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Comparing deliantra/server/include/object.h (file contents):
Revision 1.5 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.118 by root, Mon May 7 06:01:48 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * CrossFire, A Multiplayer Online RPG
3 * "$Id: object.h,v 1.5 2006/08/25 17:11:53 root Exp $";
4 */ 3 *
5 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 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
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 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
27*/ 23 */
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
30#include "cfperl.h"
31#include "shstr.h"
32
32typedef uint32 tag_t; 33typedef int tag_t;
34
35enum {
36 body_range,
37 body_shield,
38 body_combat,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_skill,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
33#define NUM_BODY_LOCATIONS 12 50 NUM_BODY_LOCATIONS
34#define BODY_ARMS 1 51};
35 52
36/* See common/item.c */ 53/* See common/item.c */
37 54
38typedef struct Body_Locations { 55typedef struct Body_Locations
56{
39 const char *save_name; /* Name used to load/save it to disk */ 57 const char *save_name; /* Name used to load/save it to disk */
40 const char *use_name; /* Name used when describing an item we can use */ 58 const char *use_name; /* Name used when describing an item we can use */
41 const char *nonuse_name; /* Name to describe objects we can't use */ 59 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 60} Body_Locations;
43 61
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 62extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45
46typedef struct _event
47{
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 63
55/* 64/*
56 * Each object (this also means archetypes!) could have a few of these 65 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 66 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 67 *
60 * 69 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 70 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 71 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 72 * Exception is if you want to walk this list for some reason.
64 */ 73 */
65typedef struct _key_value { 74struct key_value
66 const char * key; 75{
67 const char * value;
68 struct _key_value * next; 76 key_value *next;
69} key_value; 77 shstr key, value;
78};
70 79
80struct UUID
81{
82 uint64 seq;
83
84 UUID () { }
85 UUID (uint64 seq) : seq(seq) { }
86 operator uint64() { return seq; }
87 void operator =(uint64 seq) { this->seq = seq; }
88};
89
90extern void init_uuid ();
91extern UUID gen_uuid ();
92extern const uint64 UUID_SKIP;
71 93
72/* Definition for WILL_APPLY values. Replaces having harcoded values 94/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 95 * sprinkled in the code. Note that some of these also replace fields
74 * that were in the can_apply area. What is the point of having both 96 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 97 * can_apply and will_apply?
76 */ 98 */
77#define WILL_APPLY_HANDLE 0x1 99#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 100#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 101#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 102#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 103#define WILL_APPLY_FOOD 0x10
82 104
83
84/* Note that the ordering of this structure is sort of relevent -
85 * copy_object copies everything over beyond 'name' using memcpy.
86 * Thus, values that need to be copied need to be located beyond that
87 * point.
88 *
89 * However, if you're keeping a pointer of some sort, you probably 105/* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.c, 106 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. copy-object 107 * e.g. ->copy_to ()
92 * 108 */
93 * I've tried to clean up this structure a bit (in terms of formatting) 109
94 * by making it more consistent. I've also tried to locate some of the fields 110struct body_slot
95 * more logically together (put the item related ones together, the monster 111{
96 * related ones, etc. 112 signed char info:4; /* body info as loaded from the file */
97 * This structure is best viewed with about a 100 width screen. 113 signed char used:4; /* Calculated value based on items equipped */
98 * MSW 2002-07-05 114};
115
116INTERFACE_CLASS (object)
117// these are being copied
118struct object_copy : attachable
119{
120 typedef bitset<NUM_FLAGS> flags_t;
121
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123
124 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
125 uint8 ACC (RW, subtype); /* subtype of object */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128
129 shstr ACC (RW, name); /* The name of the object, obviously... */
130 shstr ACC (RW, name_pl); /* The plural name of the object */
131 shstr ACC (RW, title); /* Of foo, etc */
132 shstr ACC (RW, race); /* human, goblin, dragon, etc */
133 shstr ACC (RW, slaying); /* Which race to do double damage to */
134 /* If this is an exit, this is the filename */
135 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
136 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
137 shstr ACC (RW, lore); /* Obscure information about this object, */
138 /* To get put into books and the like. */
139 shstr ACC (RW, materialname); /* specific material name */
140 shstr ACC (RW, custom_name); /* Custom name assigned by player */
141// materialtype_t *ACC (RW, material); /* What material this object consists of */
142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
149 arch_ptr ACC (RW, arch); /* Pointer to archetype */
150 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
151
152 float ACC (RW, speed); /* The overall speed of this object */
153 float ACC (RW, speed_left); /* How much speed is left to spend this round */
154 uint32 ACC (RW, nrof); /* How many of the objects */
155
156 /* This next big block are basically used for monsters and equipment */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158
159 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
164 uint16 ACC (RW, materials); /* What materials this object consists of */
165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
168 /* Note that the last_.. values are sometimes used for non obvious
169 * meanings by some objects, eg, sp penalty, permanent exp.
