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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 1.210 by root, Sun Oct 11 05:31:54 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset>
28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 33
32#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
33 58
34/* See common/item.c */ 59/* See common/item.c */
35 60
36typedef struct Body_Locations 61typedef struct Body_Locations
37{ 62{
38 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
39 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
40 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 66} Body_Locations;
42 67
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
44 72
45/* 73/*
46 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
47 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 76 *
49 * key and value are shared-strings. 77 * key and value are shared-strings.
50 * 78 *
51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
52 * accessing the list directly. 80 * accessing the list directly.
53 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
54 */ 82 */
55struct key_value 83struct key_value : slice_allocated
56{ 84{
57 key_value *next; 85 key_value *next;
58 shstr key, value; 86 shstr key, value;
59}; 87};
60 88
61struct UUID 89struct UUID
62{ 90{
63 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
64}; 122};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
69 123
70/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
71 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
72 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
73 * can_apply and will_apply? 127 * can_apply and will_apply?
76#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
77#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
78#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
80 134
81/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
82 * don't just want it copied, so you'll need to add to common/object.C, 136{
83 * e.g. ->copy_to () 137 signed char info:4; /* body info as loaded from the file */
84 */ 138 signed char used:4; /* Calculated value based on items equipped */
139};
85 140
86typedef refptr<object> object_ptr; 141typedef struct oblnk
87typedef refptr<archetype> arch_ptr; 142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
88 146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
154INTERFACE_CLASS (object)
89// these are not being copied 155// these are being copied
90ACC_CLASS (object) 156struct object_copy : attachable
91struct object_keep : refcounted
92{ 157{
158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
159
160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 uint8 ACC (RW, subtype); /* subtype of object */
162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
165 shstr ACC (RW, name); /* The name of the object, obviously... */
166 shstr ACC (RW, name_pl); /* The plural name of the object */
167 shstr ACC (RW, title); /* Of foo, etc */
168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
169 shstr ACC (RW, slaying); /* Which race to do double damage to */
170 /* If this is an exit, this is the filename */
171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
180// materialtype_t *ACC (RW, material); /* What material this object consists of */
181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
186 object_ptr ACC (RW, spell); /* Spell that was being cast */
187 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190
191 float ACC (RW, speed); /* The overall speed of this object */
192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193
194 sint32 ACC (RW, nrof); /* How many of the objects */
195 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
204 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
209 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp.
211 */
212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
218 sint16 ACC (RW, level); /* Level of creature or object */
219
220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
222 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 uint8 ACC (RW, weapontype); /* type of weapon */
224
225 faceidx ACC (RW, face); /* the graphical face */
226
227 faceidx ACC (RW, sound); /* the sound face */
228 faceidx ACC (RW, sound_destroy); /* played on destroy */
229
230 body_slot slot [NUM_BODY_LOCATIONS];
231
232 sint32 ACC (RW, weight); /* Attributes of the object */
233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
237 sint64 ACC (RW, perm_exp); /* Permanent exp */
238 living ACC (RO, stats); /* Str, Con, Dex, etc */
239 /* See the pod/objects.pod for more info about body locations */
240
241 /* Following mostly refers to fields only used for monsters */
242
243 /* Spell related information, may be useful elsewhere
244 * Note that other fields are used - these files are basically
245 * only used in spells.
