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Comparing deliantra/server/include/object.h (file contents):
Revision 1.54 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.234 by root, Sun Apr 4 20:00:05 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
33//+GPL
34
30typedef uint32 tag_t; 35typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 36
32#define BODY_ARMS 1 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,
54 NUM_BODY_LOCATIONS
55};
33 56
34/* See common/item.c */ 57/* See common/item.c */
35 58
36typedef struct Body_Locations 59typedef struct Body_Locations
37{ 60{
38 const char *save_name; /* Name used to load/save it to disk */ 61 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 */ 62 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 */ 63 const char *nonuse_name; /* Name to describe objects we can't use */
41} Body_Locations; 64} Body_Locations;
42 65
43extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 66extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
67
68#define NUM_COINS 4 /* number of coin types */
69extern const char *const coins[NUM_COINS + 1];
44 70
45/* 71/*
46 * 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
47 * "dangling" from it; this could also end up containing 'parse errors'. 73 * "dangling" from it; this could also end up containing 'parse errors'.
48 * 74 *
49 * key and value are shared-strings. 75 * key and value are shared-strings.
50 * 76 *
51 * 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
52 * accessing the list directly. 78 * accessing the list directly.
53 * 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.
54 */ 80 */
55struct key_value 81struct key_value : slice_allocated
56{ 82{
57 key_value *next; 83 key_value *next;
58 shstr key, value; 84 shstr key, value;
59}; 85};
60 86
87//-GPL
88
61struct UUID 89struct UUID
62{ 90{
63 uint64 seq; 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 ();
64 98
65 UUID () { } 99 UUID () { }
66 UUID (uint64 seq) : seq(seq) { } 100 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; } 101 operator uint64() { return seq; }
68 void operator =(uint64 seq) { this->seq = 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;
69}; 107};
70 108
71extern void init_uuid (); 109//+GPL
72extern UUID gen_uuid ();
73extern const uint64 UUID_SKIP;
74 110
75/* Definition for WILL_APPLY values. Replaces having harcoded values 111/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * 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
77 * 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
78 * can_apply and will_apply? 114 * can_apply and will_apply?
81#define WILL_APPLY_TREASURE 0x02 117#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x04 118#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x08 119#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 120#define WILL_APPLY_FOOD 0x10
85 121
86/* However, if you're keeping a pointer of some sort, you probably 122struct body_slot
87 * don't just want it copied, so you'll need to add to common/object.C, 123{
88 * e.g. ->copy_to () 124 signed char used:4; /* Calculated value based on items equipped */
89 */ 125 signed char info:4; /* body info as loaded from the file */
126};
90 127
91typedef refptr<object> object_ptr; 128typedef struct oblnk
92typedef refptr<archetype> arch_ptr; 129{ /* Used to link together several objects */
130 object_ptr ob;
131 struct oblnk *next;
132} objectlink;
93 133
134typedef struct oblinkpt
135{ /* Used to link together several object links */
136 struct oblnk *link;
137 struct oblinkpt *next;
138 shstr id; /* Used as connected value in buttons/gates */
139} oblinkpt;
140
141INTERFACE_CLASS (object)
94// these are not being copied 142// these are being copied
95ACC_CLASS (object) 143struct object_copy : attachable
96struct object_keep : refcounted
97{ 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.
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 */
202
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{
98 /* These variables are not changed by ->copy_to */ 302 // These variables are not changed by ->copy_to
303 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
99 304
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 305 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
306 int ACC (RO, count);
307 object_vector_index ACC (RO, index); // index into objects
308 object_vector_index ACC (RO, active); // index into actives
102 309
103 player *ACC (RW, contr); /* Pointer to the player which control this object */ 310 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 311
105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */
109 /* need to be gone through. */
110 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 312 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 object *ACC (RW, 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 object *inv; /* Pointer to the first object in the inventory */ 315 object *inv; /* Pointer to the first object in the inventory */
316
317 //TODO: container must move into client
114 object *ACC (RW, container); /* Current container being used. I think this 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 object *ACC (RW, 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 object *ACC (RW, 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 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 325 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
123};
124
125// these are being copied
126struct object_copy : attachable<object>
127{
128 shstr ACC (RW, name); /* The name of the object, obviously... */
129 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */
133 /* If this is an exit, this is the filename */
134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
136 shstr ACC (RW, lore); /* Obscure information about this object, */
137 /* To get put into books and the like. */
138 shstr ACC (RW, materialname); /* specific material name */
139 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147};
148
149// these are being copied and also cleared
150struct object_pod
151{
152 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
154 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */
157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159
160 /* This next big block are basically used for monsters and equipment */
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 ACC (RW, material); /* What materials this object consist of */
170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp.
