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Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.214 by root, Thu Nov 5 15:57:16 2009 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
32#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h"
33 32
33//+GPL
34
34typedef uint32 tag_t; 35typedef int tag_t;
36
37enum {
38 body_skill,
39 body_combat,
40 body_range,
41 body_shield,
42 body_arm,
43 body_torso,
44 body_head,
45 body_neck,
46 body_finger,
47 body_shoulder,
48 body_foot,
49 body_hand,
50 body_wrist,
51 body_waist,
35#define NUM_BODY_LOCATIONS 12 52 NUM_BODY_LOCATIONS
36#define BODY_ARMS 1 53};
54
55enum slottype_t
56{
57 slot_none,
58 slot_combat,
59 slot_ranged,
60};
37 61
38/* See common/item.c */ 62/* See common/item.c */
39 63
40typedef struct Body_Locations { 64typedef struct Body_Locations
65{
41 const char *save_name; /* Name used to load/save it to disk */ 66 keyword save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 67 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */ 68 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 69} Body_Locations;
45 70
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47 72
48typedef struct _event 73#define NUM_COINS 4 /* number of coin types */
49{ 74extern const char *const coins[NUM_COINS + 1];
50 int type;
51 const char *hook;
52 const char *plugin;
53 const char *options;
54 struct _event *next;
55} event;
56 75
57/* 76/*
58 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
59 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
60 * 79 *
61 * key and value are shared-strings. 80 * key and value are shared-strings.
62 * 81 *
63 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
64 * accessing the list directly. 83 * accessing the list directly.
65 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
66 */ 85 */
67typedef struct _key_value { 86struct key_value : slice_allocated
68 const char * key; 87{
69 const char * value;
70 struct _key_value * next; 88 key_value *next;
71} key_value; 89 shstr key, value;
90};
72 91
92//-GPL
93
94struct UUID
95{
96 uint64 seq;
97
98 static UUID cur; // last uuid generated
99 static void init ();
100 static UUID gen ();
101
102 UUID () { }
103 UUID (uint64 seq) : seq(seq) { }
104 operator uint64() { return seq; }
105 void operator =(uint64 seq) { this->seq = seq; }
106
107 typedef char BUF [32];
108
109 bool parse (const char *s)
110 {
111 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
112 }
113
114 const char *c_str (char *buf, int len) const
115 {
116 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
117
118 return buf;
119 }
120
121 const char *c_str () const
122 {
123 static BUF buf;
124
125 return c_str (buf, sizeof (buf));
126 }
127};
128
129//+GPL
73 130
74/* Definition for WILL_APPLY values. Replaces having harcoded values 131/* Definition for WILL_APPLY values. Replaces having harcoded values
75 * sprinkled in the code. Note that some of these also replace fields 132 * sprinkled in the code. Note that some of these also replace fields
76 * that were in the can_apply area. What is the point of having both 133 * that were in the can_apply area. What is the point of having both
77 * can_apply and will_apply? 134 * can_apply and will_apply?
78 */ 135 */
79#define WILL_APPLY_HANDLE 0x1 136#define WILL_APPLY_HANDLE 0x01
80#define WILL_APPLY_TREASURE 0x2 137#define WILL_APPLY_TREASURE 0x02
81#define WILL_APPLY_EARTHWALL 0x4 138#define WILL_APPLY_EARTHWALL 0x04
82#define WILL_APPLY_DOOR 0x8 139#define WILL_APPLY_DOOR 0x08
83#define WILL_APPLY_FOOD 0x10 140#define WILL_APPLY_FOOD 0x10
84 141
142struct body_slot
143{
144 signed char info:4; /* body info as loaded from the file */
145 signed char used:4; /* Calculated value based on items equipped */
146};
85 147
86/* Note that the ordering of this structure is sort of relevent - 148typedef struct oblnk
87 * copy_object copies everything over beyond 'name' using memcpy. 149{ /* Used to link together several objects */
88 * Thus, values that need to be copied need to be located beyond that 150 object_ptr ob;
89 * point. 151 struct oblnk *next;
90 * 152} objectlink;
91 * However, if you're keeping a pointer of some sort, you probably 153
92 * don't just want it copied, so you'll need to add to common/object.c, 154typedef struct oblinkpt
93 * e.g. copy-object 155{ /* Used to link together several object links */
94 * 156 struct oblnk *link;
95 * I've tried to clean up this structure a bit (in terms of formatting) 157 struct oblinkpt *next;