246 */
247 sint16 ACC (RW, duration); /* How long the spell lasts */
248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
252 sint8 ACC (RW, range); /* Range of the spell */
253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 sint8 ACC (RW, item_power); /* power rating of the object */
255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
258 MoveType ACC (RW, move_block);/* What movement types this blocks */
259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
264
265 // 8 free bits
266
267 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268 // /* races/classes can need less/more exp to gain levels */
269 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271
272 /* Following are values used by any object */
273 /* this objects turns into or what this object creates */
274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
275
276 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
278 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280 uint16 ACC (RW, animation_id);/* An index into the animation array */
281 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
282
283 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
284 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
285 /* allows different movement patterns for attackers */
286 uint8 ACC (RW, move_status); /* What stage in attack mode */
287 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
288
289 //16+ free bits
290
291 // rarely-accessed members should be at the end
292 shstr ACC (RW, tag); // a tag used to tracking this object
293 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
294 shstr ACC (RW, lore); /* Obscure information about this object, */
295 /* To get put into books and the like. */
296 shstr ACC (RW, custom_name); /* Custom name assigned by player */
297};
298
299const char *query_weight (const object *op);
300const char *query_short_name (const object *op);
301const char *query_name (const object *op);
302const char *query_base_name (const object *op, int plural);
303
304struct object : zero_initialised, object_copy
305{
93 /* These variables are not changed by ->copy_to */ 306 // These variables are not changed by ->copy_to
307 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
94 308
95 tag_t ACC (RW, count); /* Generation count for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
310 int ACC (RO, count);
311 object_vector_index ACC (RO, index); // index into objects
312 object_vector_index ACC (RO, active); // index into actives
97 313
98 player *ACC (RW, contr); /* Pointer to the player which control this object */ 314 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
99 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 315
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 */ 316 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 */ 317 object *ACC (RW, above); /* Pointer to the object stacked above this one */
107 /* Note: stacked in the *same* environment */ 318 /* Note: stacked in the *same* environment */
108 object *inv; /* Pointer to the first object in the inventory */ 319 object *inv; /* Pointer to the first object in the inventory */
320
321 //TODO: container must move into client
109 object *ACC (RW, container); /* Current container being used. I think this 322 object_ptr ACC (RW, container); /* Current container being used. I think this
110 * is only used by the player right now. 323 * is only used by the player right now.
111 */ 324 */
112 object *ACC (RW, env); /* Pointer to the object which is the environment. 325 object *ACC (RW, env); /* Pointer to the object which is the environment.
113 * This is typically the container that the object is in. 326 * This is typically the container that the object is in.
114 */ 327 */
115 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 328 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 329 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 */ 330 client_container *seen_by; // seen by which player/container currently?
118};
119
120// these are being copied
121struct object_copy : attachable<object>
122{
123 shstr ACC (RW, name); /* The name of the object, obviously... */
124 shstr ACC (RW, name_pl); /* The plural name of the object */
125 shstr ACC (RW, title); /* Of foo, etc */
126 shstr ACC (RW, race); /* human, goblin, dragon, etc */
127 shstr ACC (RW, slaying); /* Which race to do double damage to */
128 /* If this is an exit, this is the filename */
129 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 */
131 shstr ACC (RW, lore); /* Obscure information about this object, */
132 /* To get put into books and the like. */
133 shstr ACC (RW, materialname); /* specific material name */
134 shstr ACC (RW, custom_name); /* Custom name assigned by player */
135 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 */
137 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 */
139 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
142};
143
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 */
150 float ACC (RW, speed_left); /* How much speed is left to spend this round */
151 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
155 /* 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 */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
164 uint16 ACC (RW, material); /* What materials this object consist of */
165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
168 /* Note that the last_.. values are sometimes used for non obvious
169 * meanings by some objects, eg, sp penalty, permanent exp.
170 */
171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
173 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
174 sint16 ACC (RW, last_eat); /* How long since we last ate */
175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
176 sint16 ACC (RW, level); /* Level of creature or object */
177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
178 sint8 ACC (RW, item_power); /* power rating of the object */
179 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
181 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
188 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the doc/Developers/objects for more info about body locations */
191
192 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
200 /* races/classes can need less/more exp to gain levels */
201
202 /* Spell related information, may be useful elsewhere
203 * Note that other fields are used - these files are basically
204 * only used in spells.