175 */
176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
177 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
178 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
179 sint16 ACC (RW, last_eat); /* How long since we last ate */
180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 sint16 ACC (RW, level); /* Level of creature or object */
182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
183 sint8 ACC (RW, item_power); /* power rating of the object */
184 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
186 sint32 ACC (RW, weight); /* Attributes of the object */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, 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 living ACC (RO, stats); /* Str, Con, Dex, etc */
195 /* See the doc/Developers/objects for more info about body locations */
196
197 /* Following mostly refers to fields only used for monsters */
198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
199 /* changes made by kholland@sunlab.cit.cornell.edu */
200 /* allows different movement patterns for attackers */
201 sint32 ACC (RW, move_status); /* What stage in attack mode */
202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
203 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
204 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */
206
207 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically
209 * only used in spells.
210 */
211 sint16 ACC (RW, duration); /* How long the spell lasts */
212 sint16 ACC (RW, casting_time);/* time left before spell goes off */
213 uint16 ACC (RW, start_holding);
214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg);
219
220 /* Following are values used by any object */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */ 326 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233 327
234 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 328 // privates / perl
235 MoveType ACC (RW, move_block);/* What movement types this blocks */ 329 shstr_tmp kv_get (shstr_tmp key) const;
236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 330 void kv_del (shstr_tmp key);
237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 331 void kv_set (shstr_tmp key, shstr_tmp value);
238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241};
242 332
243struct object : zero_initialised, object_keep, object_copy, object_pod 333//-GPL
244{
245 typedef unordered_vector<object *> vector;
246 334
247 static vector mortals; 335 // custom extra fields management
248 static vector active; // active objects, not yet used 336 struct key_value_access_proxy
249 static vector objects; // not used yet, use first->next->... 337 {
250 static object *first; // will be replaced by "objects" 338 object &ob;
339 shstr_tmp key;
251 340
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
252 static object *create (); 370 MTH static object *create ();
371 const mapxy &operator =(const mapxy &pos);
253 void copy_to (object *dst); 372 MTH void copy_to (object *dst);
254 object *clone (); // create + copy_to 373 MTH object *clone (); // create + copy_to a single object
255 void destroy (bool destroy_inventory = false); 374 MTH object *deep_clone (); // copy whole more chain and inventory
256 void remove (); 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);
257 object *insert (object *item); // insert into inventory 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;
258 389
259 static void free_mortals (); 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
260 static bool can_merge_slow (object *op1, object *op2); 425 static bool can_merge_slow (object *op1, object *op2);
261 426
262 // this is often used in time-critical code, so optimise 427 // this is often used in time-critical code, so optimise
263 static bool can_merge (object *op1, object *op2) 428 MTH static bool can_merge (object *op1, object *op2)
264 { 429 {
265 return op1->value == op2->value 430 return op1->value == op2->value
266 && op1->name == op2->name 431 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 432 && can_merge_slow (op1, op2);
268 } 433 }
269 434
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner); 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?
275 439
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
276 void instantiate () 474 MTH void instantiate ();
277 {
278 if (!uuid.seq) // HACK
279 uuid = gen_uuid ();
280 475
281 attachable<object>::instantiate (); 476 // recalculate all stats
282 } 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);
283 485
284 // info must hold 256 * 3 bytes currently 486 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 487 const_utf8_string debug_desc (char *info) const;
286 const char *debug_desc () 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;
287 675
288 // fully recursive iterator 676 // fully recursive iterator
289 struct iterator_base 677 struct iterator_base
290 { 678 {
291 object *item; 679 object *item;
298 operator object *() const { return item; } 686 operator object *() const { return item; }
299 687
300 object *operator ->() const { return item; } 688 object *operator ->() const { return item; }
301 object &operator * () const { return *item; } 689 object &operator * () const { return *item; }
302 }; 690 };
691
692 MTH unsigned int random_seed () const
693 {
694 return (unsigned int)uuid.seq;
695 }
303 696
304 // depth-first recursive iterator 697 // depth-first recursive iterator
305 struct depth_iterator : iterator_base 698 struct depth_iterator : iterator_base
306 { 699 {
307 depth_iterator (object *container); 700 depth_iterator (object *container);
318 object *end () 711 object *end ()
319 { 712 {
320 return this; 713 return this;
321 } 714 }
322 715
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
323protected: 760protected:
324 friend struct archetype;
325
326 void link (); 761 void link ();
327 void unlink (); 762 void unlink ();
328 763
329 object (); 764 object ();
330 ~object (); 765 ~object ();
766
767private:
768 object &operator =(const object &);
769 object (const object &);
331}; 770};
332 771
333typedef struct oblnk 772// move this object to the top of its env's inventory to speed up
334{ /* Used to link together several objects */ 773// searches for it.