96 * by making it more consistent. I've also tried to locate some of the fields 158 shstr id; /* Used as connected value in buttons/gates */
97 * more logically together (put the item related ones together, the monster 159} oblinkpt;
98 * related ones, etc. 160
99 * This structure is best viewed with about a 100 width screen. 161INTERFACE_CLASS (object)
100 * MSW 2002-07-05 162// these are being copied
163struct object_copy : attachable
164{
165 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
166
167 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
168 uint8 ACC (RW, subtype); /* subtype of object */
169 sint8 ACC (RW, direction); /* Means the object is moving that way. */
170 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
171
172 shstr ACC (RW, name); /* The name of the object, obviously... */
173 shstr ACC (RW, name_pl); /* The plural name of the object */
174 shstr ACC (RW, title); /* Of foo, etc */
175 shstr ACC (RW, race); /* human, goblin, dragon, etc */
176 shstr ACC (RW, slaying); /* Which race to do double damage to */
177 /* If this is an exit, this is the filename */
178
179 typedef bitset<NUM_FLAGS> flags_t;
180 flags_t flag; /* various flags */
181#if FOR_PERL
182 bool ACC (RW, flag[NUM_FLAGS]);
183#endif
184
185 shstr ACC (RW, materialname); /* specific material name */
186 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
187// materialtype_t *ACC (RW, material); /* What material this object consists of */
188 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
189 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
190 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
191 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
192 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
193 object_ptr ACC (RW, spell); /* Spell that was being cast */
194 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
195 arch_ptr ACC (RW, arch); /* Pointer to archetype */
196 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
197
198 float ACC (RW, speed); /* The overall speed of this object */
199 float ACC (RW, speed_left); /* How much speed is left to spend this round */
200
201 sint32 ACC (RW, nrof); /* How many of the objects */
202 /* This next big block is basically used for monsters and equipment */
203 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
204 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
205
206 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
207 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
208 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
209 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
210
211 uint16 ACC (RW, materials); /* What materials this object consists of */
212 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
213 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
214 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
215
216 /* Note that the last_.. values are sometimes used for non obvious
217 * meanings by some objects, eg, sp penalty, permanent exp.
101 */ 218 */
219 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
220 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
221 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
222 sint16 ACC (RW, last_eat); /* How long since we last ate */
102 223
103struct object_simple { 224 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
225 sint16 ACC (RW, level); /* Level of creature or object */
226
227 uint8 ACC (RW, pick_up); /* See crossfire.doc */
228 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
229 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
230 uint8 ACC (RW, weapontype); /* type of weapon */
231
232 faceidx ACC (RW, face); /* the graphical face */
233
234 faceidx ACC (RW, sound); /* the sound face */
235 faceidx ACC (RW, sound_destroy); /* played on destroy */
236
237 body_slot slot [NUM_BODY_LOCATIONS];
238
239 sint32 ACC (RW, weight); /* Attributes of the object */
240 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
241
242 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
243
244 sint64 ACC (RW, perm_exp); /* Permanent exp */
245 living ACC (RO, stats); /* Str, Con, Dex, etc */
246 /* See the pod/objects.pod for more info about body locations */
247
248 /* Following mostly refers to fields only used for monsters */
249
250 /* Spell related information, may be useful elsewhere
251 * Note that other fields are used - these files are basically
252 * only used in spells.