205 */
206 sint16 ACC (RW, duration); /* How long the spell lasts */
207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
208 uint16 ACC (RW, start_holding);
209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 ACC (RW, range); /* Range of the spell */
212 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. */ 331 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 */
228 332
229 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 333 // privates / perl
230 MoveType ACC (RW, move_block);/* What movement types this blocks */ 334 shstr_tmp kv_get (shstr_tmp key) const;
231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 335 void kv_del (shstr_tmp key);
232 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 336 void kv_set (shstr_tmp key, shstr_tmp value);
233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
236};
237 337
238struct object : zero_initialised, object_keep, object_copy, object_pod 338 // custom extra fields management
239{ 339 struct key_value_access_proxy
240 typedef unordered_vector<object *> vector; 340 {
341 object &ob;
342 shstr_tmp key;
241 343
242 static vector mortals; 344 key_value_access_proxy (object &ob, shstr_tmp key)
243 static vector active; // active objects, not yet used 345 : ob (ob), key (key)
244 static vector objects; // not used yet, use first->next->... 346 {
245 static object *first; // will be replaced by "objects" 347 }
246 348
349 const key_value_access_proxy &operator =(shstr_tmp value) const
350 {
351 ob.kv_set (key, value);
352 return *this;
353 }
354
355 operator const shstr_tmp () const { return ob.kv_get (key); }
356 operator const char *() const { return ob.kv_get (key); }
357
358 private:
359 void operator =(int);
360 };
361
362 // operator [] is too annoying to use
363 const key_value_access_proxy kv (shstr_tmp key)
364 {
365 return key_value_access_proxy (*this, key);
366 }
367
368 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
369 MTH void post_load_check (); // do some adjustments after parsing
370 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
371 bool write (object_freezer &f);
372
373 MTH int slottype () const;
247 static object *create (); 374 MTH static object *create ();
375 const mapxy &operator =(const mapxy &pos);
248 void copy_to (object *dst); 376 MTH void copy_to (object *dst);
249 object *clone (); // create + copy_to 377 MTH object *clone (); // create + copy_to a single object
250 void destroy (bool destroy_inventory = false); 378 MTH object *deep_clone (); // copy whole more chain and inventory
251 void remove (); 379 void do_destroy ();
380 void gather_callbacks (AV *&callbacks, event_type event) const;
381 MTH void destroy ();
382 MTH void drop_and_destroy ()
383 {
384 destroy_inv (true);
385 destroy ();
386 }
387
388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
389 MTH void destroy_inv (bool drop_to_ground = false);
252 object *insert (object *item); // insert into inventory 390 MTH object *insert (object *item); // insert into inventory
391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
253 393
254 static void free_mortals (); 394 void do_remove ();
395 MTH void remove ()
396 {
397 if (!flag [FLAG_REMOVED])
398 do_remove ();
399 }
400
401 MTH bool blocked (maptile *m, int x, int y) const;
402
403 void move_to (const mapxy &pos)
404 {
405 remove ();
406 *this = pos;
407 insert_at (this, this);
408 }
409
410 // high-level move functions, return true if successful
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
416 }
417
255 static bool can_merge_slow (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
256 419
257 // this is often used in time-critical code, so optimise 420 // this is often used in time-critical code, so optimise
258 static bool can_merge (object *op1, object *op2) 421 MTH static bool can_merge (object *op1, object *op2)
259 { 422 {
260 return op1->value == op2->value 423 return op1->value == op2->value
261 && op1->name == op2->name 424 && op1->name == op2->name
262 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
263 } 426 }
264 427
265 void clear ();
266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner); 428 MTH void set_owner (object *owner);
429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
431 MTH bool change_weapon (object *ob);
432 MTH bool change_skill (object *ob);
270 433
434 MTH void open_container (object *new_container);
435 MTH void close_container ()
436 {
437 open_container (0);
438 }
439
440 MTH object *force_find (shstr_tmp name);
441 MTH object *force_add (shstr_tmp name, int duration = 0);
442
443 oblinkpt *find_link () const;
444 MTH void add_link (maptile *map, shstr_tmp id);
445 MTH void remove_link ();
446
447 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
448 bool should_invoke (event_type event)
449 {
450 return ev_want_event [event] || ev_want_type [type] || cb;
451 }
452
271 void instantiate () 453 MTH void instantiate ();
272 {
273 if (!uuid.seq) // HACK
274 uuid = gen_uuid ();
275 454
276 attachable<object>::instantiate (); 455 // recalculate all stats
277 } 456 MTH void update_stats ();
457 MTH void roll_stats ();
458 MTH void swap_stats (int a, int b);
459 MTH void add_statbonus ();
460 MTH void remove_statbonus ();
461 MTH void drain_stat ();
462 MTH void drain_specific_stat (int deplete_stats);
463 MTH void change_luck (int value);
278 464
279 // info must hold 256 * 3 bytes currently 465 // info must hold 256 * 3 bytes currently
280 const char *debug_desc (char *info) const; 466 const char *debug_desc (char *info) const;
281 const char *debug_desc () const; 467 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
468 const char *flag_desc (char *desc, int len) const;
469
470 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
471 MTH object *split (sint32 nr = 1); // return 0 on failure
472
473 MTH int number_of () const
474 {
475 return nrof ? nrof : 1;
476 }
477
478 MTH sint32 total_weight () const
479 {
480 return (weight + carrying) * number_of ();
481 }
482
483 MTH void update_weight ();
484
485 // return the dominant material of this item, always return something
486 const materialtype_t *dominant_material () const;
487
488 // return the volume of this object in cm³
489 MTH uint64 volume () const
490 {
491 return (uint64)total_weight ()
492 * 1000
493 * (type == CONTAINER ? 1000 : 1)
494 / dominant_material ()->density;
495 }
496
497 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
498
499 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
500 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
501 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
502 || type == CLOAK || type == BOOTS || type == GLOVES
503 || type == BRACERS || type == GIRDLE; }
504 MTH bool is_alive () const { return (type == PLAYER
505 || flag [FLAG_MONSTER]
506 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
507 && !flag [FLAG_IS_A_TEMPLATE]; }
508 MTH bool is_arrow () const { return type == ARROW
509 || (type == SPELL_EFFECT
510 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
511 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
512
513 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
514
515 // temporary: wether the object can be saved in a map file
516 // contr => is a player
517 // head => only save head of a multitile object
518 // owner => can not reference owner yet
519 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
520
521 /* This return true if object has still randomitems which
522 * could be expanded.
