTH void destroy_inv (bool drop_to_ground = false);
249 object *insert (object *item); // insert into inventory 390 MTH object *insert (object *item); // insert into inventory
391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
250 393
251 static void free_mortals (); 394 void do_remove ();
395 MTH void remove ()
396 {
397 if (!flag [FLAG_REMOVED])
398 do_remove ();
399 }
400
401 MTH bool blocked (maptile *m, int x, int y) const;
402
403 void move_to (const mapxy &pos)
404 {
405 remove ();
406 *this = pos;
407 insert_at (this, this);
408 }
409
410 // high-level move functions, return true if successful
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
416 }
417
252 static bool can_merge (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
253 419
254 void clear (); 420 // this is often used in time-critical code, so optimise
255 void clone (object *destination); 421 MTH static bool can_merge (object *op1, object *op2)
256
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
258
259 void instantiate ()
260 { 422 {
261 if (!uuid.seq) // HACK 423 return op1->value == op2->value
262 uuid = gen_uuid (); 424 && op1->name == op2->name
263 425 && can_merge_slow (op1, op2);
264 attachable<object>::instantiate ();
265 } 426 }
266 427
267 void set_owner (object *owner); 428 MTH void set_owner (object *owner);
429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
431 MTH bool change_weapon (object *ob);
432 MTH bool change_skill (object *ob);
433
434 MTH void open_container (object *new_container);
435 MTH void close_container ()
436 {
437 open_container (0);
438 }
439
440 MTH object *force_find (shstr_tmp name);
441 MTH object *force_add (shstr_tmp name, int duration = 0);
442
443 oblinkpt *find_link () const;
444 MTH void add_link (maptile *map, shstr_tmp id);
445 MTH void remove_link ();
446
447 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
448 bool should_invoke (event_type event)
449 {
450 return ev_want_event [event] || ev_want_type [type] || cb;
451 }
452
453 MTH void instantiate ();
454
455 // recalculate all stats
456 MTH void update_stats ();
457 MTH void roll_stats ();
458 MTH void swap_stats (int a, int b);
459 MTH void add_statbonus ();
460 MTH void remove_statbonus ();
461 MTH void drain_stat ();
462 MTH void drain_specific_stat (int deplete_stats);
463 MTH void change_luck (int value);
268 464
269 // info must hold 256 * 3 bytes currently 465 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const; 466 const char *debug_desc (char *info) const;
271 const char *debug_desc () const; 467 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
468 const char *flag_desc (char *desc, int len) const;
469
470 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
471 MTH object *split (sint32 nr = 1); // return 0 on failure
472
473 MTH int number_of () const
474 {
475 return nrof ? nrof : 1;
476 }
477
478 MTH sint32 total_weight () const
479 {
480 return (weight + carrying) * number_of ();
481 }
482
483 MTH void update_weight ();
484
485 // return the dominant material of this item, always return something
486 const materialtype_t *dominant_material () const;
487
488 // return the volume of this object in cm³
489 MTH uint64 volume () const
490 {
491 return (uint64)total_weight ()
492 * 1000
493 * (type == CONTAINER ? 1000 : 1)
494 / dominant_material ()->density;
495 }
496
497 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
498
499 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
500 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
501 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
502 || type == CLOAK || type == BOOTS || type == GLOVES
503 || type == BRACERS || type == GIRDLE; }
504 MTH bool is_alive () const { return (type == PLAYER
505 || flag [FLAG_MONSTER]
506 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
507 && !flag [FLAG_IS_A_TEMPLATE]; }
508 MTH bool is_arrow () const { return type == ARROW
509 || (type == SPELL_EFFECT
510 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
511 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
512
513 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
514
515 // temporary: wether the object can be saved in a map file
516 // contr => is a player
517 // head => only save head of a multitile object
518 // owner => can not reference owner yet
519 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
520
521 /* This return true if object has still randomitems which
522 * could be expanded.