253 */
254 sint16 ACC (RW, duration); /* How long the spell lasts */
255 uint8 ACC (RW, casting_time); /* time left before spell goes off */
256 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
257
258 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
259 sint8 ACC (RW, range); /* Range of the spell */
260 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
261 sint8 ACC (RW, item_power); /* power rating of the object */
262
263 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
264 MoveType ACC (RW, move_type); /* Type of movement this object uses */
265 MoveType ACC (RW, move_block);/* What movement types this blocks */
266 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
267
268 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
269 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
270 MoveType ACC (RW, move_slow); /* Movement types this slows down */
271
272 // 8 free bits
273
274 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
275 // /* races/classes can need less/more exp to gain levels */
276 static const float expmul = 1.0;//D
277 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
278
279 /* Following are values used by any object */
280 /* this objects turns into or what this object creates */
281 treasurelist *ACC (RW, randomitems); /* Items to be generated */
282
283 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
284 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
285 uint8 ACC (RW, will_apply); /* See crossfire.doc */
286 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
287 uint16 ACC (RW, animation_id);/* An index into the animation array */
288 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
289
290 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
291 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
292 /* allows different movement patterns for attackers */
293 uint8 ACC (RW, move_status); /* What stage in attack mode */
294 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
295
296 //16+ free bits
297
298 // rarely-accessed members should be at the end
299 shstr ACC (RW, tag); // a tag used to tracking this object
300 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
301 shstr ACC (RW, lore); /* Obscure information about this object, */
302 /* To get put into books and the like. */
303 shstr ACC (RW, custom_name); /* Custom name assigned by player */
304};
305
306const char *query_weight (const object *op);
307const char *query_short_name (const object *op);
308const char *query_name (const object *op);
309const char *query_base_name (const object *op, int plural);
310
311struct object : zero_initialised, object_copy
312{
104 /* These variables are not changed by copy_object() */ 313 // These variables are not changed by ->copy_to
105 struct pl *contr; /* Pointer to the player which control this object */ 314 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
106 struct object *next; /* Pointer to the next object in the free/used list */ 315
107 struct object *prev; /* Pointer to the previous object in the free/used list*/ 316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
108 struct object *active_next; /* Next & previous object in the 'active' */ 317 int ACC (RO, count);
109 struct object *active_prev; /* List. This is used in process_events */ 318 object_vector_index ACC (RO, index); // index into objects
110 /* so that the entire object list does not */ 319 object_vector_index ACC (RO, active); // index into actives
111 /* need to be gone through. */ 320
321 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
322
112 struct object *below; /* Pointer to the object stacked below this one */ 323 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */ 324 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/ 325 /* Note: stacked in the *same* environment */
115 struct object *inv; /* Pointer to the first object in the inventory */ 326 object *inv; /* Pointer to the first object in the inventory */
116 struct object *container; /* Current container being used. I think this 327
328 //TODO: container must move into client
329 object_ptr ACC (RW, container);/* Currently opened container. I think this
117 * is only used by the player right now. 330 * is only used by the player right now.
118 */ 331 */
119 struct object *env; /* Pointer to the object which is the environment. 332 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 333 * This is typically the container that the object is in.
121 */ 334 */
122 struct object *more; /* Pointer to the rest of a large body of objects */ 335 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 struct object *head; /* Points to the main object of a large body */ 336 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 struct mapstruct *map; /* Pointer to the map in which this object is present */ 337 key_value *key_values; /* Fields not explictly known by the loader. */
125 338
126 tag_t count; /* Unique object number for this object */ 339 // privates / perl
127 uint16 refcount; /* How many objects points to this object */ 340 shstr_tmp kv_get (shstr_tmp key) const;
341 void kv_del (shstr_tmp key);
342 void kv_set (shstr_tmp key, shstr_tmp value);
343
344//-GPL
345
346 // custom extra fields management
347 struct key_value_access_proxy
348 {
349 object &ob;
350 shstr_tmp key;
351
352 key_value_access_proxy (object &ob, shstr_tmp key)
353 : ob (ob), key (key)
354 {
355 }
356
357 const key_value_access_proxy &operator =(shstr_tmp value) const
358 {
359 ob.kv_set (key, value);
360 return *this;
361 }
362
