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 1.5 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.140 by root, Wed Aug 1 01:07:42 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: object.h,v 1.5 2006/08/25 17:11:53 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include <bitset>
28
29#include "cfperl.h"
30#include "shstr.h"
31
32typedef uint32 tag_t; 32typedef int tag_t;
33
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,
33#define NUM_BODY_LOCATIONS 12 49 NUM_BODY_LOCATIONS
34#define BODY_ARMS 1 50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
35 58
36/* See common/item.c */ 59/* See common/item.c */
37 60
38typedef struct Body_Locations { 61typedef struct Body_Locations
62{
39 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
40 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 */
41 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 */
42} Body_Locations; 66} Body_Locations;
43 67
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern 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 69
55/* 70/*
56 * Each object (this also means archetypes!) could have a few of these 71 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 72 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 73 *
60 * 75 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 76 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 77 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 78 * Exception is if you want to walk this list for some reason.
64 */ 79 */
65typedef struct _key_value { 80struct key_value
66 const char * key; 81{
67 const char * value;
68 struct _key_value * next; 82 key_value *next;
69} key_value; 83 shstr key, value;
84};
70 85
86struct UUID
87{
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; }
94};
95
96extern void init_uuid ();
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
71 99
72/* Definition for WILL_APPLY values. Replaces having harcoded values 100/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * 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
74 * 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
75 * can_apply and will_apply? 103 * can_apply and will_apply?
76 */ 104 */
77#define WILL_APPLY_HANDLE 0x1 105#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 106#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 107#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 108#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
82 110
111struct body_slot
112{
113 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */
115};
83 116
84/* Note that the ordering of this structure is sort of relevent - 117INTERFACE_CLASS (object)
85 * copy_object copies everything over beyond 'name' using memcpy. 118// these are being copied
86 * Thus, values that need to be copied need to be located beyond that 119struct object_copy : attachable
87 * point. 120{
88 * 121 typedef bitset<NUM_FLAGS> flags_t;
89 * However, if you're keeping a pointer of some sort, you probably 122
90 * don't just want it copied, so you'll need to add to common/object.c, 123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
91 * e.g. copy-object 124
92 * 125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
93 * I've tried to clean up this structure a bit (in terms of formatting) 126 uint8 ACC (RW, subtype); /* subtype of object */
94 * by making it more consistent. I've also tried to locate some of the fields 127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
95 * more logically together (put the item related ones together, the monster 128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
96 * related ones, etc. 129
97 * This structure is best viewed with about a 100 width screen. 130 shstr ACC (RW, name); /* The name of the object, obviously... */
98 * MSW 2002-07-05 131 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152
153 float ACC (RW, speed); /* The overall speed of this object */
154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
155 uint32 ACC (RW, nrof); /* How many of the objects */
156
157 /* This next big block are basically used for monsters and equipment */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
165 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
169 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp.
99 */ 171 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */
176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 sint16 ACC (RW, level); /* Level of creature or object */
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 sint8 ACC (RW, item_power); /* power rating of the object */
180 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
181 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
182 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
184 sint32 ACC (RW, carrying); /* How much weight this object contains */
185 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
191 faceidx ACC (RW, sound_die); /* played on destroy */
192 living ACC (RO, stats); /* Str, Con, Dex, etc */
193 /* See the pod/objects.pod for more info about body locations */
100 194
101struct object_simple { 195 /* Following mostly refers to fields only used for monsters */
196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197
198 /* allows different movement patterns for attackers */
199 sint32 ACC (RW, move_status); /* What stage in attack mode */
200 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
201 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
202 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
203 /* races/classes can need less/more exp to gain levels */
204
205 /* Spell related information, may be useful elsewhere
206 * Note that other fields are used - these files are basically
207 * only used in spells.
208 */
209 sint16 ACC (RW, duration); /* How long the spell lasts */
210 sint16 ACC (RW, casting_time);/* time left before spell goes off */
211
212 uint16 ACC (RW, start_holding);
213 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
214 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
215
216 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block);/* What movement types this blocks */
220
221 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
222 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
223 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
224 MoveType ACC (RW, move_slow); /* Movement types this slows down */
225
226 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
227
228 char *ACC (RW, spellarg);
229
230 /* Following are values used by any object */
231 /* this objects turns into or what this object creates */
232 treasurelist *ACC (RW, randomitems); /* Items to be generated */
233 flags_t flag; /* various flags */
234#if FOR_PERL
235 bool ACC (RW, flag[NUM_FLAGS]);
236#endif
237 uint16 ACC (RW, animation_id);/* An index into the animation array */
238 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
239 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
240 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
241 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 uint8 ACC (RW, will_apply); /* See crossfire.doc */
243};
244
245struct object : zero_initialised, object_copy
246{
102 /* These variables are not changed by copy_object() */ 247 // These variables are not changed by ->copy_to
248 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
249
250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 int ACC (RO, count);
252 object_vector_index ACC (RO, index); // index into objects
253 object_vector_index ACC (RO, active); // index into actives
254
103 struct pl *contr; /* Pointer to the player which control this object */ 255 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 */ 256
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 */ 257 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 struct object *above; /* Pointer to the object stacked above this one */ 258 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment*/ 259 /* Note: stacked in the *same* environment */
113 struct object *inv; /* Pointer to the first object in the inventory */ 260 object *inv; /* Pointer to the first object in the inventory */
261
262 //TODO: container must move into client
114 struct object *container; /* Current container being used. I think this 263 object_ptr ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now. 264 * is only used by the player right now.
