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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 1.245 by root, Thu Apr 15 02:51:39 2010 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
32#include "cfperl.h" 28#include "cfperl.h"
29#include "shstr.h"
33 30
31//+GPL
32
34typedef uint32 tag_t; 33typedef int tag_t;
34
35// also see common/item.C
36enum
37{
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};
37 54
38/* See common/item.c */ 55/* See common/item.c */
39 56
40typedef struct Body_Locations { 57typedef struct Body_Locations
58{
41 const char *save_name; /* Name used to load/save it to disk */ 59 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 */ 60 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 */ 61 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 62} Body_Locations;
45 63
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47 65
48typedef struct _event 66#define NUM_COINS 4 /* number of coin types */
49{ 67extern 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 68
57/* 69/*
58 * Each object (this also means archetypes!) could have a few of these 70 * Each object (this also means archetypes!) could have a few of these
59 * "dangling" from it; this could also end up containing 'parse errors'. 71 * "dangling" from it; this could also end up containing 'parse errors'.
60 * 72 *
61 * key and value are shared-strings. 73 * key and value are shared-strings.
62 * 74 *
63 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 75 * Please use kv_get/kv_set/kv_del from object rather than
64 * accessing the list directly. 76 * accessing the list directly.
65 * Exception is if you want to walk this list for some reason. 77 * Exception is if you want to walk this list for some reason.
66 */ 78 */
67typedef struct _key_value { 79struct key_value : slice_allocated
68 const char * key; 80{
69 const char * value;
70 struct _key_value * next; 81 key_value *next;
71} key_value; 82 shstr key, value;
83};
72 84
85//-GPL
86
87struct UUID
88{
89 uint64 seq;
90
91 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 bool parse (const char *s);
103 char *append (char *buf) const;
104 char *c_str () const;
105};
106
107//+GPL
73 108
74/* Definition for WILL_APPLY values. Replaces having harcoded values 109/* Definition for WILL_APPLY values. Replaces having harcoded values
75 * sprinkled in the code. Note that some of these also replace fields 110 * 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 111 * that were in the can_apply area. What is the point of having both
77 * can_apply and will_apply? 112 * can_apply and will_apply?
78 */ 113 */
79#define WILL_APPLY_HANDLE 0x1 114#define WILL_APPLY_HANDLE 0x01
80#define WILL_APPLY_TREASURE 0x2 115#define WILL_APPLY_TREASURE 0x02
81#define WILL_APPLY_EARTHWALL 0x4 116#define WILL_APPLY_EARTHWALL 0x04
82#define WILL_APPLY_DOOR 0x8 117#define WILL_APPLY_DOOR 0x08
83#define WILL_APPLY_FOOD 0x10 118#define WILL_APPLY_FOOD 0x10
84 119
120struct body_slot
121{
122 signed char used:4; /* Calculated value based on items equipped */
123 signed char info:4; /* body info as loaded from the file */
124};
85 125
86/* Note that the ordering of this structure is sort of relevent - 126typedef struct oblnk
87 * copy_object copies everything over beyond 'name' using memcpy. 127{ /* Used to link together several objects */
88 * Thus, values that need to be copied need to be located beyond that 128 object_ptr ob;
89 * point. 129 struct oblnk *next;
90 * 130} objectlink;
91 * However, if you're keeping a pointer of some sort, you probably 131
92 * don't just want it copied, so you'll need to add to common/object.c, 132typedef struct oblinkpt
93 * e.g. copy-object 133{ /* Used to link together several object links */
94 * 134 struct oblnk *link;
95 * I've tried to clean up this structure a bit (in terms of formatting) 135 struct oblinkpt *next;
96 * by making it more consistent. I've also tried to locate some of the fields 136 shstr id; /* Used as connected value in buttons/gates */
97 * more logically together (put the item related ones together, the monster 137} oblinkpt;
98 * related ones, etc. 138
99 * This structure is best viewed with about a 100 width screen. 139INTERFACE_CLASS (object)
100 * MSW 2002-07-05 140// these are being copied
141struct object_copy : attachable
142{
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144
145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
146 uint8 ACC (RW, subtype); /* subtype of object */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149
150 shstr ACC (RW, name); /* The name of the object, obviously... */
151 shstr ACC (RW, name_pl); /* The plural name of the object */
152 shstr ACC (RW, title); /* Of foo, etc */
153 shstr ACC (RW, race); /* human, goblin, dragon, etc */
154 shstr ACC (RW, slaying); /* Which race to do double damage to */
155 /* If this is an exit, this is the filename */
156
157 typedef bitset<NUM_FLAGS> flags_t;
158 flags_t flag; /* various flags */
159#if FOR_PERL
160 bool ACC (RW, flag[NUM_FLAGS]);
161#endif
162
163 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
164 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
165 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
166 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
167 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
168 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
169 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
170 object_ptr ACC (RW, spell); /* Spell that was being cast */
171 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
172 arch_ptr ACC (RW, arch); /* Pointer to archetype */
173 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
174
175 float ACC (RW, speed); /* The overall speed of this object */
176 float ACC (RW, speed_left); /* How much speed is left to spend this round */
177
178 sint32 ACC (RW, nrof); /* How many of the objects */
179 /* This next big block is basically used for monsters and equipment */
180 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
181 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
182
183 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