363 operator const shstr_tmp () const { return ob.kv_get (key); }
364 operator const char *() const { return ob.kv_get (key); }
365
366 private:
367 void operator =(int);
368 };
369
370 // operator [] is too annoying to use
371 const key_value_access_proxy kv (shstr_tmp key)
372 {
373 return key_value_access_proxy (*this, key);
374 }
375
376 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
377 MTH void post_load_check (); // do some adjustments after parsing
378 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
379 bool write (object_freezer &f);
380
381 MTH int slottype () const;
382 MTH static object *create ();
383 const mapxy &operator =(const mapxy &pos);
384 MTH void copy_to (object *dst);
385 MTH object *clone (); // create + copy_to a single object
386 MTH object *deep_clone (); // copy whole more chain and inventory
387 void do_destroy ();
388 void gather_callbacks (AV *&callbacks, event_type event) const;
389 MTH void destroy ();
390 MTH void drop_and_destroy ()
391 {
392 destroy_inv (true);
393 destroy ();
394 }
395
396 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
397 MTH void destroy_inv (bool drop_to_ground = false);
398 MTH object *insert (object *item); // insert into inventory
399 MTH void play_sound (faceidx sound) const;
400 MTH void say_msg (const char *msg) const;
401
402 void do_remove ();
403 MTH void remove ()
404 {
405 if (!flag [FLAG_REMOVED])
406 do_remove ();
407 }
408
409 MTH bool blocked (maptile *m, int x, int y) const;
410
411 void move_to (const mapxy &pos)
412 {
413 remove ();
414 *this = pos;
415 insert_at (this, this);
416 }
417
418 // high-level move functions, return true if successful
419 int move (int dir, object *originator);
420
421 int move (int dir)
422 {
423 return move (dir, this);
424 }
425
426 static bool can_merge_slow (object *op1, object *op2);
427
428 // this is often used in time-critical code, so optimise
429 MTH static bool can_merge (object *op1, object *op2)
430 {
431 return op1->value == op2->value
432 && op1->name == op2->name
433 && can_merge_slow (op1, op2);
434 }
435
436 MTH void set_owner (object *owner);
437 MTH void set_speed (float speed);
438 MTH void set_glow_radius (sint8 rad);
439 MTH bool change_weapon (object *ob);
440 MTH bool change_skill (object *ob);
441
442 MTH void open_container (object *new_container);
443 MTH void close_container ()
444 {
445 open_container (0);
446 }
447
448 // potential future accessor for "container"
449 MTH object *container_ () const
450 {
451 return container;
452 }
453
454 MTH bool is_open_container () const
455 {
456 // strangely enough, using ?: here causes code to inflate
457 return type == CONTAINER
458 && ((env && env->container_ () == this)
459 || (!env && flag [FLAG_APPLIED]));
460 }
461
462 MTH object *force_find (shstr_tmp name);
463 MTH void force_set_timer (int duration);
464 MTH object *force_add (shstr_tmp name, int duration = 0);
465
466 oblinkpt *find_link () const;
467 MTH void add_link (maptile *map, shstr_tmp id);
468 MTH void remove_link ();
469
470 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
471 bool should_invoke (event_type event)
472 {
473 return ev_want_event [event] || ev_want_type [type] || cb;
474 }
475
476 MTH void instantiate ();
477
478 // recalculate all stats
479 MTH void update_stats ();
480 MTH void roll_stats ();
481 MTH void swap_stats (int a, int b);
482 MTH void add_statbonus ();
483 MTH void remove_statbonus ();
484 MTH void drain_stat ();
485 MTH void drain_specific_stat (int deplete_stats);
486 MTH void change_luck (int value);
487
488 // info must hold 256 * 3 bytes currently
489 const char *debug_desc (char *info) const;
490 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
491 const char *flag_desc (char *desc, int len) const;
492
493 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
494 MTH object *split (sint32 nr = 1); // return 0 on failure
495
496 MTH int number_of () const
497 {
498 return nrof ? nrof : 1;
499 }
500
501 MTH sint32 total_weight () const
502 {
503 return (weight + carrying) * number_of ();
504 }
505
506 MTH void update_weight ();
507
508 // return the dominant material of this item, always return something
509 const materialtype_t *dominant_material () const;
510
511 // return the volume of this object in cm³
512 MTH uint64 volume () const
513 {
514 return (uint64)total_weight ()
515 * 1000
516 * (type == CONTAINER ? 1000 : 1)
517 / dominant_material ()->density;
518 }
519
520 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
521
522 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
523 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
524 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
525 || type == CLOAK || type == BOOTS || type == GLOVES
526 || type == BRACERS || type == GIRDLE; }
527 MTH bool is_alive () const { return (type == PLAYER
528 || flag [FLAG_MONSTER]
529 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
530 && !flag [FLAG_IS_A_TEMPLATE]; }
531 MTH bool is_arrow () const { return type == ARROW
532 || (type == SPELL_EFFECT
533 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
534 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
535
536 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
537
538 // temporary: wether the object can be saved in a map file
539 // contr => is a player
540 // head => only save head of a multitile object
541 // owner => can not reference owner yet
542 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
543
544 /* This return true if object has still randomitems which
545 * could be expanded.