523 */
524 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
525
526 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
527
528 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
529
530 // returns the outermost owner, never returns 0
531 MTH object *outer_owner ()
532 {
533 object *op;
534
535 for (op = this; op->owner; op = op->owner)
536 ;
537
538 return op;
539 }
540
541 // returns the outermost environment, never returns 0
542 MTH object *outer_env_or_self () const
543 {
544 const object *op;
545
546 for (op = this; op->env; op = op->env)
547 ;
548
549 return const_cast<object *>(op);
550 }
551
552 // returns the outermost environment, may return 0
553 MTH object *outer_env () const
554 {
555 return env ? outer_env_or_self () : 0;
556 }
557
558 // returns the player that has this object in his inventory, or 0
559 // we assume the player is always the outer env
560 MTH object *in_player () const
561 {
562 object *op = outer_env_or_self ();
563
564 return op->type == PLAYER ? op : 0;
565 }
566
567 // "temporary" helper function
568 MTH object *head_ () const
569 {
570 return head ? head : const_cast<object *>(this);
571 }
572
573 MTH bool is_head () const
574 {
575 return head_ () == this;
576 }
577
578 MTH bool is_on_map () const
579 {
580 return !env && !flag [FLAG_REMOVED];
581 }
582
583 MTH bool is_inserted () const
584 {
585 return !flag [FLAG_REMOVED];
586 }
587
588 MTH bool is_player () const
589 {
590 return !!contr;
591 }
592
593 MTH bool affects_los () const
594 {
595 return glow_radius || flag [FLAG_BLOCKSVIEW];
596 }
597
598 MTH bool has_carried_lights () const
599 {
600 return glow_radius;
601 }
602
603 // returns the player that cna see this object, if any
604 MTH object *visible_to () const;
605
606 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
607 MTH std::string describe_monster (object *who = 0);
608 MTH std::string describe_item (object *who = 0);
609 MTH std::string describe (object *who = 0); // long description, without name
610
611 MTH const char *query_weight () { return ::query_weight (this); }
612 MTH const char *query_name () { return ::query_name (this); }
613 MTH const char *query_short_name () { return ::query_short_name (this); }
614 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
615
616 // If this object has no extra parts but should have them,
617 // add them, effectively expanding heads into multipart
618 // objects. This method only works on objects not inserted
619 // anywhere.
620 MTH void expand_tail ();
621
622 MTH void create_treasure (treasurelist *tl, int flags = 0);
623
624 // insert object at same map position as 'where'
625 // handles both inventory and map "positions"
626 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
627 MTH void drop_unpaid_items ();
628
629 MTH void activate ();
630 MTH void deactivate ();
631 MTH void activate_recursive ();
632 MTH void deactivate_recursive ();
633
634 // set the given flag on all objects in the inventory recursively
635 MTH void set_flag_inv (int flag, int value = 1);
636
637 void enter_exit (object *exit);//Perl
638 MTH void enter_map (maptile *newmap, int x, int y);
639 void player_goto (const char *path, int x, int y); // only for players
640
641 // returns the mapspace this object is in
642 mapspace &ms () const;
282 643
283 // fully recursive iterator 644 // fully recursive iterator
284 struct iterator_base 645 struct iterator_base
285 { 646 {
286 object *item; 647 object *item;
293 operator object *() const { return item; } 654 operator object *() const { return item; }
294 655
295 object *operator ->() const { return item; } 656 object *operator ->() const { return item; }
296 object &operator * () const { return *item; } 657 object &operator * () const { return *item; }
297 }; 658 };
659
660 MTH unsigned int random_seed () const
661 {
662 return (unsigned int)uuid.seq;
663 }
298 664
299 // depth-first recursive iterator 665 // depth-first recursive iterator
300 struct depth_iterator : iterator_base 666 struct depth_iterator : iterator_base
301 { 667 {
302 depth_iterator (object *container); 668 depth_iterator (object *container);
313 object *end () 679 object *end ()
314 { 680 {
315 return this; 681 return this;
316 } 682 }
317 683
684 /* This returns TRUE if the object is something that
685 * a client might want to know about.