116 */ 265 */
117 struct object *env; /* Pointer to the object which is the environment. 266 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 267 * This is typically the container that the object is in.
119 */ 268 */
120 struct object *more; /* Pointer to the rest of a large body of objects */ 269 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 */ 270 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 */ 271 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. */ 272 key_value *key_values; /* Fields not explictly known by the loader. */
255};
256 273
257struct object : object_special, object_simple { 274 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 275 void post_load_check (); // do some adjustments after parsing
259}; 276 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
277 bool write (object_freezer &f);
260 278
261typedef struct oblnk { /* Used to link together several objects */ 279 MTH int slottype () const;
280 MTH static object *create ();
281 object &operator =(const object &src);
282 MTH void copy_to (object *dst);
283 MTH object *clone (); // create + copy_to
284 void do_destroy ();
285 void gather_callbacks (AV *&callbacks, event_type event) const;
286 MTH void destroy (bool destroy_inventory = false);
287
288 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
289 MTH void destroy_inv (bool drop_to_ground = false);
290 MTH object *insert (object *item); // insert into inventory
291 MTH void play_sound (faceidx sound) const;
292
293 void do_remove ();
294 MTH void remove ()
295 {
296 if (!flag [FLAG_REMOVED])
297 do_remove ();
298 }
299
300 static bool can_merge_slow (object *op1, object *op2);
301
302 // this is often used in time-critical code, so optimise
303 MTH static bool can_merge (object *op1, object *op2)
304 {
305 return op1->value == op2->value
306 && op1->name == op2->name
307 && can_merge_slow (op1, op2);
308 }
309
310 MTH void set_owner (object *owner);
311 MTH void set_speed (float speed);
312 MTH bool change_weapon (object *ob);
313 MTH bool change_skill (object *ob);
314
315 MTH void open_container (object *new_container);
316 MTH void close_container ()
317 {
318 open_container (0);
319 }
320
321 MTH object *force_find (const shstr name);
322 MTH void force_add (const shstr name, int duration = 0);
323
324 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
325 bool should_invoke (event_type event)
326 {
327 return ev_want_event [event] || ev_want_type [type] || cb;
328 }
329
330 MTH void instantiate ();
331
332 // recalculate all stats
333 MTH void update_stats ();
334 MTH void roll_stats ();
335 MTH void swap_stats (int a, int b);
336 MTH void add_statbonus ();
337 MTH void remove_statbonus ();
338 MTH void drain_stat ();
339 MTH void drain_specific_stat (int deplete_stats);
340 MTH void change_luck (int value);
341
342 // info must hold 256 * 3 bytes currently
343 const char *debug_desc (char *info) const;
344 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
345 const char *flag_desc (char *desc, int len) const;
346
347 int number_of () const
348 {
349 return nrof ? nrof : 1;
350 }
351
352 uint64 total_weight () const
353 {
354 return weight * number_of ();
355 }
356
357 // return the dominant material of this item, always return something
358 const materialtype_t *dominant_material () const;
359
360 // return the volume of this object in cm³
361 uint64 volume () const
362 {
363 return total_weight ()
364 * 1000
365 * (type == CONTAINER ? 1000 : 1)
366 / dominant_material ()->density;
367 }
368
369 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
370 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
371 || type == CLOAK || type == BOOTS || type == GLOVES
372 || type == BRACERS || type == GIRDLE; }
373 MTH bool is_alive () const { return (type == PLAYER
374 || flag [FLAG_MONSTER]
375 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
376 && !flag [FLAG_IS_A_TEMPLATE]; }
377 MTH bool is_arrow () const { return type == ARROW
378 || (type == SPELL_EFFECT
379 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
380 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
381
382 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
383
384 // temporary: wether the object can be saved in a map file
385 // contr => is a player
386 // head => only save head of a multitile object
387 // owner => can not reference owner yet
388 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
389
390 /* This return true if object has still randomitems which
391 * could be expanded.
