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Comparing deliantra/server/include/object.h (file contents):
Revision 1.60 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.126 by root, Sat May 26 15:44:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34
34#define BODY_ARMS 1 35enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
35 59
36/* See common/item.c */ 60/* See common/item.c */
37 61
38typedef struct Body_Locations 62typedef struct Body_Locations
39{ 63{
83#define WILL_APPLY_TREASURE 0x02 107#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 108#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 109#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 110#define WILL_APPLY_FOOD 0x10
87 111
88/* However, if you're keeping a pointer of some sort, you probably 112struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C, 113{
90 * e.g. ->copy_to () 114 signed char info:4; /* body info as loaded from the file */
91 */ 115 signed char used:4; /* Calculated value based on items equipped */
116};
92 117
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied
97ACC_CLASS (object) 118INTERFACE_CLASS (object)
98struct object_keep : refcounted
99{
100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
126};
127
128// these are being copied 119// these are being copied
129struct object_copy : attachable<object> 120struct object_copy : attachable
130{ 121{
122 typedef bitset<NUM_FLAGS> flags_t;
123
124 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
125
126 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127 uint8 ACC (RW, subtype); /* subtype of object */
128 sint8 ACC (RW, direction); /* Means the object is moving that way. */
129 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
130
131 shstr ACC (RW, name); /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 136 /* If this is an exit, this is the filename */
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139 shstr ACC (RW, lore); /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */ 140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */ 141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// materialtype_t *ACC (RW, material); /* What material this object consists of */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 144 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 145 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 146 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 147 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 148 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */ 149 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 150 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150}; 151 arch_ptr ACC (RW, arch); /* Pointer to archetype */
152 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
151 153
152// these are being copied and also cleared
153struct object_pod
154{
155 New_Face *ACC (RW, face); /* Face with colors */
156 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
157 float ACC (RW, speed); /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
158 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
159 uint32 ACC (RW, nrof); /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
160 sint8 ACC (RW, direction); /* Means the object is moving that way. */
161 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
162 157
163 /* This next big block are basically used for monsters and equipment */ 158 /* This next big block are basically used for monsters and equipment */
164 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
165 uint8 ACC (RW, subtype); /* subtype of object */
166 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
171 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
172 uint16 ACC (RW, material); /* What materials this object consist of */ 166 uint16 ACC (RW, materials); /* What materials this object consists of */
173 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 167 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
174 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 168 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
175 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 169 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
176 /* Note that the last_.. values are sometimes used for non obvious 170 /* Note that the last_.. values are sometimes used for non obvious
177 * meanings by some objects, eg, sp penalty, permanent exp. 171 * meanings by some objects, eg, sp penalty, permanent exp.
190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
191 sint32 ACC (RW, carrying); /* How much weight this object contains */ 185 sint32 ACC (RW, carrying); /* How much weight this object contains */
192 sint64 ACC (RW, perm_exp); /* Permanent exp */ 186 sint64 ACC (RW, perm_exp); /* Permanent exp */
193 uint32 ACC (RW, weapontype); /* type of weapon */ 187 uint32 ACC (RW, weapontype); /* type of weapon */
194 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 189 body_slot slot [NUM_BODY_LOCATIONS];
196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 190 faceidx ACC (RW, face); /* Face with colors */
197 living ACC (RO, stats); /* Str, Con, Dex, etc */ 191 living ACC (RO, stats); /* Str, Con, Dex, etc */
198 /* See the doc/Developers/objects for more info about body locations */ 192 /* See the pod/objects.pod for more info about body locations */
199 193
200 /* Following mostly refers to fields only used for monsters */ 194 /* Following mostly refers to fields only used for monsters */
201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
202 /* changes made by kholland@sunlab.cit.cornell.edu */ 196
203 /* allows different movement patterns for attackers */ 197 /* allows different movement patterns for attackers */
204 sint32 ACC (RW, move_status); /* What stage in attack mode */ 198 sint32 ACC (RW, move_status); /* What stage in attack mode */
205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 199 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
206 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 200 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
207 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 201 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
208 /* races/classes can need less/more exp to gain levels */ 202 /* races/classes can need less/more exp to gain levels */
209 203
210 /* Spell related information, may be useful elsewhere 204 /* Spell related information, may be useful elsewhere
211 * Note that other fields are used - these files are basically 205 * Note that other fields are used - these files are basically
212 * only used in spells. 206 * only used in spells.
213 */ 207 */
214 sint16 ACC (RW, duration); /* How long the spell lasts */ 208 sint16 ACC (RW, duration); /* How long the spell lasts */
215 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 209 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210
216 uint16 ACC (RW, start_holding); 211 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
219 sint8 ACC (RW, range); /* Range of the spell */ 215 sint8 ACC (RW, range); /* Range of the spell */
220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
221 char *ACC (RW, spellarg);
222
223 /* Following are values used by any object */
224 /* this objects turns into or what this object creates */
225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
227 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
228 key_value *key_values; /* Fields not explictly known by the loader. */
229 std::bitset<NUM_FLAGS> flags; /* various flags */
230 uint16 ACC (RW, animation_id);/* An index into the animation array */
231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 uint8 ACC (RW, will_apply); /* See crossfire.doc */
236
237 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 217 MoveType ACC (RW, move_type); /* Type of movement this object uses */
238 MoveType ACC (RW, move_block);/* What movement types this blocks */ 218 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224
243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
244};
245 226
227 char *ACC (RW, spellarg);
228
229 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */
231 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 flags_t flag; /* various flags */
233#if FOR_PERL
234 bool ACC (RW, flag[NUM_FLAGS]);
235#endif
236 uint16 ACC (RW, animation_id);/* An index into the animation array */
237 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
240 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */
242};
243
246struct object : zero_initialised, object_keep, object_copy, object_pod 244struct object : zero_initialised, object_copy
247{ 245{
248 typedef unordered_vector<object *> vector; 246 // These variables are not changed by ->copy_to
247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
249 248
250 static vector mortals; 249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 static vector active; // active objects, not yet used 250 int ACC (RO, count);
252 static vector objects; // not used yet, use first->next->... 251 int ACC (RO, index); // index into objects
253 static object *first; // will be replaced by "objects" 252 int ACC (RO, active); // index into actives
254 253
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
255
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */
257 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */
260
261 //TODO: container must move into client
262 object_ptr ACC (RW, container); /* Current container being used. I think this
263 * is only used by the player right now.
264 */
265 object *ACC (RW, env); /* Pointer to the object which is the environment.
266 * This is typically the container that the object is in.
267 */
268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
270 client_container *seen_by; // seen by which player/container currently?
271 key_value *key_values; /* Fields not explictly known by the loader. */
272
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing
275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f);
277
278 MTH int slottype () const;
255 static object *create (); 279 MTH static object *create ();
280 object &operator =(const object &src);
256 void copy_to (object *dst); 281 MTH void copy_to (object *dst);
257 object *clone (); // create + copy_to 282 MTH object *clone (); // create + copy_to
283 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const;
258 void destroy (bool destroy_inventory = false); 285 MTH void destroy (bool destroy_inventory = false);
259 void remove (); 286
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false);
260 object *insert (object *item); // insert into inventory 289 MTH object *insert (object *item); // insert into inventory
290 void do_remove ();
291 MTH void remove ()
292 {
293 if (!flag [FLAG_REMOVED])
294 do_remove ();
295 }
261 296
262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2); 297 static bool can_merge_slow (object *op1, object *op2);
264 298
265 // this is often used in time-critical code, so optimise 299 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2) 300 MTH static bool can_merge (object *op1, object *op2)
267 { 301 {
268 return op1->value == op2->value 302 return op1->value == op2->value
269 && op1->name == op2->name 303 && op1->name == op2->name
270 && can_merge_slow (op1, op2); 304 && can_merge_slow (op1, op2);
271 } 305 }
272 306
273 void clear ();
274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner); 307 MTH void set_owner (object *owner);
308 MTH void set_speed (float speed);
309 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob);
278 311
312 MTH void open_container (object *new_container);
313 MTH void close_container ()
314 {
315 open_container (0);
316 }
317
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event)
320 {
321 return ev_want_event [event] || ev_want_type [type] || cb;
322 }
323
279 void instantiate () 324 MTH void instantiate ();
280 {
281 if (!uuid.seq) // HACK
282 uuid = gen_uuid ();
283 325
284 attachable<object>::instantiate (); 326 // recalculate all stats
285 } 327 MTH void update_stats ();
328 MTH void roll_stats ();
329 MTH void swap_stats (int a, int b);
330 MTH void add_statbonus ();
331 MTH void remove_statbonus ();
332 MTH void drain_stat ();
333 MTH void drain_specific_stat (int deplete_stats);
334 MTH void change_luck (int value);
286 335
287 // info must hold 256 * 3 bytes currently 336 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 337 const char *debug_desc (char *info) const;
289 const char *debug_desc () const; 338 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
339 const char *flag_desc (char *desc, int len) const;
290 340
341 int number_of () const
342 {
343 return nrof ? nrof : 1;
344 }
345
346 uint64 total_weight () const
347 {
348 return weight * number_of ();
349 }
350
351 // return the dominant material of this item, always return something
352 const materialtype_t *dominant_material () const;
353
354 // return the volume of this object in cm³
355 uint64 volume () const
356 {
357 return total_weight ()
358 * 1000
359 * (type == CONTAINER ? 1000 : 1)
360 / dominant_material ()->density;
361 }
362
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 363 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 364 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES 365 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; } 366 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER 367 MTH bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER] 368 || flag [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 369 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; } 370 && !flag [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW 371 MTH bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT 372 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 373 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
374 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
375
376 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
377
378 // temporary: wether the object can be saved in a map file
379 // contr => is a player
380 // head => only save head of a multitile object
381 // owner => can not reference owner yet
382 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
302 383
303 /* This return true if object has still randomitems which 384 /* This return true if object has still randomitems which
304 * could be expanded. 385 * could be expanded.
305 */ 386 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 387 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
307 388
308 // returns the player that has this object in his inventory, or 0 389 // returns the player that has this object in his inventory, or 0
309 object *in_player () const 390 MTH object *in_player () const
310 { 391 {
311 for (object *op = env; op; op = op->env) 392 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER) 393 if (op->type == PLAYER)
313 return op; 394 return op;
314 395
315 return 0; 396 return 0;
316 } 397 }
398
399 // "temporary" helper function
400 MTH object *head_ ()
401 {
402 return head ? head : this;
403 }
404
405 MTH std::string long_desc (object *who = 0);
406 MTH std::string describe_monster (object *who = 0);
407 MTH std::string describe_item (object *who = 0);
408 MTH std::string describe (object *who = 0);
409
410 // If this object has no extra parts but should have them,
411 // add them, effectively expanding heads into multipart
412 // objects. This method only works on objects not inserted
413 // anywhere.
414 MTH void expand_tail ();
415
416 MTH void create_treasure (treasurelist *tl, int flags = 0);
417
418 // insert object at same map position as 'where'
419 // handles both inventory and map "positions"
420 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
421
422 MTH void activate ();
423 MTH void deactivate ();
424 MTH void activate_recursive ();
425 MTH void deactivate_recursive ();
426
427 // set the givne flag on all objects in the inventory recursively
428 MTH void set_flag_inv (int flag, int value = 1);
429
430 void enter_exit (object *exit);//Perl
431 MTH void enter_map (maptile *newmap, int x, int y);
432
433 // returns the mapspace this object is in
434 mapspace &ms () const;
317 435
318 // fully recursive iterator 436 // fully recursive iterator
319 struct iterator_base 437 struct iterator_base
320 { 438 {
321 object *item; 439 object *item;
328 operator object *() const { return item; } 446 operator object *() const { return item; }
329 447
330 object *operator ->() const { return item; } 448 object *operator ->() const { return item; }
331 object &operator * () const { return *item; } 449 object &operator * () const { return *item; }
332 }; 450 };
451
452 MTH unsigned int random_seed () const
453 {
454 return (unsigned int)uuid.seq;
455 }
333 456
334 // depth-first recursive iterator 457 // depth-first recursive iterator
335 struct depth_iterator : iterator_base 458 struct depth_iterator : iterator_base
336 { 459 {
337 depth_iterator (object *container); 460 depth_iterator (object *container);
348 object *end () 471 object *end ()
349 { 472 {
350 return this; 473 return this;
351 } 474 }
352 475
476 /* This returns TRUE if the object is something that
477 * should be displayed in the floorbox/inventory window
478 */
479 MTH bool client_visible () const
480 {
481 return !invisible && type != PLAYER;
482 }
483
484 MTH struct region *region () const;
485
353protected: 486protected:
354 friend struct archetype; 487 friend struct archetype;
355 488
356 void link (); 489 void link ();
357 void unlink (); 490 void unlink ();
358 491
359 object (); 492 object ();
360 ~object (); 493 ~object ();
361}; 494};
495
496// move this object to the top of its env's inventory to speed up
497// searches for it.
498static object *
499splay (object *ob)
500{
501 if (ob->env && ob->env->inv != ob)
502 {
503 if (ob->above) ob->above->below = ob->below;
504 if (ob->below) ob->below->above = ob->above;
505
506 ob->above = 0;
507 ob->below = ob->env->inv;
508 ob->below->above = ob;
509 ob->env->inv = ob;
510 }
511
512 return ob;
513}
514
515typedef object_vector<object, &object::index > objectvec;
516typedef object_vector<object, &object::active> activevec;
517
518extern objectvec objects;
519extern activevec actives;
520
521#define for_all_objects(var) \
522 for (unsigned _i = 0; _i < objects.size (); ++_i) \
523 declvar (object *, var, objects [_i])
524
525#define for_all_actives(var) \
526 for (unsigned _i = 0; _i < actives.size (); ++_i) \
527 declvar (object *, var, actives [_i])
362 528
363typedef struct oblnk 529typedef struct oblnk
364{ /* Used to link together several objects */ 530{ /* Used to link together several objects */
365 object_ptr ob; 531 object_ptr ob;
366 struct oblnk *next; 532 struct oblnk *next;
370{ /* Used to link together several object links */ 536{ /* Used to link together several object links */
371 struct oblnk *link; 537 struct oblnk *link;
372 long value; /* Used as connected value in buttons/gates */ 538 long value; /* Used as connected value in buttons/gates */
373 struct oblinkpt *next; 539 struct oblinkpt *next;
374} oblinkpt; 540} oblinkpt;
541
542object *find_skill_by_name (object *who, const char *name);
543object *find_skill_by_name (object *who, const shstr &sh);
544object *find_skill_by_number (object *who, int skillno);
375 545
376/* 546/*
377 * The archetype structure is a set of rules on how to generate and manipulate 547 * The archetype structure is a set of rules on how to generate and manipulate
378 * objects which point to archetypes. 548 * objects which point to archetypes.
379 * This probably belongs in arch.h, but there really doesn't appear to 549 * This probably belongs in arch.h, but there really doesn't appear to
380 * be much left in the archetype - all it really is is a holder for the 550 * be much left in the archetype - all it really is is a holder for the
381 * object and pointers. This structure should get removed, and just replaced 551 * object and pointers. This structure should get removed, and just replaced
382 * by the object structure 552 * by the object structure
383 */ 553 */
384 554
385ACC_CLASS (archetype) 555INTERFACE_CLASS (archetype)
386struct archetype : zero_initialised, refcounted 556struct archetype : zero_initialised, attachable
387{ 557{
388 archetype (); 558 archetype ();
389 ~archetype (); 559 ~archetype ();
560 void gather_callbacks (AV *&callbacks, event_type event) const;
390 561
562 static archetype *read (object_thawer &f);
563 static archetype *get (const char *name); // find or create
391 static archetype *find (const char *arch); 564 static archetype *find (const char *name);
392 565
393 void hash_add (); // add to hastable 566 void hash_add (); // add to hashtable
394 void hash_del (); // remove from hashtable 567 void hash_del (); // remove from hashtable
395 568
396 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 569 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
397 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 570 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
398 struct archetype *ACC (RW, head); /* The main part of a linked object */ 571 struct archetype *ACC (RW, head); /* The main part of a linked object */
399 struct archetype *ACC (RW, more); /* Next part of a linked object */ 572 struct archetype *ACC (RW, more); /* Next part of a linked object */
400 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 573 object ACC (RO, clone); /* An object from which to do ->copy_to () */
401 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 574 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
575 bool ACC (RW, linked); // linked into list of heads
402 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 576 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
403 * in comparison to the head. 577 * in comparison to the head.
404 */ 578 */
405}; 579};
406
407extern object *objects;
408extern object *active_objects;
409
410extern int nrofallocobjects;
411
412/* This returns TRUE if the object is something that
413 * should be displayed in the look window
414 */
415#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
416 580
417/* Used by update_object to know if the object being passed is 581/* Used by update_object to know if the object being passed is
418 * being added or removed. 582 * being added or removed.
419 */ 583 */
420#define UP_OBJ_INSERT 1 584#define UP_OBJ_INSERT 1
455#define INS_ON_TOP 0x0008 619#define INS_ON_TOP 0x0008
456#define INS_BELOW_ORIGINATOR 0x0010 620#define INS_BELOW_ORIGINATOR 0x0010
457#define INS_MAP_LOAD 0x0020 621#define INS_MAP_LOAD 0x0020
458 622
459#define ARCH_SINGULARITY "singularity" 623#define ARCH_SINGULARITY "singularity"
460#define ARCH_SINGULARITY_LEN 11
461#define ARCH_DETECT_MAGIC "detect_magic" 624#define ARCH_DETECT_MAGIC "detect_magic"
462#define ARCH_DEPLETION "depletion" 625#define ARCH_DEPLETION "depletion"
463#define ARCH_SYMPTOM "symptom" 626#define ARCH_SYMPTOM "symptom"
464 627
465#endif 628#endif

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