523 */
524 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
525
526 MTH bool has_dialogue () const { return *&msg == '@'; }
527
528 // returns the outermost owner, never returns 0
529 MTH object *outer_owner ()
530 {
531 object *op;
532
533 for (op = this; op->owner; op = op->owner)
534 ;
535
536 return op;
537 }
538
539 // returns the outermost environment, never returns 0
540 MTH object *outer_env_or_self () const
541 {
542 const object *op;
543
544 for (op = this; op->env; op = op->env)
545 ;
546
547 return const_cast<object *>(op);
548 }
549
550 // returns the outermost environment, may return 0
551 MTH object *outer_env () const
552 {
553 return env ? outer_env_or_self () : 0;
554 }
555
556 // returns the player that has this object in his inventory, or 0
557 // we assume the player is always the outer env
558 MTH object *in_player () const
559 {
560 object *op = outer_env_or_self ();
561
562 return op->type == PLAYER ? op : 0;
563 }
564
565 // "temporary" helper function
566 MTH object *head_ () const
567 {
568 return head ? head : const_cast<object *>(this);
569 }
570
571 MTH bool is_head () const
572 {
573 return head_ () == this;
574 }
575
576 MTH bool is_on_map () const
577 {
578 return !env && !flag [FLAG_REMOVED];
579 }
580
581 MTH bool is_inserted () const
582 {
583 return !flag [FLAG_REMOVED];
584 }
585
586 MTH bool is_player () const
587 {
588 return !!contr;
589 }
590
591 MTH bool affects_los () const
592 {
593 return glow_radius || flag [FLAG_BLOCKSVIEW];
594 }
595
596 MTH bool has_carried_lights () const
597 {
598 return glow_radius;
599 }
600
601 // returns the player that cna see this object, if any
602 MTH object *visible_to () const;
603
604 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
605 MTH std::string describe_monster (object *who = 0);
606 MTH std::string describe_item (object *who = 0);
607 MTH std::string describe (object *who = 0); // long description, without name
608
609 MTH const char *query_weight () { return ::query_weight (this); }
610 MTH const char *query_name () { return ::query_name (this); }
611 MTH const char *query_short_name () { return ::query_short_name (this); }
612 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
613
614 // If this object has no extra parts but should have them,
615 // add them, effectively expanding heads into multipart
616 // objects. This method only works on objects not inserted
617 // anywhere.
618 MTH void expand_tail ();
619
620 MTH void create_treasure (treasurelist *tl, int flags = 0);
621
622 // insert object at same map position as 'where'
623 // handles both inventory and map "positions"
624 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
625 MTH void drop_unpaid_items ();
626
627 MTH void activate ();
628 MTH void deactivate ();
629 MTH void activate_recursive ();
630 MTH void deactivate_recursive ();
631
632 // set the given flag on all objects in the inventory recursively
633 MTH void set_flag_inv (int flag, int value = 1);
634
635 void enter_exit (object *exit);//Perl
636 MTH void enter_map (maptile *newmap, int x, int y);
637 void player_goto (const char *path, int x, int y); // only for players
638
639 // returns the mapspace this object is in
640 mapspace &ms () const;
272 641
273 // fully recursive iterator 642 // fully recursive iterator
274 struct iterator_base 643 struct iterator_base
275 { 644 {
276 object *item; 645 object *item;
283 operator object *() const { return item; } 652 operator object *() const { return item; }
284 653
285 object *operator ->() const { return item; } 654 object *operator ->() const { return item; }
286 object &operator * () const { return *item; } 655 object &operator * () const { return *item; }
287 }; 656 };
657
658 MTH unsigned int random_seed () const
659 {
660 return (unsigned int)uuid.seq;
661 }
288 662
289 // depth-first recursive iterator 663 // depth-first recursive iterator
290 struct depth_iterator : iterator_base 664 struct depth_iterator : iterator_base
291 { 665 {
292 depth_iterator (object *container); 666 depth_iterator (object *container);
303 object *end () 677 object *end ()
304 { 678 {
305 return this; 679 return this;
306 } 680 }
307 681
682 /* This returns TRUE if the object is something that
683 * a client might want to know about.