335 object_ptr ob; 774static inline object *
336 struct oblnk *next; 775splay (object *ob)
337} objectlink; 776{
777 if (ob->above && ob->env)
778 {
779 if (ob->above) ob->above->below = ob->below;
780 if (ob->below) ob->below->above = ob->above;
338 781
339typedef struct oblinkpt 782 ob->above = 0;
340{ /* Used to link together several object links */ 783 ob->below = ob->env->inv;
341 struct oblnk *link; 784 ob->below->above = ob;
342 long value; /* Used as connected value in buttons/gates */ 785 ob->env->inv = ob;
343 struct oblinkpt *next; 786 }
344} oblinkpt; 787
788 return ob;
789}
790
791//+GPL
792
793object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
794object *find_skill_by_name (object *who, shstr_cmp sh);
795object *find_skill_by_number (object *who, int skillno);
345 796
346/* 797/*
347 * 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
348 * objects which point to archetypes. 799 * objects which point to archetypes.
349 * 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
350 * 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
351 * object and pointers. This structure should get removed, and just replaced 802 * object and pointers. This structure should get removed, and just replaced
352 * by the object structure 803 * by the object structure
353 */ 804 */
354 805
806//-GPL
807
355ACC_CLASS (archetype) 808INTERFACE_CLASS (archetype)
356struct archetype : zero_initialised, refcounted 809struct archetype : object
357{ 810{
358 archetype (); 811 static arch_ptr empty; // the empty_archetype
812 MTH static void gc ();
813
814 archetype (const_utf8_string name);
359 ~archetype (); 815 ~archetype ();
816 void gather_callbacks (AV *&callbacks, event_type event) const;
360 817
361 static archetype *find (const char *arch); 818 MTH static archetype *find (const_utf8_string name);
362 819
363 void hash_add (); // add to hastable 820 MTH void link ();
364 void hash_del (); // remove from hashtable 821 MTH void unlink ();
365 822
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
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 829 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 830
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 831 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */ 832
370 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 833 // support for archetype loading
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 834 static archetype *read (object_thawer &f);
372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 835 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
373 * in comparison to the head. 836 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
374 */
375}; 837};
376 838
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
377extern object *objects; 859extern objectvec objects;
378extern object *active_objects; 860extern activevec actives;
861extern archvec archetypes;
379 862
380extern int nrofallocobjects; 863// "safely" iterate over inv in a way such that the current item is removable
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; )
381 867
382/* This returns TRUE if the object is something that 868#define for_all_objects(var) \
383 * should be displayed in the look window 869 for (unsigned _i = 0; _i < objects.size (); ++_i) \
384 */ 870 statementvar (object *, var, objects [_i])
385#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
386 881
387/* 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
388 * being added or removed. 883 * being added or removed.
389 */ 884 */
390#define UP_OBJ_INSERT 1 885#define UP_OBJ_INSERT 1
407 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 902 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
408 * 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
409 * beneath the player, but not actually above it. Note - the 904 * beneath the player, but not actually above it. Note - the
410 * 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
411 * match the originator. 906 * match the originator.
412 * INS_MAP_LOAD: disable lots of checkings done at insertion to
413 * speed up map loading process, as we assume the ordering in
414 * loaded map is correct.
415 * 907 *
416 * 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
417 * are mutually exclusive. The behaviour for passing more than one 909 * are mutually exclusive. The behaviour for passing more than one
418 * should be considered undefined - while you may notice what happens 910 * should be considered undefined - while you may notice what happens
419 * 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
422#define INS_NO_MERGE 0x0001 914#define INS_NO_MERGE 0x0001
423#define INS_ABOVE_FLOOR_ONLY 0x0002 915#define INS_ABOVE_FLOOR_ONLY 0x0002
424#define INS_NO_WALK_ON 0x0004 916#define INS_NO_WALK_ON 0x0004
425#define INS_ON_TOP 0x0008 917#define INS_ON_TOP 0x0008
426#define INS_BELOW_ORIGINATOR 0x0010 918#define INS_BELOW_ORIGINATOR 0x0010
427#define INS_MAP_LOAD 0x0020
428 919
429#define ARCH_SINGULARITY "singularity" 920//-GPL
430#define ARCH_SINGULARITY_LEN 11
431#define ARCH_DETECT_MAGIC "detect_magic"
432#define ARCH_DEPLETION "depletion"
433#define ARCH_SYMPTOM "symptom"
434 921
435#endif 922#endif
436 923

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