184 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
185 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
186 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
187
188 uint16 ACC (RW, materials); /* What materials this object consists of */
189 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
190 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
191 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
192
193 /* Note that the last_.. values are sometimes used for non obvious
194 * meanings by some objects, eg, sp penalty, permanent exp.
101 */ 195 */
196 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
197 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
198 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
199 sint16 ACC (RW, last_eat); /* How long since we last ate */
102 200
103struct object_simple { 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */
203
204 uint8 ACC (RW, pick_up); /* See crossfire.doc */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
207 uint8 ACC (RW, weapontype); /* type of weapon */
208
209 body_slot slot [NUM_BODY_LOCATIONS];
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
216 sint32 ACC (RW, weight); /* Attributes of the object */
217 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
218
219 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
220
221 sint64 ACC (RW, perm_exp); /* Permanent exp */
222 living ACC (RO, stats); /* Str, Con, Dex, etc */
223 /* See the pod/objects.pod for more info about body locations */
224
225 /* Following mostly refers to fields only used for monsters */
226
227 /* Spell related information, may be useful elsewhere
228 * Note that other fields are used - these files are basically
229 * only used in spells.
230 */
231 sint16 ACC (RW, duration); /* How long the spell lasts */
232 uint8 ACC (RW, casting_time); /* time left before spell goes off */
233 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
234
235 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
236 sint8 ACC (RW, range); /* Range of the spell */
237 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
238 sint8 ACC (RW, item_power); /* power rating of the object */
239
240 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
241 MoveType ACC (RW, move_type); /* Type of movement this object uses */
242 MoveType ACC (RW, move_block);/* What movement types this blocks */
243 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
244
245 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
246 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
247 MoveType ACC (RW, move_slow); /* Movement types this slows down */
248
249 // 8 free bits
250
251 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
252 // /* races/classes can need less/more exp to gain levels */
253 static const float expmul = 1.0;//D
254 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
255
256 /* Following are values used by any object */
257 /* this objects turns into or what this object creates */
258 treasurelist *ACC (RW, randomitems); /* Items to be generated */
259
260 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
261 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
262 uint8 ACC (RW, will_apply); /* See crossfire.doc */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
266
267 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
268 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
269 /* allows different movement patterns for attackers */
270 uint8 ACC (RW, move_status); /* What stage in attack mode */
271 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
272
273 //16+ free bits
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
281};
282
283const_utf8_string query_weight (const object *op);
284const_utf8_string query_short_name (const object *op);
285const_utf8_string query_name (const object *op);
286const_utf8_string query_base_name (const object *op, int plural);
287sint64 query_cost (const object *tmp, object *who, int flag);
288const char *query_cost_string (const object *tmp, object *who, int flag);
289
290int change_ability_duration (object *spell, object *caster);
291int min_casting_level (object *caster, object *spell);
292int casting_level (object *caster, object *spell);
293sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
294int SP_level_dam_adjust (object *caster, object *spob);
295int SP_level_duration_adjust (object *caster, object *spob);
296int SP_level_range_adjust (object *caster, object *spob);
297
298struct freelist_item
299{
300 freelist_item *next;
301 uint32_t count;
302};
303
304struct object : object_copy
305{
104 /* These variables are not changed by copy_object() */ 306 // These variables are not changed by ->copy_to
105 struct pl *contr; /* Pointer to the player which control this object */ 307 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 */ 308
107 struct object *prev; /* Pointer to the previous object in the free/used list*/ 309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
108 struct object *active_next; /* Next & previous object in the 'active' */ 310 uint32_t ACC (RO, count);
109 struct object *active_prev; /* List. This is used in process_events */ 311 object_vector_index ACC (RO, index); // index into objects
110 /* so that the entire object list does not */ 312 object_vector_index ACC (RO, active); // index into actives
111 /* need to be gone through. */ 313
314 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
315
112 struct object *below; /* Pointer to the object stacked below this one */ 316 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */ 317 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/ 318 /* Note: stacked in the *same* environment */
115 struct object *inv; /* Pointer to the first object in the inventory */ 319 object *inv; /* Pointer to the first object in the inventory */
116 struct object *container; /* Current container being used. I think this 320
321 //TODO: container must move into client
322 object_ptr ACC (RW, container);/* Currently opened container. I think this
117 * is only used by the player right now. 323 * is only used by the player right now.