686 */
687 MTH bool client_visible () const
688 {
689 return !invisible && type != PLAYER;
690 }
691
692 // the client does nrof * this weight
693 MTH sint32 client_weight () const
694 {
695 return weight + carrying;
696 }
697
698 MTH struct region *region () const;
699
700 void statusmsg (const char *msg, int color = NDI_BLACK);
701 void failmsg (const char *msg, int color = NDI_RED);
702
703 const char *query_inventory (object *who = 0, const char *indent = "");
704
705 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
706 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
707
708 // make some noise with given item into direction dir,
709 // currently only used for players to make them temporarily visible
710 // when they are invisible.
711 MTH void make_noise ();
712
713 /* animation */
714 MTH bool has_anim () const { return animation_id; }
715 const animation &anim () const { return animations [animation_id]; }
716 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
717 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
718 /* anim_frames () returns the number of animations allocated. The last
719 * usuable animation will be anim_frames () - 1 (for example, if an object
720 * has 8 animations, anim_frames () will return 8, but the values will
721 * range from 0 through 7.
722 */
723 MTH int anim_frames () const { return anim ().num_animations; }
724 MTH int anim_facings () const { return anim ().facings; }
725
726 MTH char *as_string ();
727
318protected: 728protected:
319 friend struct archetype;
320
321 void link (); 729 void link ();
322 void unlink (); 730 void unlink ();
323 731
324 object (); 732 object ();
325 ~object (); 733 ~object ();
734
735private:
736 object &operator =(const object &);
737 object (const object &);
326}; 738};
327 739
328typedef struct oblnk 740// move this object to the top of its env's inventory to speed up
329{ /* Used to link together several objects */ 741// searches for it.
330 object_ptr ob; 742static object *
331 struct oblnk *next; 743splay (object *ob)
332} objectlink; 744{
745 if (ob->above && ob->env)
746 {
747 if (ob->above) ob->above->below = ob->below;
748 if (ob->below) ob->below->above = ob->above;
333 749
334typedef struct oblinkpt 750 ob->above = 0;
335{ /* Used to link together several object links */ 751 ob->below = ob->env->inv;
336 struct oblnk *link; 752 ob->below->above = ob;
337 long value; /* Used as connected value in buttons/gates */ 753 ob->env->inv = ob;
338 struct oblinkpt *next; 754 }
339} oblinkpt; 755
756 return ob;
757}
758
759object *find_skill_by_name_fuzzy (object *who, const char *name);
760object *find_skill_by_name (object *who, shstr_cmp sh);
761object *find_skill_by_number (object *who, int skillno);
340 762
341/* 763/*
342 * The archetype structure is a set of rules on how to generate and manipulate 764 * The archetype structure is a set of rules on how to generate and manipulate
343 * objects which point to archetypes. 765 * objects which point to archetypes.