546 */
547 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
548
549 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
550
551 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
552
553 // returns the outermost owner, never returns 0
554 MTH object *outer_owner ()
555 {
556 object *op;
557
558 for (op = this; op->owner; op = op->owner)
559 ;
560
561 return op;
562 }
563
564 // returns the outermost environment, never returns 0
565 MTH object *outer_env_or_self () const
566 {
567 const object *op;
568
569 for (op = this; op->env; op = op->env)
570 ;
571
572 return const_cast<object *>(op);
573 }
574
575 // returns the outermost environment, may return 0
576 MTH object *outer_env () const
577 {
578 return env ? outer_env_or_self () : 0;
579 }
580
581 // returns the player that has this object in his inventory, or 0
582 // we assume the player is always the outer env
583 MTH object *in_player () const
584 {
585 object *op = outer_env_or_self ();
586
587 return op->type == PLAYER ? op : 0;
588 }
589
590 // "temporary" helper function
591 MTH object *head_ () const
592 {
593 return head ? head : const_cast<object *>(this);
594 }
595
596 MTH bool is_head () const
597 {
598 return head_ () == this;
599 }
600
601 MTH bool is_on_map () const
602 {
603 return !env && !flag [FLAG_REMOVED];
604 }
605
606 MTH bool is_inserted () const
607 {
608 return !flag [FLAG_REMOVED];
609 }
610
611 MTH bool is_player () const
612 {
613 return !!contr;
614 }
615
616 MTH bool affects_los () const
617 {
618 return glow_radius || flag [FLAG_BLOCKSVIEW];
619 }
620
621 MTH bool has_carried_lights () const
622 {
623 return glow_radius;
624 }
625
626 // returns the player that cna see this object, if any
627 MTH object *visible_to () const;
628
629 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
630 MTH std::string describe_monster (object *who = 0);
631 MTH std::string describe_item (object *who = 0);
632 MTH std::string describe (object *who = 0); // long description, without name
633
634 MTH const char *query_weight () { return ::query_weight (this); }
635 MTH const char *query_name () { return ::query_name (this); }
636 MTH const char *query_short_name () { return ::query_short_name (this); }
637 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
638
639 // If this object has no extra parts but should have them,
640 // add them, effectively expanding heads into multipart
641 // objects. This method only works on objects not inserted
642 // anywhere.
643 MTH void expand_tail ();
644
645 MTH void create_treasure (treasurelist *tl, int flags = 0);
646
647 // insert object at same map position as 'where'
648 // handles both inventory and map "positions"
649 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
650 MTH void drop_unpaid_items ();
651
652 MTH void activate ();
653 MTH void deactivate ();
654 MTH void activate_recursive ();
655 MTH void deactivate_recursive ();
656
657 // set the given flag on all objects in the inventory recursively
658 MTH void set_flag_inv (int flag, int value = 1);
659
660 void enter_exit (object *exit);//Perl
661 MTH void enter_map (maptile *newmap, int x, int y);
662 void player_goto (const char *path, int x, int y); // only for players
663
664 // returns the mapspace this object is in
665 mapspace &ms () const;
666
667 // fully recursive iterator
668 struct iterator_base
669 {
670 object *item;
671
672 iterator_base (object *container)
673 : item (container)
674 {
675 }
676
677 operator object *() const { return item; }
678
679 object *operator ->() const { return item; }
680 object &operator * () const { return *item; }
681 };
682
683 MTH unsigned int random_seed () const
684 {
685 return (unsigned int)uuid.seq;
686 }
687
688 // depth-first recursive iterator
689 struct depth_iterator : iterator_base
690 {
691 depth_iterator (object *container);
692 void next ();
693 object *operator ++( ) { next (); return item; }
694 object *operator ++(int) { object *i = item; next (); return i; }
695 };
696
697 object *begin ()
698 {
699 return this;
700 }
701
702 object *end ()
703 {
704 return this;
705 }
706
707 /* This returns TRUE if the object is something that
708 * a client might want to know about.