392 */
393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
394
395 // returns the player that has this object in his inventory, or 0
396 MTH object *in_player () const
397 {
398 for (object *op = env; op; op = op->env)
399 if (op->type == PLAYER)
400 return op;
401
402 return 0;
403 }
404
405 // "temporary" helper function
406 MTH object *head_ ()
407 {
408 return head ? head : this;
409 }
410
411 MTH bool is_head ()
412 {
413 return head_ () == this;
414 }
415
416 MTH std::string long_desc (object *who = 0);
417 MTH std::string describe_monster (object *who = 0);
418 MTH std::string describe_item (object *who = 0);
419 MTH std::string describe (object *who = 0);
420
421 // If this object has no extra parts but should have them,
422 // add them, effectively expanding heads into multipart
423 // objects. This method only works on objects not inserted
424 // anywhere.
425 MTH void expand_tail ();
426
427 MTH void create_treasure (treasurelist *tl, int flags = 0);
428
429 // insert object at same map position as 'where'
430 // handles both inventory and map "positions"
431 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
432 MTH void drop_unpaid_items ();
433
434 MTH void activate ();
435 MTH void deactivate ();
436 MTH void activate_recursive ();
437 MTH void deactivate_recursive ();
438
439 // set the givne flag on all objects in the inventory recursively
440 MTH void set_flag_inv (int flag, int value = 1);
441
442 void enter_exit (object *exit);//Perl
443 MTH void enter_map (maptile *newmap, int x, int y);
444
445 // returns the mapspace this object is in
446 mapspace &ms () const;
447
448 // fully recursive iterator
449 struct iterator_base
450 {
451 object *item;
452
453 iterator_base (object *container)
454 : item (container)
455 {
456 }
457
458 operator object *() const { return item; }
459
460 object *operator ->() const { return item; }
461 object &operator * () const { return *item; }
462 };
463
464 MTH unsigned int random_seed () const
465 {
466 return (unsigned int)uuid.seq;
467 }
468
469 // depth-first recursive iterator
470 struct depth_iterator : iterator_base
471 {
472 depth_iterator (object *container);
473 void next ();
474 object *operator ++( ) { next (); return item; }
475 object *operator ++(int) { object *i = item; next (); return i; }
476 };
477
478 object *begin ()
479 {
480 return this;
481 }
482
483 object *end ()
484 {
485 return this;
486 }
487
488 /* This returns TRUE if the object is something that
489 * should be displayed in the floorbox/inventory window
490 */
491 MTH bool client_visible () const
492 {
493 return !invisible && type != PLAYER;
494 }
495
496 MTH struct region *region () const;
497
498protected:
499 void link ();
500 void unlink ();
501
262 object *ob; 502 object ();
503 ~object ();
504};
505
506// move this object to the top of its env's inventory to speed up
507// searches for it.
508static object *
509splay (object *ob)
510{
511 if (ob->env && ob->env->inv != ob)
512 {
513 if (ob->above) ob->above->below = ob->below;
514 if (ob->below) ob->below->above = ob->above;
515
516 ob->above = 0;
517 ob->below = ob->env->inv;
518 ob->below->above = ob;
519 ob->env->inv = ob;
520 }
521
522 return ob;
523}
524
525typedef struct oblnk
526{ /* Used to link together several objects */
527 object_ptr ob;
263 struct oblnk *next; 528 struct oblnk *next;
264 tag_t id;
265} objectlink; 529} objectlink;
266 530
267typedef struct oblinkpt { /* Used to link together several object links */ 531typedef struct oblinkpt
532{ /* Used to link together several object links */
268 struct oblnk *link; 533 struct oblnk *link;
269 long value; /* Used as connected value in buttons/gates */ 534 long value; /* Used as connected value in buttons/gates */
270 struct oblinkpt *next; 535 struct oblinkpt *next;
271} oblinkpt; 536} oblinkpt;
537
538object *find_skill_by_name (object *who, const char *name);
539object *find_skill_by_name (object *who, const shstr &sh);
540object *find_skill_by_number (object *who, int skillno);
272 541
273/* 542/*
274 * The archetype structure is a set of rules on how to generate and manipulate 543 * The archetype structure is a set of rules on how to generate and manipulate
275 * objects which point to archetypes. 544 * objects which point to archetypes.