118 */ 324 */
119 struct object *env; /* Pointer to the object which is the environment. 325 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in. 326 * This is typically the container that the object is in.
121 */ 327 */
122 struct object *more; /* Pointer to the rest of a large body of objects */ 328 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 struct object *head; /* Points to the main object of a large body */ 329 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 */ 330 key_value *key_values; /* Fields not explictly known by the loader. */
125 331
126 tag_t count; /* Unique object number for this object */ 332 MTH void set_flag (int flagnum)
127 uint16 refcount; /* How many objects points to this object */ 333 {
334 flag [flagnum] = true;
335 }
336
337 MTH void clr_flag (int flagnum)
338 {
339 flag [flagnum] = false;
340 }
341
342 // privates / perl
343 shstr_tmp kv_get (shstr_tmp key) const;
344 void kv_del (shstr_tmp key);
345 void kv_set (shstr_tmp key, shstr_tmp value);
346
347//-GPL
348
349 // custom extra fields management
350 struct key_value_access_proxy
351 {
352 object &ob;
353 shstr_tmp key;
354
355 key_value_access_proxy (object &ob, shstr_tmp key)
356 : ob (ob), key (key)
357 {
358 }
359
360 const key_value_access_proxy &operator =(shstr_tmp value) const
361 {
362 ob.kv_set (key, value);
363 return *this;
364 }
365
366 operator const shstr_tmp () const { return ob.kv_get (key); }
367 operator const char *() const { return ob.kv_get (key); }
368
369 private:
370 void operator =(int);
371 };
372
373 // operator [] is too annoying to use
374 const key_value_access_proxy kv (shstr_tmp key)
375 {
376 return key_value_access_proxy (*this, key);
377 }
378
379 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
380 MTH void post_load_check (); // do some adjustments after parsing
381 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
382 bool write (object_freezer &f);
383
384 MTH static object *create ();
385 const mapxy &operator =(const mapxy &pos);
386 MTH void copy_to (object *dst);
387 MTH object *clone (); // create + copy_to a single object
388 MTH object *deep_clone (); // copy whole more chain and inventory
389 void do_destroy ();
390 void gather_callbacks (AV *&callbacks, event_type event) const;
391 MTH void destroy ();
392 MTH void drop_and_destroy ()
393 {
394 destroy_inv (true);
395 destroy ();
396 }
397
398 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
399 MTH void destroy_inv (bool drop_to_ground = false);
400 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
401 MTH object *insert (object *item); // insert into inventory
402 MTH void play_sound (faceidx sound) const;
403 MTH void say_msg (const_utf8_string msg) const;
404
405 void do_remove ();
406 MTH void remove ()
407 {
408 if (!flag [FLAG_REMOVED])
409 do_remove ();
410 }
411
412 MTH bool blocked (maptile *m, int x, int y) const;
413
414 void move_to (const mapxy &pos)
415 {
416 remove ();
417 *this = pos;
418 insert_at (this, this);
419 }
420
421 // high-level move method.
422 // object op is trying to move in direction dir.