99 */ 170 */
171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
173 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
174 sint16 ACC (RW, last_eat); /* How long since we last ate */
175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
176 sint16 ACC (RW, level); /* Level of creature or object */
177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
178 sint8 ACC (RW, item_power); /* power rating of the object */
179 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
181 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 body_slot slot [NUM_BODY_LOCATIONS];
188 faceidx ACC (RW, face); /* Face with colors */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the pod/objects.pod for more info about body locations */
100 191
101struct object_simple { 192 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194
195 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
200 /* races/classes can need less/more exp to gain levels */
201
202 /* Spell related information, may be useful elsewhere
203 * Note that other fields are used - these files are basically
204 * only used in spells.
205 */
206 sint16 ACC (RW, duration); /* How long the spell lasts */
207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
208
209 uint16 ACC (RW, start_holding);
210 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
211 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
212
213 sint8 ACC (RW, range); /* Range of the spell */
214 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
215 MoveType ACC (RW, move_type); /* Type of movement this object uses */
216 MoveType ACC (RW, move_block);/* What movement types this blocks */
217
218 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
219 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
220 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
221 MoveType ACC (RW, move_slow); /* Movement types this slows down */
222
223 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
224
225 char *ACC (RW, spellarg);
226
227 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */
229 treasurelist *ACC (RW, randomitems); /* Items to be generated */
230 flags_t flag; /* various flags */
231#if FOR_PERL
232 bool ACC (RW, flag[NUM_FLAGS]);
233#endif
234 uint16 ACC (RW, animation_id);/* An index into the animation array */
235 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
236 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
237 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
238 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
239 uint8 ACC (RW, will_apply); /* See crossfire.doc */
240};
241
242struct object : zero_initialised, object_copy
243{
102 /* These variables are not changed by copy_object() */ 244 // These variables are not changed by ->copy_to
245 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
246
247 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 int ACC (RO, count);
249 int ACC (RO, index); // index into objects
250 int ACC (RO, active); // index into actives
251
103 struct pl *contr; /* Pointer to the player which control this object */ 252 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
104 struct object *next; /* Pointer to the next object in the free/used list */ 253
105 struct object *prev; /* Pointer to the previous object in the free/used list*/
106 struct object *active_next; /* Next & previous object in the 'active' */
107 struct object *active_prev; /* List. This is used in process_events */
108 /* so that the entire object list does not */
109 /* need to be gone through. */
110 struct object *below; /* Pointer to the object stacked below this one */ 254 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 struct object *above; /* Pointer to the object stacked above this one */ 255 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment*/ 256 /* Note: stacked in the *same* environment */
113 struct object *inv; /* Pointer to the first object in the inventory */ 257 object *inv; /* Pointer to the first object in the inventory */
258
259 //TODO: container must move into client
114 struct object *container; /* Current container being used. I think this 260 object_ptr ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now. 261 * is only used by the player right now.
116 */ 262 */
117 struct object *env; /* Pointer to the object which is the environment. 263 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 264 * This is typically the container that the object is in.
119 */ 265 */
120 struct object *more; /* Pointer to the rest of a large body of objects */ 266 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 struct object *head; /* Points to the main object of a large body */ 267 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 struct mapstruct *map; /* Pointer to the map in which this object is present */ 268 client_container *seen_by; // seen by which player/container currently?
123
124 tag_t count; /* Unique object number for this object */
125 uint16 refcount; /* How many objects points to this object */
126};
127
128struct object_special {
129 /* These get an extra add_refcount(), after having been copied by memcpy().