344 * This probably belongs in arch.h, but there really doesn't appear to 766 * 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 767 * 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 768 * object and pointers. This structure should get removed, and just replaced
347 * by the object structure 769 * by the object structure
348 */ 770 */
349 771
350ACC_CLASS (archetype) 772INTERFACE_CLASS (archetype)
351struct archetype : zero_initialised, refcounted 773struct archetype : object
352{ 774{
353 archetype (); 775 static arch_ptr empty; // the empty_archetype
776 MTH static void gc ();
777
778 archetype (const char *name);
354 ~archetype (); 779 ~archetype ();
780 void gather_callbacks (AV *&callbacks, event_type event) const;
355 781
356 static archetype *find (const char *arch); 782 MTH static archetype *find (const_utf8_string name);
357 783
358 void hash_add (); // add to hastable 784 MTH void link ();
359 void hash_del (); // remove from hashtable 785 MTH void unlink ();
360 786
787 MTH static object *get (const char *name); // (find() || singularity)->instance()
788 MTH object *instance ();
789
790 object_vector_index ACC (RW, archid); // index in archvector
361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 791 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 792
363 struct archetype *ACC (RW, head); /* The main part of a linked object */ 793 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
364 struct archetype *ACC (RW, more); /* Next part of a linked object */ 794 sint8 ACC (RW, max_x), ACC (RW, max_y);
365 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 795
366 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 796 // support for archetype loading
367 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 797 static archetype *read (object_thawer &f);
368 * in comparison to the head. 798 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
369 */ 799 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
370}; 800};
371 801
802// compatbiility, remove once replaced by ->instance
803inline object *
804arch_to_object (archetype *at)
805{
806 return at->instance ();
807}
808
809inline void
810object_freezer::put (keyword k, archetype *v)
811{
812 put (k, v ? &v->archname : (const char *)0);
813}
814
815typedef object_vector<object, &object::index > objectvec;
816typedef object_vector<object, &object::active> activevec;
817typedef object_vector<archetype, &archetype::archid> archvec;
818
372extern object *objects; 819extern objectvec objects;
373extern object *active_objects; 820extern activevec actives;
821extern archvec archetypes;
374 822
375extern int nrofallocobjects; 823// "safely" iterate over inv in a way such that the current item is removable
824// quite horrible, that's why its hidden in some macro
825#define for_inv_removable(op,var) \
826 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
376 827
377/* This returns TRUE if the object is something that 828#define for_all_objects(var) \
378 * should be displayed in the look window 829 for (unsigned _i = 0; _i < objects.size (); ++_i) \
379 */ 830 statementvar (object *, var, objects [_i])
380#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 831
832#define for_all_actives(var) \
833 for (unsigned _i = 0; _i < actives.size (); ++_i) \
834 statementvar (object *, var, actives [_i])
835
836#define for_all_archetypes(var) \
837 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
838 statementvar (archetype *, var, archetypes [_i])
381 839
382/* Used by update_object to know if the object being passed is 840/* Used by update_object to know if the object being passed is
383 * being added or removed. 841 * being added or removed.
384 */ 842 */
385#define UP_OBJ_INSERT 1 843#define UP_OBJ_INSERT 1
402 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 860 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
403 * Use for treasure chests so the new object is the highest thing 861 * Use for treasure chests so the new object is the highest thing
404 * beneath the player, but not actually above it. Note - the 862 * beneath the player, but not actually above it. Note - the
405 * map and x,y coordinates for the object to be inserted must 863 * map and x,y coordinates for the object to be inserted must
406 * match the originator. 864 * match the originator.
407 * INS_MAP_LOAD: disable lots of checkings done at insertion to
408 * speed up map loading process, as we assume the ordering in
409 * loaded map is correct.
410 * 865 *
411 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 866 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
412 * are mutually exclusive. The behaviour for passing more than one 867 * are mutually exclusive. The behaviour for passing more than one
413 * should be considered undefined - while you may notice what happens 868 * should be considered undefined - while you may notice what happens
414 * right now if you pass more than one, that could very well change 869 * right now if you pass more than one, that could very well change
417#define INS_NO_MERGE 0x0001 872#define INS_NO_MERGE 0x0001
418#define INS_ABOVE_FLOOR_ONLY 0x0002 873#define INS_ABOVE_FLOOR_ONLY 0x0002
419#define INS_NO_WALK_ON 0x0004 874#define INS_NO_WALK_ON 0x0004
420#define INS_ON_TOP 0x0008 875#define INS_ON_TOP 0x0008
421#define INS_BELOW_ORIGINATOR 0x0010 876#define INS_BELOW_ORIGINATOR 0x0010
422#define INS_MAP_LOAD 0x0020
423 877
424#define ARCH_SINGULARITY "singularity"
425#define ARCH_SINGULARITY_LEN 11
426#define ARCH_DETECT_MAGIC "detect_magic"
427#define ARCH_DEPLETION "depletion" 878#define ARCH_DEPLETION "depletion"
428#define ARCH_SYMPTOM "symptom"
429 879
430#endif 880#endif
431 881

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