684 */
685 MTH bool client_visible () const
686 {
687 return !invisible && type != PLAYER;
688 }
689
690 // the client does nrof * this weight
691 MTH sint32 client_weight () const
692 {
693 return weight + carrying;
694 }
695
696 MTH struct region *region () const;
697
698 void statusmsg (const char *msg, int color = NDI_BLACK);
699 void failmsg (const char *msg, int color = NDI_RED);
700
701 const char *query_inventory (object *who = 0, const char *indent = "");
702
703 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
704 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
705
706 // make some noise with given item into direction dir,
707 // currently only used for players to make them temporarily visible
708 // when they are invisible.
709 MTH void make_noise ();
710
711 /* animation */
712 bool has_anim () { return animation_id; }
713 const animation &anim () const { return animations [animation_id]; }
714 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
715 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
716 /* anim_frames () returns the number of animations allocated. The last
717 * usuable animation will be anim_frames () - 1 (for example, if an object
718 * has 8 animations, anim_frames () will return 8, but the values will
719 * range from 0 through 7.
720 */
721 int anim_frames () const { return anim ().num_animations; }
722 int anim_facings () const { return anim ().facings; }
723
308protected: 724protected:
309 friend struct archetype;
310
311 void link (); 725 void link ();
312 void unlink (); 726 void unlink ();
313 727
314 object (); 728 object ();
315 ~object (); 729 ~object ();
730
731private:
732 object &operator =(const object &);
733 object (const object &);
316}; 734};
317 735
318// compatibility functions/macros 736// move this object to the top of its env's inventory to speed up
319#define get_object() object::create () 737// searches for it.
320#define clear_owner(op) (op)->owner = 0 738static object *
321#define copy_owner(op,other) (op)->owner = (other)->owner 739splay (object *ob)
322#define get_owner(op) (op)->owner
323#define clear_object(op) (op)->clear ()
324
325static inline void
326set_owner (object *op, object *owner)
327{ 740{
328 op->set_owner (owner); 741 if (ob->env && ob->env->inv != ob)
742 {
743 if (ob->above) ob->above->below = ob->below;
744 if (ob->below) ob->below->above = ob->above;
745
746 ob->above = 0;
747 ob->below = ob->env->inv;
748 ob->below->above = ob;
749 ob->env->inv = ob;
750 }
751
752 return ob;
329} 753}
330 754
331#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 755object *find_skill_by_name_fuzzy (object *who, const char *name);
332 756object *find_skill_by_name (object *who, shstr_cmp sh);
333typedef struct oblnk 757object *find_skill_by_number (object *who, int skillno);
334{ /* Used to link together several objects */
335 object_ptr ob;
336 struct oblnk *next;
337} objectlink;
338
339typedef struct oblinkpt
340{ /* Used to link together several object links */
341 struct oblnk *link;
342 long value; /* Used as connected value in buttons/gates */
343 struct oblinkpt *next;
344} oblinkpt;
345 758
346/* 759/*
347 * The archetype structure is a set of rules on how to generate and manipulate 760 * The archetype structure is a set of rules on how to generate and manipulate
348 * objects which point to archetypes. 761 * objects which point to archetypes.