709 */
710 MTH bool client_visible () const
711 {
712 return !invisible && type != PLAYER;
713 }
714
715 // the client does nrof * this weight
716 MTH sint32 client_weight () const
717 {
718 return weight + carrying;
719 }
720
721 MTH struct region *region () const;
722
723 void statusmsg (const char *msg, int color = NDI_BLACK);
724 void failmsg (const char *msg, int color = NDI_RED);
725
726 const char *query_inventory (object *who = 0, const char *indent = "");
727
728 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
729 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
730
731 // make some noise with given item into direction dir,
732 // currently only used for players to make them temporarily visible
733 // when they are invisible.
734 MTH void make_noise ();
735
736 /* animation */
737 MTH bool has_anim () const { return animation_id; }
738 const animation &anim () const { return animations [animation_id]; }
739 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
740 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
741 /* anim_frames () returns the number of animations allocated. The last
742 * usuable animation will be anim_frames () - 1 (for example, if an object
743 * has 8 animations, anim_frames () will return 8, but the values will
744 * range from 0 through 7.
745 */
746 MTH int anim_frames () const { return anim ().num_animations; }
747 MTH int anim_facings () const { return anim ().facings; }
748
749 MTH char *as_string ();
750
751protected:
752 void link ();
753 void unlink ();
754
755 object ();
756 ~object ();
757
758private:
759 object &operator =(const object &);
760 object (const object &);
128}; 761};
129 762
130struct object_special : extendable<object> { 763// move this object to the top of its env's inventory to speed up
131 data_type get_dt () const { return DT_OBJECT; } 764// searches for it.
765static object *
766splay (object *ob)
767{
768 if (ob->above && ob->env)
769 {
770 if (ob->above) ob->above->below = ob->below;
771 if (ob->below) ob->below->above = ob->above;
132 772
133 /* These get an extra add_refcount(), after having been copied by memcpy(). 773 ob->above = 0;
134 * All fields beow this point are automatically copied by memcpy. If 774 ob->below = ob->env->inv;
135 * adding something that needs a refcount updated, make sure you modify 775 ob->below->above = ob;
136 * copy_object to do so. Everything below here also gets cleared 776 ob->env->inv = ob;
137 * by clear_object() 777 }
138 */
139 const char *name; /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */
141 const char *title; /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */
146 const char *msg; /* If this is a book/sign/magic mouth/etc */
147 const char *lore; /* Obscure information about this object, */
148 /* To get put into books and the like. */
149 778
150 sint16 x,y; /* Position in the map for this object */ 779 return ob;
151 sint16 ox,oy; /* For debugging: Where it was last inserted */ 780}
152 float speed; /* The overall speed of this object */
153 float speed_left; /* How much speed is left to spend this round */
154 uint32 nrof; /* How many of the objects */
155 New_Face *face; /* Face with colors */
156 sint8 direction; /* Means the object is moving that way. */
157 sint8 facing; /* Object is oriented/facing that way. */
158 781
159 /* This next big block are basically used for monsters and equipment */ 782//+GPL
160 uint8 type; /* PLAYER, BULLET, etc. See define.h */
161 uint8 subtype; /* subtype of object */
162 uint16 client_type; /* Public type information. see doc/Developers/objects */
163 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164 uint32 attacktype; /* Bitmask of attacks this object does */
165 uint32 path_attuned; /* Paths the object is attuned to */
166 uint32 path_repelled; /* Paths the object is repelled from */
167 uint32 path_denied; /* Paths the object is denied access to */
168 uint16 material; /* What materials this object consist of */
169 const char *materialname; /* specific material name */
170 sint8 magic; /* Any magical bonuses to this item */
171 uint8 state; /* How the object was last drawn (animation) */
172 sint32 value; /* How much money it is worth (or contains) */
173 sint16 level; /* Level of creature or object */
174 /* Note that the last_.. values are sometimes used for non obvious
175 * meanings by some objects, eg, sp penalty, permanent exp.