423 // originator is typically the same as op, but
424 // can be different if originator is causing op to
425 // move (originator is pushing op)
426 // returns 0 if the object is not able to move to the
427 // desired space, 1 otherwise (in which case we also
428 // move the object accordingly. This function is
429 // very similiar to move_object.
430 int move (int dir, object *originator);
431
432 int move (int dir)
433 {
434 return move (dir, this);
435 }
436
437 // changes move_type to a new value - handles move_on/move_off effects
438 MTH void change_move_type (MoveType mt);
439
440 static bool can_merge_slow (object *op1, object *op2);
441
442 // this is often used in time-critical code, so optimise
443 MTH static bool can_merge (object *op1, object *op2)
444 {
445 return op1->value == op2->value
446 && op1->name == op2->name
447 && can_merge_slow (op1, op2);
448 }
449
450 MTH void set_owner (object *owner);
451 MTH void set_speed (float speed);
452 MTH void set_glow_radius (sint8 rad);
453
454 MTH void open_container (object *new_container);
455 MTH void close_container ()
456 {
457 open_container (0);
458 }
459
460 // potential future accessor for "container"
461 MTH object *container_ () const
462 {
463 return container;
464 }
465
466 MTH bool is_open_container () const
467 {
468 // strangely enough, using ?: here causes code to inflate
469 return type == CONTAINER
470 && ((env && env->container_ () == this)
471 || (!env && flag [FLAG_APPLIED]));
472 }
473
474 MTH object *force_find (shstr_tmp name);
475 MTH void force_set_timer (int duration);
476 MTH object *force_add (shstr_tmp name, int duration = 0);
477
478 oblinkpt *find_link () const;
479 MTH void add_link (maptile *map, shstr_tmp id);
480 MTH void remove_link ();
481
482 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
483 bool should_invoke (event_type event)
484 {
485 return ev_want_event [event] || ev_want_type [type] || cb;
486 }
487
488 MTH void instantiate ();
489
490 // recalculate all stats
491 MTH void update_stats ();
492 MTH void roll_stats ();
493 MTH void swap_stats (int a, int b);
494 MTH void add_statbonus ();
495 MTH void remove_statbonus ();
496 MTH void drain_stat ();
497 MTH void drain_specific_stat (int deplete_stats);
498 MTH void change_luck (int value);
499
500 // info must hold 256 * 3 bytes currently
501 const_utf8_string debug_desc (char *info) const;
502 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
503 const_utf8_string flag_desc (char *desc, int len) const;
504
505 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
506 MTH object *split (sint32 nr = 1); // return 0 on failure
507
508 MTH int number_of () const
509 {
510 return nrof ? nrof : 1;
511 }
512
513 MTH sint32 total_weight () const
514 {
515 return (weight + carrying) * number_of ();
516 }
517
518 MTH void update_weight ();
519
520 // return the dominant material of this item, always return something
521 const materialtype_t *dominant_material () const
522 {
523 return material;
524 }
525
526 // return the volume of this object in cm³
527 MTH uint64 volume () const
528 {
529 return (uint64)total_weight ()
530 * 1024 // 1000 actually
531 * (type == CONTAINER ? 128 : 1)
532 / dominant_material ()->density; // ugh, division
533 }
534
535 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
536
537 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
538 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
539 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
540 || type == CLOAK || type == BOOTS || type == GLOVES
541 || type == BRACERS || type == GIRDLE; }
542 MTH bool is_alive () const { return (type == PLAYER
543 || flag [FLAG_MONSTER]
544 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
545 && !flag [FLAG_IS_A_TEMPLATE]; }
546 MTH bool is_arrow () const { return type == ARROW
547 || (type == SPELL_EFFECT
548 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
549 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
550
551 MTH bool is_dragon () const;
552
553 MTH bool is_immunity () const { return invisible && type == SIGN; }
554
555 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
556
557 // temporary: wether the object can be saved in a map file
558 // contr => is a player
559 // head => only save head of a multitile object
560 // owner => can not reference owner yet
561 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
562
563 /* This return true if object has still randomitems which
564 * could be expanded.
565 */
566 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
567
568 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
569
570 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
571
572 /* need_identify returns true if the item should be identified. This
573 * function really should not exist - by default, any item not identified
574 * should need it.