276 * This probably belongs in arch.h, but there really doesn't appear to 545 * This probably belongs in arch.h, but there really doesn't appear to
277 * be much left in the archetype - all it really is is a holder for the 546 * 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 547 * object and pointers. This structure should get removed, and just replaced
279 * by the object structure 548 * by the object structure
280 */ 549 */
281 550
282typedef struct archt { 551INTERFACE_CLASS (archetype)
552struct archetype : object
553{
554 archetype (const char *name);
555 ~archetype ();
556 void gather_callbacks (AV *&callbacks, event_type event) const;
557
558 static archetype *read (object_thawer &f);
559 static archetype *get (const char *name); // find or create
560 static archetype *find (const char *name);
561
562 void link ();
563 void unlink ();
564
565 object_vector_index ACC (RW, archid); // index in archvector
283 const char *name; /* More definite name, like "generate_kobold" */ 566 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
284 struct archt *next; /* Next archetype in a linked list */ 567 bool ACC (RW, stub); // if true, this is an invalid archetype
285 struct archt *head; /* The main part of a linked object */
286 struct archt *more; /* Next part of a linked object */
287 object clone; /* An object from which to do copy_object() */
288 uint32 editable; /* editable flags (mainly for editor) */ 568 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
289 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
290 * in comparison to the head.
291 */
292} archetype;
293 569
570 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
571 sint8 ACC (RW, max_x), ACC (RW, max_y);
572};
573
574inline void
575object_freezer::put (keyword k, archetype *v)
576{
577 put (k, v ? &v->archname : (const char *)0);
578}
579
580typedef object_vector<object, &object::index > objectvec;
581typedef object_vector<object, &object::active> activevec;
582typedef object_vector<archetype, &archetype::archid> archvec;
583
294extern object *objects; 584extern objectvec objects;
295extern object *active_objects; 585extern activevec actives;
296extern object *free_objects; 586extern archvec archetypes;
297extern object objarray[STARTMAX];
298 587
299extern int nrofallocobjects; 588#define for_all_objects(var) \
300extern int nroffreeobjects; 589 for (unsigned _i = 0; _i < objects.size (); ++_i) \
590 statementvar (object *, var, objects [_i])
301 591
302/* This returns TRUE if the object is somethign that 592#define for_all_actives(var) \
303 * should be displayed in the look window 593 for (unsigned _i = 0; _i < actives.size (); ++_i) \
304 */ 594 statementvar (object *, var, actives [_i])
305#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 595
596#define for_all_archetypes(var) \
597 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
598 statementvar (archetype *, var, archetypes [_i])
306 599
307/* Used by update_object to know if the object being passed is 600/* Used by update_object to know if the object being passed is
308 * being added or removed. 601 * being added or removed.
309 */ 602 */
310#define UP_OBJ_INSERT 1 603#define UP_OBJ_INSERT 1
311#define UP_OBJ_REMOVE 2 604#define UP_OBJ_REMOVE 2
312#define UP_OBJ_CHANGE 3 605#define UP_OBJ_CHANGE 3
313#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 606#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
314 607
315/* These are flags passed to insert_ob_in_map and 608/* These are flags passed to insert_ob_in_map and
316 * insert_ob_in_ob. Note that all flags may not be meaningful 609 * insert_ob_in_ob. Note that all flags may not be meaningful
317 * for both functions. 610 * for both functions.
318 * Most are fairly explanatory: 611 * Most are fairly explanatory:
337 * are mutually exclusive. The behaviour for passing more than one 630 * are mutually exclusive. The behaviour for passing more than one
338 * should be considered undefined - while you may notice what happens 631 * should be considered undefined - while you may notice what happens
339 * right now if you pass more than one, that could very well change 632 * right now if you pass more than one, that could very well change
340 * in future revisions of the code. 633 * in future revisions of the code.
341 */ 634 */
342#define INS_NO_MERGE 0x0001 635#define INS_NO_MERGE 0x0001
343#define INS_ABOVE_FLOOR_ONLY 0x0002 636#define INS_ABOVE_FLOOR_ONLY 0x0002
344#define INS_NO_WALK_ON 0x0004 637#define INS_NO_WALK_ON 0x0004
345#define INS_ON_TOP 0x0008 638#define INS_ON_TOP 0x0008
346#define INS_BELOW_ORIGINATOR 0x0010 639#define INS_BELOW_ORIGINATOR 0x0010
347#define INS_MAP_LOAD 0x0020 640#define INS_MAP_LOAD 0x0020
348 641
349#define ARCH_SINGULARITY "singularity"
350#define ARCH_SINGULARITY_LEN 11
351#define ARCH_DETECT_MAGIC "detect_magic"
352#define ARCH_DEPLETION "depletion" 642#define ARCH_DEPLETION "depletion"
353#define ARCH_SYMPTOM "symptom"
354
355extern void (*object_free_callback)(object *ob); // called for every object_free
356 643
357#endif 644#endif
645

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines