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Comparing deliantra/server/include/object.h (file contents):
Revision 1.61 by root, Thu Dec 21 01:33:50 2006 UTC vs.
Revision 1.153 by root, Thu Nov 8 19:43:24 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset> 27#include <bitset>
28 28
29#include "cfperl.h" 29#include "cfperl.h"
30#include "shstr.h" 30#include "shstr.h"
31 31
32typedef uint32 tag_t; 32typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 33
34#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
35 58
36/* See common/item.c */ 59/* See common/item.c */
37 60
38typedef struct Body_Locations 61typedef struct Body_Locations
39{ 62{
40 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
41 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
42 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
43} Body_Locations; 66} Body_Locations;
44 67
45extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
83#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
87 110
88/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C, 112{
90 * e.g. ->copy_to () 113 signed char info:4; /* body info as loaded from the file */
91 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
92 116
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied
97ACC_CLASS (object) 117INTERFACE_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 118// these are being copied
129struct object_copy : attachable<object> 119struct object_copy : attachable
130{ 120{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
131 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
136 shstr ACC (RW, tag); // a tag used to tracking this object
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); /* the graphical face */
191 faceidx ACC (RW, sound); /* the sound face */
192 faceidx ACC (RW, sound_destroy); /* played on destroy */
197 living ACC (RO, stats); /* Str, Con, Dex, etc */ 193 living ACC (RO, stats); /* Str, Con, Dex, etc */
198 /* See the doc/Developers/objects for more info about body locations */ 194 /* See the pod/objects.pod for more info about body locations */
199 195
200 /* Following mostly refers to fields only used for monsters */ 196 /* Following mostly refers to fields only used for monsters */
201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 197 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
202 /* changes made by kholland@sunlab.cit.cornell.edu */ 198
203 /* allows different movement patterns for attackers */ 199 /* allows different movement patterns for attackers */
204 sint32 ACC (RW, move_status); /* What stage in attack mode */ 200 sint32 ACC (RW, move_status); /* What stage in attack mode */
205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 201 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. */ 202 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 */ 203 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
208 /* races/classes can need less/more exp to gain levels */ 204 /* races/classes can need less/more exp to gain levels */
209 205
210 /* Spell related information, may be useful elsewhere 206 /* Spell related information, may be useful elsewhere
211 * Note that other fields are used - these files are basically 207 * Note that other fields are used - these files are basically
212 * only used in spells. 208 * only used in spells.
213 */ 209 */
214 sint16 ACC (RW, duration); /* How long the spell lasts */ 210 sint16 ACC (RW, duration); /* How long the spell lasts */
215 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 211 sint16 ACC (RW, casting_time);/* time left before spell goes off */
212
216 uint16 ACC (RW, start_holding); 213 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216
219 sint8 ACC (RW, range); /* Range of the spell */ 217 sint8 ACC (RW, range); /* Range of the spell */
220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 218 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 */ 219 MoveType ACC (RW, move_type); /* Type of movement this object uses */
238 MoveType ACC (RW, move_block);/* What movement types this blocks */ 220 MoveType ACC (RW, move_block);/* What movement types this blocks */
221
239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 222 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 223 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 */ 224 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 225 MoveType ACC (RW, move_slow); /* Movement types this slows down */
226
243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 227 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
244};
245 228
229 char *ACC (RW, spellarg);
230
231 /* Following are values used by any object */
232 /* this objects turns into or what this object creates */
233 treasurelist *ACC (RW, randomitems); /* Items to be generated */
234 flags_t flag; /* various flags */
235#if FOR_PERL
236 bool ACC (RW, flag[NUM_FLAGS]);
237#endif
238 uint16 ACC (RW, animation_id);/* An index into the animation array */
239 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
240 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
241 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
242 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
243 uint8 ACC (RW, will_apply); /* See crossfire.doc */
244};
245
246struct object : zero_initialised, object_keep, object_copy, object_pod 246struct object : zero_initialised, object_copy
247{ 247{
248 typedef unordered_vector<object *> vector; 248 // These variables are not changed by ->copy_to
249 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
249 250
250 static vector mortals; 251 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 static vector active; // active objects, not yet used 252 int ACC (RO, count);
252 static vector objects; // not used yet, use first->next->... 253 object_vector_index ACC (RO, index); // index into objects
253 static object *first; // will be replaced by "objects" 254 object_vector_index ACC (RO, active); // index into actives
254 255
256 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
257
258 object *ACC (RW, below); /* Pointer to the object stacked below this one */
259 object *ACC (RW, above); /* Pointer to the object stacked above this one */
260 /* Note: stacked in the *same* environment */
261 object *inv; /* Pointer to the first object in the inventory */
262
263 //TODO: container must move into client
264 object_ptr ACC (RW, container); /* Current container being used. I think this
265 * is only used by the player right now.
