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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 1.234 by root, Sun Apr 4 20:00:05 2010 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.h,v 1.5 2006/08/25 17:11:53 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
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 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
33//+GPL
34
32typedef uint32 tag_t; 35typedef int tag_t;
36
37// also see common/item.C
38enum
39{
40 body_skill,
41 body_combat,
42 body_range,
43 body_shield,
44 body_arm,
45 body_torso,
46 body_head,
47 body_neck,
48 body_finger,
49 body_shoulder,
50 body_foot,
51 body_hand,
52 body_wrist,
53 body_waist,
33#define NUM_BODY_LOCATIONS 12 54 NUM_BODY_LOCATIONS
34#define BODY_ARMS 1 55};
35 56
36/* See common/item.c */ 57/* See common/item.c */
37 58
38typedef struct Body_Locations { 59typedef struct Body_Locations
60{
39 const char *save_name; /* Name used to load/save it to disk */ 61 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 */ 62 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 */ 63 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 64} Body_Locations;
43 65
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 66extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45 67
46typedef struct _event 68#define NUM_COINS 4 /* number of coin types */
47{ 69extern const char *const coins[NUM_COINS + 1];
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 70
55/* 71/*
56 * Each object (this also means archetypes!) could have a few of these 72 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 73 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 74 *
59 * key and value are shared-strings. 75 * key and value are shared-strings.
60 * 76 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 77 * Please use kv_get/kv_set/kv_del from object rather than
62 * accessing the list directly. 78 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 79 * Exception is if you want to walk this list for some reason.
64 */ 80 */
65typedef struct _key_value { 81struct key_value : slice_allocated
66 const char * key; 82{
67 const char * value;
68 struct _key_value * next; 83 key_value *next;
69} key_value; 84 shstr key, value;
85};
70 86
87//-GPL
88
89struct UUID
90{
91 uint64 seq;
92
93 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
94
95 static UUID cur; // last uuid generated
96 static void init ();
97 static UUID gen ();
98
99 UUID () { }
100 UUID (uint64 seq) : seq(seq) { }
101 operator uint64() { return seq; }
102 void operator =(uint64 seq) { this->seq = seq; }
103
104 bool parse (const char *s);
105 char *append (char *buf) const;
106 char *c_str () const;
107};
108
109//+GPL
71 110
72/* Definition for WILL_APPLY values. Replaces having harcoded values 111/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 112 * 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 113 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 114 * can_apply and will_apply?
76 */ 115 */
77#define WILL_APPLY_HANDLE 0x1 116#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 117#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 118#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 119#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 120#define WILL_APPLY_FOOD 0x10
82 121
122struct body_slot
123{
124 signed char used:4; /* Calculated value based on items equipped */
125 signed char info:4; /* body info as loaded from the file */
126};
83 127
84/* Note that the ordering of this structure is sort of relevent - 128typedef struct oblnk
85 * copy_object copies everything over beyond 'name' using memcpy. 129{ /* Used to link together several objects */
86 * Thus, values that need to be copied need to be located beyond that 130 object_ptr ob;
87 * point. 131 struct oblnk *next;
88 * 132} objectlink;
89 * However, if you're keeping a pointer of some sort, you probably 133
90 * don't just want it copied, so you'll need to add to common/object.c, 134typedef struct oblinkpt
91 * e.g. copy-object 135{ /* Used to link together several object links */
92 * 136 struct oblnk *link;
93 * I've tried to clean up this structure a bit (in terms of formatting) 137 struct oblinkpt *next;
94 * by making it more consistent. I've also tried to locate some of the fields 138 shstr id; /* Used as connected value in buttons/gates */
95 * more logically together (put the item related ones together, the monster 139} oblinkpt;
96 * related ones, etc. 140
97 * This structure is best viewed with about a 100 width screen. 141INTERFACE_CLASS (object)
98 * MSW 2002-07-05 142// these are being copied
143struct object_copy : attachable
144{
145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
146
147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
148 uint8 ACC (RW, subtype); /* subtype of object */
149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151
152 shstr ACC (RW, name); /* The name of the object, obviously... */
153 shstr ACC (RW, name_pl); /* The plural name of the object */
154 shstr ACC (RW, title); /* Of foo, etc */
155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
156 shstr ACC (RW, slaying); /* Which race to do double damage to */
157 /* If this is an exit, this is the filename */
158
159 typedef bitset<NUM_FLAGS> flags_t;
160 flags_t flag; /* various flags */
161#if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]);
163#endif
164
165 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
166 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
167 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
168 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
169 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
170 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
171 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
172 object_ptr ACC (RW, spell); /* Spell that was being cast */
173 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
174 arch_ptr ACC (RW, arch); /* Pointer to archetype */
175 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
176
177 float ACC (RW, speed); /* The overall speed of this object */
178 float ACC (RW, speed_left); /* How much speed is left to spend this round */
179
180 sint32 ACC (RW, nrof); /* How many of the objects */
181 /* This next big block is basically used for monsters and equipment */
182 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
183 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
184
185 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
186 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
187 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
188 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
189
190 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194
195 /* Note that the last_.. values are sometimes used for non obvious
196 * meanings by some objects, eg, sp penalty, permanent exp.