130 * All fields beow this point are automatically copied by memcpy. If
131 * adding something that needs a refcount updated, make sure you modify
132 * copy_object to do so. Everything below here also gets cleared
133 * by clear_object()
134 */
135 const char *name; /* The name of the object, obviously... */
136 const char *name_pl; /* The plural name of the object */
137 const char *title; /* Of foo, etc */
138 const char *race; /* human, goblin, dragon, etc */
139 const char *slaying; /* Which race to do double damage to */
140 /* If this is an exit, this is the filename */
141 const char *skill; /* Name of the skill this object uses/grants */
142 const char *msg; /* If this is a book/sign/magic mouth/etc */
143 const char *lore; /* Obscure information about this object, */
144 /* To get put into books and the like. */
145
146 sint16 x,y; /* Position in the map for this object */
147 sint16 ox,oy; /* For debugging: Where it was last inserted */
148 float speed; /* The overall speed of this object */
149 float speed_left; /* How much speed is left to spend this round */
150 uint32 nrof; /* How many of the objects */
151 New_Face *face; /* Face with colors */
152 sint8 direction; /* Means the object is moving that way. */
153 sint8 facing; /* Object is oriented/facing that way. */
154
155 /* This next big block are basically used for monsters and equipment */
156 uint8 type; /* PLAYER, BULLET, etc. See define.h */
157 uint8 subtype; /* subtype of object */
158 uint16 client_type; /* Public type information. see doc/Developers/objects */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
160 uint32 attacktype; /* Bitmask of attacks this object does */
161 uint32 path_attuned; /* Paths the object is attuned to */
162 uint32 path_repelled; /* Paths the object is repelled from */
163 uint32 path_denied; /* Paths the object is denied access to */
164 uint16 material; /* What materials this object consist of */
165 const char *materialname; /* specific material name */
166 sint8 magic; /* Any magical bonuses to this item */
167 uint8 state; /* How the object was last drawn (animation) */
168 sint32 value; /* How much money it is worth (or contains) */
169 sint16 level; /* Level of creature or object */
170 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp.
172 */
173 sint32 last_heal; /* Last healed. Depends on constitution */
174 sint32 last_sp; /* As last_heal, but for spell points */
175 sint16 last_grace; /* as last_sp, except for grace */
176 sint16 last_eat; /* How long since we last ate */
177 sint16 invisible; /* How much longer the object will be invis */
178 uint8 pick_up; /* See crossfire.doc */
179 sint8 item_power; /* power rating of the object */
180 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
181 sint32 weight; /* Attributes of the object */
182 sint32 weight_limit; /* Weight-limit of object */
183 sint32 carrying; /* How much weight this object contains */
184 sint8 glow_radius; /* indicates the glow radius of the object */
185 living stats; /* Str, Con, Dex, etc */
186 sint64 perm_exp; /* Permanent exp */
187 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
188 /* each time the object attacks something */
189 struct object *current_weapon; /* Pointer to the weapon currently used */
190 uint32 weapontype; /* type of weapon */
191 uint32 tooltype; /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194 /* See the doc/Developers/objects for more info about body locations */
195
196 /* Following mostly refers to fields only used for monsters */
197 struct object *owner; /* Pointer to the object which controls this one */
198 /* Owner should not be referred to directly - */
199 /* get_owner should be used instead. */
200 tag_t ownercount; /* What count the owner had (in case owner */
201 /* has been freed) */
202 struct object *enemy; /* Monster/player to follow even if not closest */
203 struct object *attacked_by; /* This object start to attack us! only player & monster */
204 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
205 struct treasureliststruct *randomitems; /* Items to be generated */
206 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
207 struct object *chosen_skill; /* the skill chosen to use */
208 uint32 hide; /* The object is hidden, not invisible */
209 /* changes made by kholland@sunlab.cit.cornell.edu */
210 /* allows different movement patterns for attackers */
211 sint32 move_status; /* What stage in attack mode */
212 uint16 attack_movement;/* What kind of attack movement */
213 uint8 will_apply; /* See crossfire.doc */
214 struct object *spellitem; /* Spell ability monster is choosing to use */
215 double expmul; /* needed experience = (calc_exp*expmul) - means some */
216 /* races/classes can need less/more exp to gain levels */
217
218 /* Spell related information, may be useful elsewhere
219 * Note that other fields are used - these files are basically
220 * only used in spells.
221 */
222 sint16 duration; /* How long the spell lasts */
223 uint8 duration_modifier; /* how level modifies duration */
224 sint16 casting_time; /* time left before spell goes off */
225 struct object *spell; /* Spell that was being cast */
226 uint16 start_holding;
227 char *spellarg;
228 uint8 dam_modifier; /* How going up in level effects damage */
229 sint8 range; /* Range of the spell */
230 uint8 range_modifier; /* How going up in level effects range */
231
232 /* Following are values used by any object */
233 struct archt *arch; /* Pointer to archetype */
234 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
235 /* this objects turns into or what this object creates */
236 uint32 flags[4]; /* various flags */
237 uint16 animation_id; /* An index into the animation array */
238 uint8 anim_speed; /* ticks between animation-frames */
239 uint8 last_anim; /* last sequence used to draw face */
240 sint32 elevation; /* elevation of this terrain - not currently used */
241 uint8 smoothlevel; /* how to smooth this square around*/
242
243 MoveType move_type; /* Type of movement this object uses */
244 MoveType move_block; /* What movement types this blocks */
245 MoveType move_allow; /* What movement types explicitly allowd */
246 MoveType move_on; /* Move types affected moving on to this space */
247 MoveType move_off; /* Move types affected moving off this space */
248 MoveType move_slow; /* Movement types this slows down */
249 float move_slow_penalty; /* How much this slows down the object */
250
251 event *events;
252
253 const char *custom_name; /* Custom name assigned by player */
254 key_value *key_values; /* Fields not explictly known by the loader. */ 269 key_value *key_values; /* Fields not explictly known by the loader. */
255};
256 270
257struct object : object_special, object_simple { 271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
258 void *self, *cb; // CF+ perl's self and callback registry 272 void post_load_check (); // do some adjustments after parsing
259}; 273 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
274 bool write (object_freezer &f);
260 275
261typedef struct oblnk { /* Used to link together several objects */ 276 MTH static object *create ();
277 object &operator =(const object &src);
278 MTH void copy_to (object *dst);
279 MTH object *clone (); // create + copy_to
280 void do_destroy ();
281 void gather_callbacks (AV *&callbacks, event_type event) const;
282 MTH void destroy (bool destroy_inventory = false);
283
284 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
285 MTH void destroy_inv (bool drop_to_ground = false);
286 MTH object *insert (object *item); // insert into inventory
287 void do_remove ();
288 MTH void remove ()
289 {
290 if (!flag [FLAG_REMOVED])
291 do_remove ();
292 }
293
294 static bool can_merge_slow (object *op1, object *op2);
295
296 // this is often used in time-critical code, so optimise
297 MTH static bool can_merge (object *op1, object *op2)
298 {
299 return op1->value == op2->value
300 && op1->name == op2->name
301 && can_merge_slow (op1, op2);
302 }
303
304 MTH void set_owner (object *owner);
305 MTH void set_speed (float speed);
306 MTH void set_weapon (object *ob);
307
308 MTH void open_container (object *new_container);
309 MTH void close_container ()
310 {
311 open_container (0);
312 }
313
314 MTH void instantiate ();
315
316 // recalculate all stats
317 MTH void update_stats ();
318 MTH void roll_stats ();
319 MTH void swap_stats (int a, int b);
320 MTH void add_statbonus ();
321 MTH void remove_statbonus ();
322 MTH void drain_stat ();
323 MTH void drain_specific_stat (int deplete_stats);
324 MTH void change_luck (int value);
325
326 // info must hold 256 * 3 bytes currently
327 const char *debug_desc (char *info) const;
328 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
329 const char *flag_desc (char *desc, int len) const;
330
331 int number_of () const
332 {
333 return nrof ? nrof : 1;
334 }
335
336 uint64 total_weight () const
337 {
338 return weight * number_of ();
339 }
340
341 // return the dominant material of this item, always return something
342 const materialtype_t *dominant_material () const;
343
344 // return the volume of this object in cm³
345 uint64 volume () const
346 {
347 return total_weight ()
348 * 1000
349 * (type == CONTAINER ? 1000 : 1)
350 / dominant_material ()->density;
351 }
352
353 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
354 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
355 || type == CLOAK || type == BOOTS || type == GLOVES
356 || type == BRACERS || type == GIRDLE; }
357 MTH bool is_alive () const { return (type == PLAYER
358 || flag [FLAG_MONSTER]
359 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
360 && !flag [FLAG_IS_A_TEMPLATE]; }
361 MTH bool is_arrow () const { return type == ARROW
362 || (type == SPELL_EFFECT
363 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
364 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
365
366 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
367
368 // temporary: wether the object can be saved in a map file
369 // contr => is a player
370 // head => only save head of a multitile object
371 // owner => can not reference owner yet
372 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
373
374 /* This return true if object has still randomitems which
375 * could be expanded.