575 */
576 MTH bool need_identify () const;
577
578 // returns the outermost owner, never returns 0
579 MTH object *outer_owner ()
580 {
581 object *op;
582
583 for (op = this; op->owner; op = op->owner)
584 ;
585
586 return op;
587 }
588
589 // returns the outermost environment, never returns 0
590 MTH object *outer_env_or_self () const
591 {
592 const object *op;
593
594 for (op = this; op->env; op = op->env)
595 ;
596
597 return const_cast<object *>(op);
598 }
599
600 // returns the outermost environment, may return 0
601 MTH object *outer_env () const
602 {
603 return env ? outer_env_or_self () : 0;
604 }
605
606 // returns the player that has this object in his inventory, or 0
607 // we assume the player is always the outer env
608 MTH object *in_player () const
609 {
610 object *op = outer_env_or_self ();
611
612 return op->type == PLAYER ? op : 0;
613 }
614
615 // "temporary" helper function
616 MTH object *head_ () const
617 {
618 return head ? head : const_cast<object *>(this);
619 }
620
621 MTH bool is_head () const
622 {
623 return head_ () == this;
624 }
625
626 MTH bool is_on_map () const
627 {
628 return !env && !flag [FLAG_REMOVED];
629 }
630
631 MTH bool is_inserted () const
632 {
633 return !flag [FLAG_REMOVED];
634 }
635
636 MTH bool is_player () const
637 {
638 return !!contr;
639 }
640
641 /* elmex: this method checks whether the object is in a shop */
642 MTH bool is_in_shop () const;
643
644 MTH bool affects_los () const
645 {
646 return glow_radius || flag [FLAG_BLOCKSVIEW];
647 }
648
649 MTH bool has_carried_lights () const
650 {
651 return glow_radius;
652 }
653
654 // returns the player that can see this object, if any
655 MTH object *visible_to () const;
656
657 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
658 MTH std::string describe_monster (object *who = 0);
659 MTH std::string describe_item (object *who = 0);
660 MTH std::string describe (object *who = 0); // long description, without name
661
662 MTH const_utf8_string query_weight () { return ::query_weight (this); }
663 MTH const_utf8_string query_name () { return ::query_name (this); }
664 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
665 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
666
667 // If this object has no extra parts but should have them,
668 // add them, effectively expanding heads into multipart
669 // objects. This method only works on objects not inserted
670 // anywhere.
671 MTH void expand_tail ();
672
673 MTH void create_treasure (treasurelist *tl, int flags = 0);
674
675 // makes sure the player has the named skill,
676 // and also makes it innate if can_use is true.
677 // returns the new skill or 0 if no such skill exists.
678 MTH object *give_skill (shstr_cmp name, bool can_use = false);
679 MTH void become_follower (object *new_god);
680
681 // insert object at same map position as 'where'
682 // handles both inventory and map "positions"
683 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
684 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
685 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
686 MTH void drop_unpaid_items ();
687
688 MTH void activate ();
689 MTH void deactivate ();
690 MTH void activate_recursive ();
691 MTH void deactivate_recursive ();
692
693 // set the given flag on all objects in the inventory recursively
694 MTH void set_flag_inv (int flag, int value = 1);
695
696 void enter_exit (object *exit);//Perl
697 MTH void enter_map (maptile *newmap, int x, int y);
698 void player_goto (const_utf8_string path, int x, int y); // only for players
699 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
700
701 MTH object *mark () const;
702
703 // returns the mapspace this object is in
704 mapspace &ms () const;
705
706 // fully recursive iterator
707 struct iterator_base
708 {
709 object *item;
710
711 iterator_base (object *container)
712 : item (container)
713 {
714 }
715
716 operator object *() const { return item; }
717
718 object *operator ->() const { return item; }
719 object &operator * () const { return *item; }
720 };
721
722 MTH unsigned int random_seed () const
723 {
724 return (unsigned int)uuid.seq;
725 }
726
727 // depth-first recursive iterator
728 struct depth_iterator : iterator_base
729 {
730 depth_iterator (object *container);
731 void next ();
732 object *operator ++( ) { next (); return item; }
733 object *operator ++(int) { object *i = item; next (); return i; }
734 };
735
736 object *begin ()
737 {
738 return this;
739 }
740
741 object *end ()
742 {
743 return this;
744 }
745
746 /* This returns TRUE if the object is something that
747 * a client might want to know about.