99 */ 197 */
198 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
199 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
200 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
201 sint16 ACC (RW, last_eat); /* How long since we last ate */
100 202
101struct object_simple { 203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
204 sint16 ACC (RW, level); /* Level of creature or object */
205
206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 uint8 ACC (RW, weapontype); /* type of weapon */
210
211 body_slot slot [NUM_BODY_LOCATIONS];
212
213 faceidx ACC (RW, face); /* the graphical face */
214
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217
218 sint32 ACC (RW, weight); /* Attributes of the object */
219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
220
221 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
222
223 sint64 ACC (RW, perm_exp); /* Permanent exp */
224 living ACC (RO, stats); /* Str, Con, Dex, etc */
225 /* See the pod/objects.pod for more info about body locations */
226
227 /* Following mostly refers to fields only used for monsters */
228
229 /* Spell related information, may be useful elsewhere
230 * Note that other fields are used - these files are basically
231 * only used in spells.
232 */
233 sint16 ACC (RW, duration); /* How long the spell lasts */
234 uint8 ACC (RW, casting_time); /* time left before spell goes off */
235 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
236
237 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
238 sint8 ACC (RW, range); /* Range of the spell */
239 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
240 sint8 ACC (RW, item_power); /* power rating of the object */
241
242 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
246
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
251 // 8 free bits
252
253 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
254 // /* races/classes can need less/more exp to gain levels */
255 static const float expmul = 1.0;//D
256 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
257
258 /* Following are values used by any object */
259 /* this objects turns into or what this object creates */
260 treasurelist *ACC (RW, randomitems); /* Items to be generated */
261
262 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
263 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
264 uint8 ACC (RW, will_apply); /* See crossfire.doc */
265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
266 uint16 ACC (RW, animation_id);/* An index into the animation array */
267 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
268
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271 /* allows different movement patterns for attackers */
272 uint8 ACC (RW, move_status); /* What stage in attack mode */
273 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
274
275 //16+ free bits
276
277 // rarely-accessed members should be at the end
278 shstr ACC (RW, tag); // a tag used to tracking this object
279 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
280 shstr ACC (RW, lore); /* Obscure information about this object, */
281 /* To get put into books and the like. */
282 shstr ACC (RW, custom_name); /* Custom name assigned by player */
283};
284
285const_utf8_string query_weight (const object *op);
286const_utf8_string query_short_name (const object *op);
287const_utf8_string query_name (const object *op);
288const_utf8_string query_base_name (const object *op, int plural);
289sint64 query_cost (const object *tmp, object *who, int flag);
290const char *query_cost_string (const object *tmp, object *who, int flag);
291
292int change_ability_duration (object *spell, object *caster);
293int min_casting_level (object *caster, object *spell);
294int casting_level (object *caster, object *spell);
295sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
296int SP_level_dam_adjust (object *caster, object *spob);
297int SP_level_duration_adjust (object *caster, object *spob);
298int SP_level_range_adjust (object *caster, object *spob);
299
300struct object : zero_initialised, object_copy
301{
102 /* These variables are not changed by copy_object() */ 302 // These variables are not changed by ->copy_to
103 struct pl *contr; /* Pointer to the player which control this object */ 303 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
104 struct object *next; /* Pointer to the next object in the free/used list */ 304
105 struct object *prev; /* Pointer to the previous object in the free/used list*/ 305 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
106 struct object *active_next; /* Next & previous object in the 'active' */ 306 int ACC (RO, count);
107 struct object *active_prev; /* List. This is used in process_events */ 307 object_vector_index ACC (RO, index); // index into objects
108 /* so that the entire object list does not */ 308 object_vector_index ACC (RO, active); // index into actives
109 /* need to be gone through. */ 309
310 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
311
110 struct object *below; /* Pointer to the object stacked below this one */ 312 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 struct object *above; /* Pointer to the object stacked above this one */ 313 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment*/ 314 /* Note: stacked in the *same* environment */
113 struct object *inv; /* Pointer to the first object in the inventory */ 315 object *inv; /* Pointer to the first object in the inventory */
114 struct object *container; /* Current container being used. I think this 316
317 //TODO: container must move into client
318 object_ptr ACC (RW, container);/* Currently opened container. I think this
115 * is only used by the player right now. 319 * is only used by the player right now.
116 */ 320 */
117 struct object *env; /* Pointer to the object which is the environment. 321 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 322 * This is typically the container that the object is in.
119 */ 323 */
120 struct object *more; /* Pointer to the rest of a large body of objects */ 324 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 */ 325 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 */ 326 key_value *key_values; /* Fields not explictly known by the loader. */
123 327
124 tag_t count; /* Unique object number for this object */ 328 // privates / perl
125 uint16 refcount; /* How many objects points to this object */ 329 shstr_tmp kv_get (shstr_tmp key) const;
330 void kv_del (shstr_tmp key);
331 void kv_set (shstr_tmp key, shstr_tmp value);
332
333//-GPL
334
335 // custom extra fields management
336 struct key_value_access_proxy
337 {
338 object &ob;
339 shstr_tmp key;
340
341 key_value_access_proxy (object &ob, shstr_tmp key)
342 : ob (ob), key (key)
343 {
344 }
345
346 const key_value_access_proxy &operator =(shstr_tmp value) const
347 {
348 ob.kv_set (key, value);
349 return *this;
350 }
351
352 operator const shstr_tmp () const { return ob.kv_get (key); }
353 operator const char *() const { return ob.kv_get (key); }
354
355 private:
356 void operator =(int);
357 };
358
359 // operator [] is too annoying to use
360 const key_value_access_proxy kv (shstr_tmp key)
361 {
362 return key_value_access_proxy (*this, key);
363 }
364
365 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
366 MTH void post_load_check (); // do some adjustments after parsing
367 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
368 bool write (object_freezer &f);
369
370 MTH static object *create ();
371 const mapxy &operator =(const mapxy &pos);
372 MTH void copy_to (object *dst);
373 MTH object *clone (); // create + copy_to a single object
374 MTH object *deep_clone (); // copy whole more chain and inventory
375 void do_destroy ();
376 void gather_callbacks (AV *&callbacks, event_type event) const;
377 MTH void destroy ();
378 MTH void drop_and_destroy ()
379 {
380 destroy_inv (true);
381 destroy ();
382 }
383
384 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
385 MTH void destroy_inv (bool drop_to_ground = false);
386 MTH object *insert (object *item); // insert into inventory
387 MTH void play_sound (faceidx sound) const;
388 MTH void say_msg (const_utf8_string msg) const;
389
390 void do_remove ();
391 MTH void remove ()
392 {
393 if (!flag [FLAG_REMOVED])
394 do_remove ();
395 }
396
397 MTH bool blocked (maptile *m, int x, int y) const;
398
399 void move_to (const mapxy &pos)
400 {
401 remove ();
402 *this = pos;
403 insert_at (this, this);
404 }
405
406 // high-level move method.
407 // object op is trying to move in direction dir.
408 // originator is typically the same as op, but
409 // can be different if originator is causing op to
410 // move (originator is pushing op)
411 // returns 0 if the object is not able to move to the
412 // desired space, 1 otherwise (in which case we also
413 // move the object accordingly. This function is
414 // very similiar to move_object.
415 int move (int dir, object *originator);
416
417 int move (int dir)
418 {
419 return move (dir, this);
420 }
421
422 // changes move_type to a new value - handles move_on/move_off effects
423 MTH void change_move_type (MoveType mt);
424
425 static bool can_merge_slow (object *op1, object *op2);
426
427 // this is often used in time-critical code, so optimise
428 MTH static bool can_merge (object *op1, object *op2)
429 {
430 return op1->value == op2->value
431 && op1->name == op2->name
432 && can_merge_slow (op1, op2);
433 }
434
435 MTH void set_owner (object *owner);
436 MTH void set_speed (float speed);
437 MTH void set_glow_radius (sint8 rad);
438 MTH bool change_skill (object *ob); // deprecated?
439
440 MTH void open_container (object *new_container);
441 MTH void close_container ()
442 {
443 open_container (0);
444 }
445
446 // potential future accessor for "container"
447 MTH object *container_ () const
448 {
449 return container;
450 }
451
452 MTH bool is_open_container () const
453 {
454 // strangely enough, using ?: here causes code to inflate
455 return type == CONTAINER
456 && ((env && env->container_ () == this)
457 || (!env && flag [FLAG_APPLIED]));
458 }
459
460 MTH object *force_find (shstr_tmp name);
461 MTH void force_set_timer (int duration);
462 MTH object *force_add (shstr_tmp name, int duration = 0);
463
464 oblinkpt *find_link () const;
465 MTH void add_link (maptile *map, shstr_tmp id);
466 MTH void remove_link ();
467
468 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
469 bool should_invoke (event_type event)
470 {
471 return ev_want_event [event] || ev_want_type [type] || cb;
472 }
473
474 MTH void instantiate ();
475
476 // recalculate all stats
477 MTH void update_stats ();
478 MTH void roll_stats ();
479 MTH void swap_stats (int a, int b);
480 MTH void add_statbonus ();
481 MTH void remove_statbonus ();
482 MTH void drain_stat ();
483 MTH void drain_specific_stat (int deplete_stats);
484 MTH void change_luck (int value);
485
486 // info must hold 256 * 3 bytes currently
487 const_utf8_string debug_desc (char *info) const;
488 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
489 const_utf8_string flag_desc (char *desc, int len) const;
490
491 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
492 MTH object *split (sint32 nr = 1); // return 0 on failure
493
494 MTH int number_of () const
495 {
496 return nrof ? nrof : 1;
497 }
498
499 MTH sint32 total_weight () const
500 {
501 return (weight + carrying) * number_of ();
502 }
503
504 MTH void update_weight ();
505
506 // return the dominant material of this item, always return something
507 const materialtype_t *dominant_material () const
508 {
509 return material;
510 }
511
512 // return the volume of this object in cm³
513 MTH uint64 volume () const
514 {
515 return (uint64)total_weight ()
516 * 1024 // 1000 actually
517 * (type == CONTAINER ? 128 : 1)
518 / dominant_material ()->density; // ugh, division
519 }
520
521 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
522
523 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
524 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
525 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
526 || type == CLOAK || type == BOOTS || type == GLOVES
527 || type == BRACERS || type == GIRDLE; }
528 MTH bool is_alive () const { return (type == PLAYER
529 || flag [FLAG_MONSTER]
530 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
531 && !flag [FLAG_IS_A_TEMPLATE]; }
532 MTH bool is_arrow () const { return type == ARROW
533 || (type == SPELL_EFFECT
534 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
535 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
536
537 MTH bool is_dragon () const;
538
539 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
540
541 // temporary: wether the object can be saved in a map file
542 // contr => is a player
543 // head => only save head of a multitile object
544 // owner => can not reference owner yet
545 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
546
547 /* This return true if object has still randomitems which
548 * could be expanded.
549 */
550 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
551
552 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
553
554 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
555
556 // returns the outermost owner, never returns 0
557 MTH object *outer_owner ()
558 {
559 object *op;
560
561 for (op = this; op->owner; op = op->owner)
562 ;
563
564 return op;
565 }
566
567 // returns the outermost environment, never returns 0
568 MTH object *outer_env_or_self () const
569 {
570 const object *op;
571
572 for (op = this; op->env; op = op->env)
573 ;
574
575 return const_cast<object *>(op);
576 }
577
578 // returns the outermost environment, may return 0
579 MTH object *outer_env () const
580 {
581 return env ? outer_env_or_self () : 0;
582 }
583
584 // returns the player that has this object in his inventory, or 0
585 // we assume the player is always the outer env
586 MTH object *in_player () const
587 {
588 object *op = outer_env_or_self ();
589
590 return op->type == PLAYER ? op : 0;
591 }
592
593 // "temporary" helper function
594 MTH object *head_ () const
595 {
596 return head ? head : const_cast<object *>(this);
597 }
598
599 MTH bool is_head () const
600 {
601 return head_ () == this;
602 }
603
604 MTH bool is_on_map () const
605 {
606 return !env && !flag [FLAG_REMOVED];
607 }
608
609 MTH bool is_inserted () const
610 {
611 return !flag [FLAG_REMOVED];
612 }
613
614 MTH bool is_player () const
615 {
616 return !!contr;
617 }
618
619 /* elmex: this method checks whether the object is in a shop */
620 MTH bool is_in_shop () const;
621
622 MTH bool affects_los () const
623 {
624 return glow_radius || flag [FLAG_BLOCKSVIEW];
625 }
626
627 MTH bool has_carried_lights () const
628 {
629 return glow_radius;
630 }
631
632 // returns the player that cna see this object, if any
633 MTH object *visible_to () const;
634
635 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
636 MTH std::string describe_monster (object *who = 0);
637 MTH std::string describe_item (object *who = 0);
638 MTH std::string describe (object *who = 0); // long description, without name
639
640 MTH const_utf8_string query_weight () { return ::query_weight (this); }
641 MTH const_utf8_string query_name () { return ::query_name (this); }
642 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
643 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
644
645 // If this object has no extra parts but should have them,
646 // add them, effectively expanding heads into multipart
647 // objects. This method only works on objects not inserted
648 // anywhere.
649 MTH void expand_tail ();
650
651 MTH void create_treasure (treasurelist *tl, int flags = 0);
652
653 // insert object at same map position as 'where'
654 // handles both inventory and map "positions"
655 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
656 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
657 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
658 MTH void drop_unpaid_items ();
659
660 MTH void activate ();
661 MTH void deactivate ();
662 MTH void activate_recursive ();
663 MTH void deactivate_recursive ();
664
665 // set the given flag on all objects in the inventory recursively
666 MTH void set_flag_inv (int flag, int value = 1);
667
668 void enter_exit (object *exit);//Perl
669 MTH void enter_map (maptile *newmap, int x, int y);
670 void player_goto (const_utf8_string path, int x, int y); // only for players
671 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
672
673 // returns the mapspace this object is in
674 mapspace &ms () const;
675
676 // fully recursive iterator
677 struct iterator_base
678 {
679 object *item;
680
681 iterator_base (object *container)
682 : item (container)
683 {
684 }
685
686 operator object *() const { return item; }
687
688 object *operator ->() const { return item; }
689 object &operator * () const { return *item; }
690 };
691
692 MTH unsigned int random_seed () const
693 {
694 return (unsigned int)uuid.seq;
695 }
696
697 // depth-first recursive iterator
698 struct depth_iterator : iterator_base
699 {
700 depth_iterator (object *container);
701 void next ();
702 object *operator ++( ) { next (); return item; }
703 object *operator ++(int) { object *i = item; next (); return i; }
704 };
705
706 object *begin ()
707 {
708 return this;
709 }
710
711 object *end ()
712 {
713 return this;
714 }
715
716 /* This returns TRUE if the object is something that
717 * a client might want to know about.
718 */
719 MTH bool client_visible () const
720 {
721 return !invisible && type != PLAYER;
722 }
723
724 // the client does nrof * this weight
725 MTH sint32 client_weight () const
726 {
727 return weight + carrying;
728 }
729
730 MTH struct region *region () const;
731
732 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
733 void failmsg (const_utf8_string msg, int color = NDI_RED);
734
735 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
736
737 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
738 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
739
740 // make some noise with given item into direction dir,
741 // currently only used for players to make them temporarily visible
742 // when they are invisible.
743 MTH void make_noise ();
744
745 /* animation */
746 MTH bool has_anim () const { return animation_id; }
747 const animation &anim () const { return animations [animation_id]; }
748 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
749 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
750 /* anim_frames () returns the number of animations allocated. The last
751 * usuable animation will be anim_frames () - 1 (for example, if an object
752 * has 8 animations, anim_frames () will return 8, but the values will
753 * range from 0 through 7.
754 */
755 MTH int anim_frames () const { return anim ().num_animations; }
756 MTH int anim_facings () const { return anim ().facings; }
757
758 MTH utf8_string as_string ();
759
760protected:
761 void link ();
762 void unlink ();
763
764 object ();
765 ~object ();
766
767private:
768 object &operator =(const object &);
769 object (const object &);
126}; 770};
127 771
128struct object_special { 772// move this object to the top of its env's inventory to speed up
129 /* These get an extra add_refcount(), after having been copied by memcpy(). 773// searches for it.
130 * All fields beow this point are automatically copied by memcpy. If 774static inline object *
131 * adding something that needs a refcount updated, make sure you modify 775splay (object *ob)
132 * copy_object to do so. Everything below here also gets cleared 776{
133 * by clear_object() 777 if (ob->above && ob->env)
134 */ 778 {
135 const char *name; /* The name of the object, obviously... */ 779 if (ob->above) ob->above->below = ob->below;
136 const char *name_pl; /* The plural name of the object */ 780 if (ob->below) ob->below->above = ob->above;
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. */
145 781
146 sint16 x,y; /* Position in the map for this object */ 782 ob->above = 0;
147 sint16 ox,oy; /* For debugging: Where it was last inserted */ 783 ob->below = ob->env->inv;
148 float speed; /* The overall speed of this object */ 784 ob->below->above = ob;
149 float speed_left; /* How much speed is left to spend this round */ 785 ob->env->inv = ob;
150 uint32 nrof; /* How many of the objects */ 786 }
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. */
154 787
155 /* This next big block are basically used for monsters and equipment */ 788 return ob;
156 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 789}
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 */
195 790
196 /* Following mostly refers to fields only used for monsters */ 791//+GPL
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 */
217 792
218 /* Spell related information, may be useful elsewhere 793object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
219 * Note that other fields are used - these files are basically 794object *find_skill_by_name (object *who, shstr_cmp sh);
220 * only used in spells. 795object *find_skill_by_number (object *who, int skillno);
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. */
255};
256
257struct object : object_special, object_simple {
258 void *self, *cb; // CF+ perl's self and callback registry
259};
260
261typedef struct oblnk { /* Used to link together several objects */
262 object *ob;
263 struct oblnk *next;
264 tag_t id;
265} objectlink;
266
267typedef struct oblinkpt { /* Used to link together several object links */
268 struct oblnk *link;
269 long value; /* Used as connected value in buttons/gates */
270 struct oblinkpt *next;
271} oblinkpt;
272 796
273/* 797/*
274 * The archetype structure is a set of rules on how to generate and manipulate 798 * The archetype structure is a set of rules on how to generate and manipulate
275 * objects which point to archetypes. 799 * objects which point to archetypes.
276 * This probably belongs in arch.h, but there really doesn't appear to 800 * 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 801 * 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 802 * object and pointers. This structure should get removed, and just replaced
279 * by the object structure 803 * by the object structure
280 */ 804 */
281 805
282typedef struct archt { 806//-GPL
807
808INTERFACE_CLASS (archetype)
809struct archetype : object
810{
811 static arch_ptr empty; // the empty_archetype
812 MTH static void gc ();
813
814 archetype (const_utf8_string name);
815 ~archetype ();
816 void gather_callbacks (AV *&callbacks, event_type event) const;
817
818 MTH static archetype *find (const_utf8_string name);
819
820 MTH void link ();
821 MTH void unlink ();
822
823 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
824 MTH object *instance ();
825
826 MTH void post_load_check (); // do some adjustments after parsing
827
828 object_vector_index ACC (RW, archid); // index in archvector
283 const char *name; /* More definite name, like "generate_kobold" */ 829 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
284 struct archt *next; /* Next archetype in a linked list */
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) */
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;
293 830
831 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
832
833 // support for archetype loading
834 static archetype *read (object_thawer &f);
835 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
836 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
837};
838
839// returns whether the object is a dragon player, which are often specialcased
840inline bool
841object::is_dragon () const
842{
843 return arch->race == shstr_dragon && is_player ();
844}
845
846inline void
847object_freezer::put (const keyword_string k, archetype *v)
848{
849 if (expect_true (v))
850 put (k, v->archname);
851 else
852 put (k);
853}
854
855typedef object_vector<object, &object::index > objectvec;
856typedef object_vector<object, &object::active> activevec;
857typedef object_vector<archetype, &archetype::archid> archvec;
858
294extern object *objects; 859extern objectvec objects;
295extern object *active_objects; 860extern activevec actives;
296extern object *free_objects; 861extern archvec archetypes;
297extern object objarray[STARTMAX];
298 862
299extern int nrofallocobjects; 863// "safely" iterate over inv in a way such that the current item is removable
300extern int nroffreeobjects; 864// quite horrible, that's why its hidden in some macro
865#define for_inv_removable(op,var) \
866 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
301 867
302/* This returns TRUE if the object is somethign that 868#define for_all_objects(var) \
303 * should be displayed in the look window 869 for (unsigned _i = 0; _i < objects.size (); ++_i) \
304 */ 870 statementvar (object *, var, objects [_i])
305#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 871
872#define for_all_actives(var) \
873 for (unsigned _i = 0; _i < actives.size (); ++_i) \
874 statementvar (object *, var, actives [_i])
875
876#define for_all_archetypes(var) \
877 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
878 statementvar (archetype *, var, archetypes [_i])
879
880//+GPL
306 881
307/* Used by update_object to know if the object being passed is 882/* Used by update_object to know if the object being passed is
308 * being added or removed. 883 * being added or removed.
309 */ 884 */
310#define UP_OBJ_INSERT 1 885#define UP_OBJ_INSERT 1
311#define UP_OBJ_REMOVE 2 886#define UP_OBJ_REMOVE 2
312#define UP_OBJ_CHANGE 3 887#define UP_OBJ_CHANGE 3
313#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 888#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
314 889
315/* These are flags passed to insert_ob_in_map and 890/* These are flags passed to insert_ob_in_map and
316 * insert_ob_in_ob. Note that all flags may not be meaningful 891 * insert_ob_in_ob. Note that all flags may not be meaningful
317 * for both functions. 892 * for both functions.
318 * Most are fairly explanatory: 893 * Most are fairly explanatory:
327 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 902 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
328 * Use for treasure chests so the new object is the highest thing 903 * Use for treasure chests so the new object is the highest thing
329 * beneath the player, but not actually above it. Note - the 904 * beneath the player, but not actually above it. Note - the
330 * map and x,y coordinates for the object to be inserted must 905 * map and x,y coordinates for the object to be inserted must
331 * match the originator. 906 * match the originator.
332 * INS_MAP_LOAD: disable lots of checkings done at insertion to
333 * speed up map loading process, as we assume the ordering in
334 * loaded map is correct.
335 * 907 *
336 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 908 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
337 * are mutually exclusive. The behaviour for passing more than one 909 * are mutually exclusive. The behaviour for passing more than one
338 * should be considered undefined - while you may notice what happens 910 * should be considered undefined - while you may notice what happens
339 * right now if you pass more than one, that could very well change 911 * right now if you pass more than one, that could very well change
340 * in future revisions of the code. 912 * in future revisions of the code.
341 */ 913 */
342#define INS_NO_MERGE 0x0001 914#define INS_NO_MERGE 0x0001
343#define INS_ABOVE_FLOOR_ONLY 0x0002 915#define INS_ABOVE_FLOOR_ONLY 0x0002
344#define INS_NO_WALK_ON 0x0004 916#define INS_NO_WALK_ON 0x0004
345#define INS_ON_TOP 0x0008 917#define INS_ON_TOP 0x0008
346#define INS_BELOW_ORIGINATOR 0x0010 918#define INS_BELOW_ORIGINATOR 0x0010
347#define INS_MAP_LOAD 0x0020
348 919
349#define ARCH_SINGULARITY "singularity" 920//-GPL
350#define ARCH_SINGULARITY_LEN 11
351#define ARCH_DETECT_MAGIC "detect_magic"
352#define ARCH_DEPLETION "depletion"
353#define ARCH_SYMPTOM "symptom"
354
355extern void (*object_free_callback)(object *ob); // called for every object_free
356 921
357#endif 922#endif
923

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