376 */
377 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
378
379 // returns the player that has this object in his inventory, or 0
380 MTH object *in_player () const
381 {
382 for (object *op = env; op; op = op->env)
383 if (op->type == PLAYER)
384 return op;
385
386 return 0;
387 }
388
389 // "temporary" helper function
390 MTH object *head_ ()
391 {
392 return head ? head : this;
393 }
394
395 MTH std::string long_desc (object *who = 0);
396 MTH std::string describe_monster (object *who = 0);
397 MTH std::string describe_item (object *who = 0);
398 MTH std::string describe (object *who = 0);
399
400 // If this object has no extra parts but should have them,
401 // add them, effectively expanding heads into multipart
402 // objects. This method only works on objects not inserted
403 // anywhere.
404 MTH void expand_tail ();
405
406 MTH void create_treasure (treasurelist *tl, int flags = 0);
407
408 // insert object at same map position as 'where'
409 // handles both inventory and map "positions"
410 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
411
412 MTH void activate ();
413 MTH void deactivate ();
414 MTH void activate_recursive ();
415 MTH void deactivate_recursive ();
416
417 // set the givne flag on all objects in the inventory recursively
418 MTH void set_flag_inv (int flag, int value = 1);
419
420 void enter_exit (object *exit);//Perl
421 MTH void enter_map (maptile *newmap, int x, int y);
422
423 // returns the mapspace this object is in
424 mapspace &ms () const;
425
426 // fully recursive iterator
427 struct iterator_base
428 {
429 object *item;
430
431 iterator_base (object *container)
432 : item (container)
433 {
434 }
435
436 operator object *() const { return item; }
437
438 object *operator ->() const { return item; }
439 object &operator * () const { return *item; }
440 };
441
442 MTH unsigned int random_seed () const
443 {
444 return (unsigned int)uuid.seq;
445 }
446
447 // depth-first recursive iterator
448 struct depth_iterator : iterator_base
449 {
450 depth_iterator (object *container);
451 void next ();
452 object *operator ++( ) { next (); return item; }
453 object *operator ++(int) { object *i = item; next (); return i; }
454 };
455
456 object *begin ()
457 {
458 return this;
459 }
460
461 object *end ()
462 {
463 return this;
464 }
465
466 /* This returns TRUE if the object is something that
467 * should be displayed in the floorbox/inventory window
468 */
469 MTH bool client_visible () const
470 {
471 return !invisible && type != PLAYER;
472 }
473
474 MTH struct region *region () const;
475
476protected:
477 friend struct archetype;
478
479 void link ();
480 void unlink ();
481
262 object *ob; 482 object ();
483 ~object ();
484};
485
486typedef object_vector<object, &object::index > objectvec;
487typedef object_vector<object, &object::active> activevec;
488
489extern objectvec objects;
490extern activevec actives;
491
492#define for_all_objects(var) \
493 for (unsigned _i = 0; _i < objects.size (); ++_i) \
494 declvar (object *, var, objects [_i])
495
496#define for_all_actives(var) \
497 for (unsigned _i = 0; _i < actives.size (); ++_i) \
498 declvar (object *, var, actives [_i])
499
500typedef struct oblnk
501{ /* Used to link together several objects */
502 object_ptr ob;
263 struct oblnk *next; 503 struct oblnk *next;
264 tag_t id;
265} objectlink; 504} objectlink;
266 505
267typedef struct oblinkpt { /* Used to link together several object links */ 506typedef struct oblinkpt
507{ /* Used to link together several object links */
268 struct oblnk *link; 508 struct oblnk *link;
269 long value; /* Used as connected value in buttons/gates */ 509 long value; /* Used as connected value in buttons/gates */
270 struct oblinkpt *next; 510 struct oblinkpt *next;
271} oblinkpt; 511} oblinkpt;
272 512
273/* 513/*
274 * The archetype structure is a set of rules on how to generate and manipulate 514 * The archetype structure is a set of rules on how to generate and manipulate
277 * be much left in the archetype - all it really is is a holder for the 517 * be much left in the archetype - all it really is is a holder for the
278 * object and pointers. This structure should get removed, and just replaced 518 * object and pointers. This structure should get removed, and just replaced