748 */
749 MTH bool client_visible () const
750 {
751 return !invisible && type != PLAYER;
752 }
753
754 // the client does nrof * this weight
755 MTH sint32 client_weight () const
756 {
757 return weight + carrying;
758 }
759
760 MTH struct region *region () const;
761
762 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
763 void failmsg (const_utf8_string msg, int color = NDI_RED);
764 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
765
766 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
767
768 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
769 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
770
771 // make some noise with given item into direction dir,
772 // currently only used for players to make them temporarily visible
773 // when they are invisible.
774 MTH void make_noise ();
775
776 /* animation */
777 MTH bool has_anim () const { return animation_id; }
778 const animation &anim () const { return animations [animation_id]; }
779 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
780 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
781 /* anim_frames () returns the number of animations allocated. The last
782 * usuable animation will be anim_frames () - 1 (for example, if an object
783 * has 8 animations, anim_frames () will return 8, but the values will
784 * range from 0 through 7.
785 */
786 MTH int anim_frames () const { return anim ().num_animations; }
787 MTH int anim_facings () const { return anim ().facings; }
788
789 MTH utf8_string as_string ();
790
791 // low-level management, statistics, ...
792 static uint32_t ACC (RW, object_count);
793 static uint32_t ACC (RW, free_count);
794 static uint32_t ACC (RW, create_count);
795 static uint32_t ACC (RW, destroy_count);
796 static freelist_item *freelist;
797 MTH static void freelist_free (int count);
798
799protected:
800 void link ();
801 void unlink ();
802
803 void do_delete ();
804
805 object ();
806 ~object ();
807
808private:
809 object &operator =(const object &);
810 object (const object &);
128}; 811};
129 812
130struct object_special : extendable<object> { 813// move this object to the top of its env's inventory to speed up
131 data_type get_dt () const { return DT_OBJECT; } 814// searches for it.
815static inline object *
816splay (object *ob)
817{
818 if (ob->above && ob->env)
819 {
820 if (ob->above) ob->above->below = ob->below;
821 if (ob->below) ob->below->above = ob->above;
132 822
133 /* These get an extra add_refcount(), after having been copied by memcpy(). 823 ob->above = 0;
134 * All fields beow this point are automatically copied by memcpy. If 824 ob->below = ob->env->inv;
135 * adding something that needs a refcount updated, make sure you modify 825 ob->below->above = ob;
136 * copy_object to do so. Everything below here also gets cleared 826 ob->env->inv = ob;
137 * by clear_object() 827 }
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. */
149 828
150 sint16 x,y; /* Position in the map for this object */ 829 return ob;
151 sint16 ox,oy; /* For debugging: Where it was last inserted */ 830}
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. */
158 831
159 /* This next big block are basically used for monsters and equipment */ 832//+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 */
199 833
200 /* Following mostly refers to fields only used for monsters */ 834object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
201 struct object *owner; /* Pointer to the object which controls this one */ 835object *find_skill_by_name (object *who, shstr_cmp sh);
202 /* Owner should not be referred to directly - */ 836object *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;
275 837
276/* 838/*
277 * The archetype structure is a set of rules on how to generate and manipulate 839 * The archetype structure is a set of rules on how to generate and manipulate
278 * objects which point to archetypes. 840 * objects which point to archetypes.