349 * This probably belongs in arch.h, but there really doesn't appear to 762 * This probably belongs in arch.h, but there really doesn't appear to
350 * be much left in the archetype - all it really is is a holder for the 763 * be much left in the archetype - all it really is is a holder for the
351 * object and pointers. This structure should get removed, and just replaced 764 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 765 * by the object structure
353 */ 766 */
354 767
355ACC_CLASS (archetype) 768INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 769struct archetype : object
357{ 770{
358 archetype (); 771 static arch_ptr empty; // the empty_archetype
772 MTH static void gc ();
773
774 archetype (const char *name);
359 ~archetype (); 775 ~archetype ();
776 void gather_callbacks (AV *&callbacks, event_type event) const;
360 777
361 static archetype *find (const char *arch); 778 MTH static archetype *find (const_utf8_string name);
362 779
363 void hash_add (); // add to hastable 780 MTH void link ();
364 void hash_del (); // remove from hashtable 781 MTH void unlink ();
365 782
783 MTH static object *get (const char *name); // (find() || singularity)->instance()
784 MTH object *instance ();
785
786 object_vector_index ACC (RW, archid); // index in archvector
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 787 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 788
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 789 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */ 790 sint8 ACC (RW, max_x), ACC (RW, max_y);
370 object ACC (RO, clone); /* An object from which to do copy_object() */ 791
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 792 // support for archetype loading
372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 793 static archetype *read (object_thawer &f);
373 * in comparison to the head. 794 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
374 */ 795 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
375}; 796};
376 797
798// compatbiility, remove once replaced by ->instance
799inline object *
800arch_to_object (archetype *at)
801{
802 return at->instance ();
803}
804
805inline void
806object_freezer::put (keyword k, archetype *v)
807{
808 put (k, v ? &v->archname : (const char *)0);
809}
810
811typedef object_vector<object, &object::index > objectvec;
812typedef object_vector<object, &object::active> activevec;
813typedef object_vector<archetype, &archetype::archid> archvec;
814
377extern object *objects; 815extern objectvec objects;
378extern object *active_objects; 816extern activevec actives;
817extern archvec archetypes;
379 818
380extern int nrofallocobjects; 819// "safely" iterate over inv in a way such that the current item is removable
820// quite horrible, that's why its hidden in some macro
821#define for_inv_removable(op,var) \
822 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
381 823
382/* This returns TRUE if the object is something that 824#define for_all_objects(var) \
383 * should be displayed in the look window 825 for (unsigned _i = 0; _i < objects.size (); ++_i) \
384 */ 826 statementvar (object *, var, objects [_i])
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 827
828#define for_all_actives(var) \
829 for (unsigned _i = 0; _i < actives.size (); ++_i) \
830 statementvar (object *, var, actives [_i])
831
832#define for_all_archetypes(var) \
833 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
834 statementvar (archetype *, var, archetypes [_i])
386 835
387/* Used by update_object to know if the object being passed is 836/* Used by update_object to know if the object being passed is
388 * being added or removed. 837 * being added or removed.
389 */ 838 */
390#define UP_OBJ_INSERT 1 839#define UP_OBJ_INSERT 1
407 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 856 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
408 * Use for treasure chests so the new object is the highest thing 857 * Use for treasure chests so the new object is the highest thing
409 * beneath the player, but not actually above it. Note - the 858 * beneath the player, but not actually above it. Note - the
410 * map and x,y coordinates for the object to be inserted must 859 * map and x,y coordinates for the object to be inserted must
411 * match the originator. 860 * match the originator.
412 * INS_MAP_LOAD: disable lots of checkings done at insertion to
413 * speed up map loading process, as we assume the ordering in
414 * loaded map is correct.
415 * 861 *
416 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 862 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
417 * are mutually exclusive. The behaviour for passing more than one 863 * are mutually exclusive. The behaviour for passing more than one
418 * should be considered undefined - while you may notice what happens 864 * should be considered undefined - while you may notice what happens
419 * right now if you pass more than one, that could very well change 865 * right now if you pass more than one, that could very well change
422#define INS_NO_MERGE 0x0001 868#define INS_NO_MERGE 0x0001
423#define INS_ABOVE_FLOOR_ONLY 0x0002 869#define INS_ABOVE_FLOOR_ONLY 0x0002
424#define INS_NO_WALK_ON 0x0004 870#define INS_NO_WALK_ON 0x0004
425#define INS_ON_TOP 0x0008 871#define INS_ON_TOP 0x0008
426#define INS_BELOW_ORIGINATOR 0x0010 872#define INS_BELOW_ORIGINATOR 0x0010
427#define INS_MAP_LOAD 0x0020
428 873
429#define ARCH_SINGULARITY "singularity"
430#define ARCH_SINGULARITY_LEN 11
431#define ARCH_DETECT_MAGIC "detect_magic"
432#define ARCH_DEPLETION "depletion" 874#define ARCH_DEPLETION "depletion"
433#define ARCH_SYMPTOM "symptom"
434 875
435#endif 876#endif
436 877

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines