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Comparing deliantra/server/include/object.h (file contents):
Revision 1.52 by root, Wed Dec 13 03:29:45 2006 UTC vs.
Revision 1.137 by root, Sat Jul 14 14:57:16 2007 UTC

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

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