279 * by the object structure 519 * by the object structure
280 */ 520 */
281 521
282typedef struct archt { 522INTERFACE_CLASS (archetype)
523struct archetype : zero_initialised, attachable
524{
525 archetype ();
526 ~archetype ();
527 void gather_callbacks (AV *&callbacks, event_type event) const;
528
529 static archetype *read (object_thawer &f);
530 static archetype *get (const char *name); // find or create
531 static archetype *find (const char *name);
532
533 void hash_add (); // add to hashtable
534 void hash_del (); // remove from hashtable
535
283 const char *name; /* More definite name, like "generate_kobold" */ 536 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
284 struct archt *next; /* Next archetype in a linked list */ 537 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
285 struct archt *head; /* The main part of a linked object */ 538 struct archetype *ACC (RW, head); /* The main part of a linked object */
286 struct archt *more; /* Next part of a linked object */ 539 struct archetype *ACC (RW, more); /* Next part of a linked object */
287 object clone; /* An object from which to do copy_object() */ 540 object ACC (RO, clone); /* An object from which to do ->copy_to () */
288 uint32 editable; /* editable flags (mainly for editor) */ 541 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
542 bool ACC (RW, linked); // linked into list of heads
289 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 543 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
290 * in comparison to the head. 544 * in comparison to the head.
291 */ 545 */
292} archetype; 546};
293
294extern object *objects;
295extern object *active_objects;
296extern object *free_objects;
297extern object objarray[STARTMAX];
298
299extern int nrofallocobjects;
300extern int nroffreeobjects;
301
302/* This returns TRUE if the object is somethign that
303 * should be displayed in the look window
304 */
305#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
306 547
307/* Used by update_object to know if the object being passed is 548/* Used by update_object to know if the object being passed is
308 * being added or removed. 549 * being added or removed.
309 */ 550 */
310#define UP_OBJ_INSERT 1 551#define UP_OBJ_INSERT 1
311#define UP_OBJ_REMOVE 2 552#define UP_OBJ_REMOVE 2
312#define UP_OBJ_CHANGE 3 553#define UP_OBJ_CHANGE 3
313#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 554#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
314 555
315/* These are flags passed to insert_ob_in_map and 556/* These are flags passed to insert_ob_in_map and
316 * insert_ob_in_ob. Note that all flags may not be meaningful 557 * insert_ob_in_ob. Note that all flags may not be meaningful
317 * for both functions. 558 * for both functions.
318 * Most are fairly explanatory: 559 * Most are fairly explanatory:
337 * are mutually exclusive. The behaviour for passing more than one 578 * are mutually exclusive. The behaviour for passing more than one
338 * should be considered undefined - while you may notice what happens 579 * should be considered undefined - while you may notice what happens
339 * right now if you pass more than one, that could very well change 580 * right now if you pass more than one, that could very well change
340 * in future revisions of the code. 581 * in future revisions of the code.
341 */ 582 */
342#define INS_NO_MERGE 0x0001 583#define INS_NO_MERGE 0x0001
343#define INS_ABOVE_FLOOR_ONLY 0x0002 584#define INS_ABOVE_FLOOR_ONLY 0x0002
344#define INS_NO_WALK_ON 0x0004 585#define INS_NO_WALK_ON 0x0004
345#define INS_ON_TOP 0x0008 586#define INS_ON_TOP 0x0008
346#define INS_BELOW_ORIGINATOR 0x0010 587#define INS_BELOW_ORIGINATOR 0x0010
347#define INS_MAP_LOAD 0x0020 588#define INS_MAP_LOAD 0x0020
348 589
349#define ARCH_SINGULARITY "singularity" 590#define ARCH_SINGULARITY "singularity"
350#define ARCH_SINGULARITY_LEN 11
351#define ARCH_DETECT_MAGIC "detect_magic" 591#define ARCH_DETECT_MAGIC "detect_magic"
352#define ARCH_DEPLETION "depletion" 592#define ARCH_DEPLETION "depletion"
353#define ARCH_SYMPTOM "symptom" 593#define ARCH_SYMPTOM "symptom"
354 594
355extern void (*object_free_callback)(object *ob); // called for every object_free
356
357#endif 595#endif
596

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