279 * This probably belongs in arch.h, but there really doesn't appear to 841 * 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 842 * 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 843 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure 844 * by the object structure
283 */ 845 */
284 846
285typedef struct archt { 847//-GPL
848
849INTERFACE_CLASS (archetype)
850struct archetype : object, zero_initialised
851{
852 static arch_ptr empty; // the empty_archetype
853 MTH static void gc ();
854
855 archetype (const_utf8_string name);
856 ~archetype ();
857 void gather_callbacks (AV *&callbacks, event_type event) const;
858
859 MTH static archetype *find (const_utf8_string name);
860
861 MTH void link ();
862 MTH void unlink ();
863
864 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
865 MTH object *instance ();
866
867 MTH void post_load_check (); // do some adjustments after parsing
868
869 object_vector_index ACC (RW, archid); // index in archvector
286 const char *name; /* More definite name, like "generate_kobold" */ 870 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;
296 871
872 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
873
874 // support for archetype loading
875 static archetype *read (object_thawer &f);
876 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
877 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
878
879protected:
880 void do_delete ();
881};
882
883// returns whether the object is a dragon player, which are often specialcased
884inline bool
885object::is_dragon () const
886{
887 return arch->race == shstr_dragon && is_player ();
888}
889
890inline void
891object_freezer::put (const keyword_string k, archetype *v)
892{
893 if (expect_true (v))
894 put (k, v->archname);
895 else
896 put (k);
897}
898
899typedef object_vector<object, &object::index > objectvec;
900typedef object_vector<object, &object::active> activevec;
901typedef object_vector<archetype, &archetype::archid> archvec;
902
297extern object *objects; 903extern objectvec objects;
298extern object *active_objects; 904extern activevec actives;
299extern object *free_objects; 905extern archvec archetypes;
300extern object objarray[STARTMAX];
301 906
302extern int nrofallocobjects; 907// "safely" iterate over inv in a way such that the current item is removable
303extern int nroffreeobjects; 908// quite horrible, that's why its hidden in some macro
909#define for_inv_removable(op,var) \
910 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
304 911
305/* This returns TRUE if the object is somethign that 912#define for_all_objects(var) \
306 * should be displayed in the look window 913 for (unsigned _i = 0; _i < objects.size (); ++_i) \
307 */ 914 statementvar (object *, var, objects [_i])
308#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 915
916#define for_all_actives(var) \
917 for (unsigned _i = 0; _i < actives.size (); ++_i) \
918 statementvar (object *, var, actives [_i])
919
920#define for_all_archetypes(var) \
921 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
922 statementvar (archetype *, var, archetypes [_i])
923
924//+GPL
309 925
310/* Used by update_object to know if the object being passed is 926/* Used by update_object to know if the object being passed is
311 * being added or removed. 927 * being added or removed.
312 */ 928 */
313#define UP_OBJ_INSERT 1 929#define UP_OBJ_INSERT 1
314#define UP_OBJ_REMOVE 2 930#define UP_OBJ_REMOVE 2
315#define UP_OBJ_CHANGE 3 931#define UP_OBJ_CHANGE 3
316#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 932#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
317 933
318/* These are flags passed to insert_ob_in_map and 934/* These are flags passed to insert_ob_in_map and
319 * insert_ob_in_ob. Note that all flags may not be meaningful 935 * insert_ob_in_ob. Note that all flags may not be meaningful
320 * for both functions. 936 * for both functions.
321 * Most are fairly explanatory: 937 * Most are fairly explanatory:
330 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 946 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
331 * Use for treasure chests so the new object is the highest thing 947 * Use for treasure chests so the new object is the highest thing
332 * beneath the player, but not actually above it. Note - the 948 * beneath the player, but not actually above it. Note - the
333 * map and x,y coordinates for the object to be inserted must 949 * map and x,y coordinates for the object to be inserted must
334 * match the originator. 950 * 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 * 951 *
339 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 952 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
340 * are mutually exclusive. The behaviour for passing more than one 953 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens 954 * should be considered undefined - while you may notice what happens
342 * right now if you pass more than one, that could very well change 955 * right now if you pass more than one, that could very well change
343 * in future revisions of the code. 956 * in future revisions of the code.
344 */ 957 */
345#define INS_NO_MERGE 0x0001 958#define INS_NO_MERGE 0x0001
346#define INS_ABOVE_FLOOR_ONLY 0x0002 959#define INS_ABOVE_FLOOR_ONLY 0x0002
347#define INS_NO_WALK_ON 0x0004 960#define INS_NO_WALK_ON 0x0004
348#define INS_ON_TOP 0x0008 961#define INS_ON_TOP 0x0008
349#define INS_BELOW_ORIGINATOR 0x0010 962#define INS_BELOW_ORIGINATOR 0x0010
350#define INS_MAP_LOAD 0x0020
351 963
352#define ARCH_SINGULARITY "singularity" 964//-GPL
353#define ARCH_SINGULARITY_LEN 11
354#define ARCH_DETECT_MAGIC "detect_magic"
355#define ARCH_DEPLETION "depletion"
356#define ARCH_SYMPTOM "symptom"
357 965
358#endif 966#endif
967

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