176 */
177 sint32 last_heal; /* Last healed. Depends on constitution */
178 sint32 last_sp; /* As last_heal, but for spell points */
179 sint16 last_grace; /* as last_sp, except for grace */
180 sint16 last_eat; /* How long since we last ate */
181 sint16 invisible; /* How much longer the object will be invis */
182 uint8 pick_up; /* See crossfire.doc */
183 sint8 item_power; /* power rating of the object */
184 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
185 sint32 weight; /* Attributes of the object */
186 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */
189 living stats; /* Str, Con, Dex, etc */
190 sint64 perm_exp; /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */
196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 /* See the doc/Developers/objects for more info about body locations */
199 783
200 /* Following mostly refers to fields only used for monsters */ 784object *find_skill_by_name_fuzzy (object *who, const char *name);
201 struct object *owner; /* Pointer to the object which controls this one */ 785object *find_skill_by_name (object *who, shstr_cmp sh);
202 /* Owner should not be referred to directly - */ 786object *find_skill_by_number (object *who, int skillno);
203 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *attacked_by; /* This object start to attack us! only player & monster */
208 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209 struct treasureliststruct *randomitems; /* Items to be generated */
210 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 struct object *chosen_skill; /* the skill chosen to use */
212 uint32 hide; /* The object is hidden, not invisible */
213 /* changes made by kholland@sunlab.cit.cornell.edu */
214 /* allows different movement patterns for attackers */
215 sint32 move_status; /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */
218 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */
221
222 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically
224 * only used in spells.
225 */
226 sint16 duration; /* How long the spell lasts */
227 uint8 duration_modifier; /* how level modifies duration */
228 sint16 casting_time; /* time left before spell goes off */
229 struct object *spell; /* Spell that was being cast */
230 uint16 start_holding;
231 char *spellarg;
232 uint8 dam_modifier; /* How going up in level effects damage */
233 sint8 range; /* Range of the spell */
234 uint8 range_modifier; /* How going up in level effects range */
235
236 /* Following are values used by any object */
237 struct archt *arch; /* Pointer to archetype */
238 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
239 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */
241 uint16 animation_id; /* An index into the animation array */
242 uint8 anim_speed; /* ticks between animation-frames */
243 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */
245 uint8 smoothlevel; /* how to smooth this square around*/
246
247 MoveType move_type; /* Type of movement this object uses */
248 MoveType move_block; /* What movement types this blocks */
249 MoveType move_allow; /* What movement types explicitly allowd */
250 MoveType move_on; /* Move types affected moving on to this space */
251 MoveType move_off; /* Move types affected moving off this space */
252 MoveType move_slow; /* Movement types this slows down */
253 float move_slow_penalty; /* How much this slows down the object */
254
255 event *events;
256
257 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */
259};
260
261struct object : object_special, object_simple {
262};
263
264typedef struct oblnk { /* Used to link together several objects */
265 object *ob;
266 struct oblnk *next;
267 tag_t id;
268} objectlink;
269
270typedef struct oblinkpt { /* Used to link together several object links */
271 struct oblnk *link;
272 long value; /* Used as connected value in buttons/gates */
273 struct oblinkpt *next;
274} oblinkpt;
275 787
276/* 788/*
277 * The archetype structure is a set of rules on how to generate and manipulate 789 * The archetype structure is a set of rules on how to generate and manipulate
278 * objects which point to archetypes. 790 * objects which point to archetypes.
279 * This probably belongs in arch.h, but there really doesn't appear to 791 * This probably belongs in arch.h, but there really doesn't appear to
280 * be much left in the archetype - all it really is is a holder for the 792 * be much left in the archetype - all it really is is a holder for the
281 * object and pointers. This structure should get removed, and just replaced 793 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure 794 * by the object structure
283 */ 795 */
284 796
285typedef struct archt { 797//-GPL
798
799INTERFACE_CLASS (archetype)
800struct archetype : object
801{
802 static arch_ptr empty; // the empty_archetype
803 MTH static void gc ();
804
805 archetype (const char *name);
806 ~archetype ();
807 void gather_callbacks (AV *&callbacks, event_type event) const;
808
809 MTH static archetype *find (const_utf8_string name);
810
811 MTH void link ();
812 MTH void unlink ();
813
814 MTH static object *get (const char *name); // (find() || singularity)->instance()
815 MTH object *instance ();
816
817 object_vector_index ACC (RW, archid); // index in archvector
286 const char *name; /* More definite name, like "generate_kobold" */ 818 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
287 struct archt *next; /* Next archetype in a linked list */
288 struct archt *head; /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */
291 uint32 editable; /* editable flags (mainly for editor) */
292 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
293 * in comparison to the head.
294 */
295} archetype;
296 819
820 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
821 sint8 ACC (RW, max_x), ACC (RW, max_y);
822
823 // support for archetype loading
824 static archetype *read (object_thawer &f);
825 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
826 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
827};
828
829// compatbiility, remove once replaced by ->instance
830inline object *
831arch_to_object (archetype *at)
832{
833 return at->instance ();
834}
835
836inline void
837object_freezer::put (keyword k, archetype *v)
838{
839 put (k, v ? &v->archname : (const char *)0);
840}
841
842typedef object_vector<object, &object::index > objectvec;
843typedef object_vector<object, &object::active> activevec;
844typedef object_vector<archetype, &archetype::archid> archvec;
845
297extern object *objects; 846extern objectvec objects;
298extern object *active_objects; 847extern activevec actives;
299extern object *free_objects; 848extern archvec archetypes;
300extern object objarray[STARTMAX];
301 849
302extern int nrofallocobjects; 850// "safely" iterate over inv in a way such that the current item is removable
303extern int nroffreeobjects; 851// quite horrible, that's why its hidden in some macro
852#define for_inv_removable(op,var) \
853 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
304 854
305/* This returns TRUE if the object is somethign that 855#define for_all_objects(var) \
306 * should be displayed in the look window 856 for (unsigned _i = 0; _i < objects.size (); ++_i) \
307 */ 857 statementvar (object *, var, objects [_i])
308#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 858
859#define for_all_actives(var) \
860 for (unsigned _i = 0; _i < actives.size (); ++_i) \
861 statementvar (object *, var, actives [_i])
862
863#define for_all_archetypes(var) \
864 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
865 statementvar (archetype *, var, archetypes [_i])
866
867//+GPL
309 868
310/* Used by update_object to know if the object being passed is 869/* Used by update_object to know if the object being passed is
311 * being added or removed. 870 * being added or removed.
312 */ 871 */
313#define UP_OBJ_INSERT 1 872#define UP_OBJ_INSERT 1
314#define UP_OBJ_REMOVE 2 873#define UP_OBJ_REMOVE 2
315#define UP_OBJ_CHANGE 3 874#define UP_OBJ_CHANGE 3
316#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 875#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
317 876
318/* These are flags passed to insert_ob_in_map and 877/* These are flags passed to insert_ob_in_map and
319 * insert_ob_in_ob. Note that all flags may not be meaningful 878 * insert_ob_in_ob. Note that all flags may not be meaningful
320 * for both functions. 879 * for both functions.
321 * Most are fairly explanatory: 880 * Most are fairly explanatory:
330 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 889 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
331 * Use for treasure chests so the new object is the highest thing 890 * Use for treasure chests so the new object is the highest thing
332 * beneath the player, but not actually above it. Note - the 891 * beneath the player, but not actually above it. Note - the
333 * map and x,y coordinates for the object to be inserted must 892 * map and x,y coordinates for the object to be inserted must
334 * match the originator. 893 * match the originator.
335 * INS_MAP_LOAD: disable lots of checkings done at insertion to
336 * speed up map loading process, as we assume the ordering in
337 * loaded map is correct.
338 * 894 *
339 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 895 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
340 * are mutually exclusive. The behaviour for passing more than one 896 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens 897 * should be considered undefined - while you may notice what happens
342 * right now if you pass more than one, that could very well change 898 * right now if you pass more than one, that could very well change
343 * in future revisions of the code. 899 * in future revisions of the code.
344 */ 900 */
345#define INS_NO_MERGE 0x0001 901#define INS_NO_MERGE 0x0001
346#define INS_ABOVE_FLOOR_ONLY 0x0002 902#define INS_ABOVE_FLOOR_ONLY 0x0002
347#define INS_NO_WALK_ON 0x0004 903#define INS_NO_WALK_ON 0x0004
348#define INS_ON_TOP 0x0008 904#define INS_ON_TOP 0x0008
349#define INS_BELOW_ORIGINATOR 0x0010 905#define INS_BELOW_ORIGINATOR 0x0010
350#define INS_MAP_LOAD 0x0020
351 906
352#define ARCH_SINGULARITY "singularity"
353#define ARCH_SINGULARITY_LEN 11
354#define ARCH_DETECT_MAGIC "detect_magic"
355#define ARCH_DEPLETION "depletion" 907#define ARCH_DEPLETION "depletion"
356#define ARCH_SYMPTOM "symptom" 908
909//-GPL
357 910
358#endif 911#endif
912

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