266 */
267 object *ACC (RW, env); /* Pointer to the object which is the environment.
268 * This is typically the container that the object is in.
269 */
270 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
271 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
272 client_container *seen_by; // seen by which player/container currently?
273 key_value *key_values; /* Fields not explictly known by the loader. */
274
275 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
276 MTH void post_load_check (); // do some adjustments after parsing
277 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
278 bool write (object_freezer &f);
279
280 MTH int slottype () const;
255 static object *create (); 281 MTH static object *create ();
282 const mapxy &operator =(const mapxy &pos);
283 object &operator =(const object &src);
256 void copy_to (object *dst); 284 MTH void copy_to (object *dst);
257 object *clone (); // create + copy_to 285 MTH object *clone (); // create + copy_to
286 void do_destroy ();
287 void gather_callbacks (AV *&callbacks, event_type event) const;
258 void destroy (bool destroy_inventory = false); 288 MTH void destroy (bool destroy_inventory = false);
259 void remove (); 289
290 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
291 MTH void destroy_inv (bool drop_to_ground = false);
260 object *insert (object *item); // insert into inventory 292 MTH object *insert (object *item); // insert into inventory
293 MTH void play_sound (faceidx sound) const;
261 294
262 static void free_mortals (); 295 void do_remove ();
296 MTH void remove ()
297 {
298 if (!flag [FLAG_REMOVED])
299 do_remove ();
300 }
301
302 MTH bool blocked (maptile *m, int x, int y) const;
303
304 void move_to (const mapxy &pos)
305 {
306 remove ();
307 *this = pos;
308 insert_at (this, this);
309 }
310
263 static bool can_merge_slow (object *op1, object *op2); 311 static bool can_merge_slow (object *op1, object *op2);
264 312
265 // this is often used in time-critical code, so optimise 313 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2) 314 MTH static bool can_merge (object *op1, object *op2)
267 { 315 {
268 return op1->value == op2->value 316 return op1->value == op2->value
269 && op1->name == op2->name 317 && op1->name == op2->name
270 && can_merge_slow (op1, op2); 318 && can_merge_slow (op1, op2);
271 } 319 }
272 320
273 void clear ();
274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner); 321 MTH void set_owner (object *owner);
322 MTH void set_speed (float speed);
323 MTH bool change_weapon (object *ob);
324 MTH bool change_skill (object *ob);
278 325
326 MTH void open_container (object *new_container);
327 MTH void close_container ()
328 {
329 open_container (0);
330 }
331
332 MTH object *force_find (const shstr name);
333 MTH void force_add (const shstr name, int duration = 0);
334
335 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
336 bool should_invoke (event_type event)
337 {
338 return ev_want_event [event] || ev_want_type [type] || cb;
339 }
340
279 void instantiate () 341 MTH void instantiate ();
280 {
281 if (!uuid.seq) // HACK
282 uuid = gen_uuid ();
283 342
284 attachable<object>::instantiate (); 343 // recalculate all stats
285 } 344 MTH void update_stats ();
345 MTH void roll_stats ();
346 MTH void swap_stats (int a, int b);
347 MTH void add_statbonus ();
348 MTH void remove_statbonus ();
349 MTH void drain_stat ();
350 MTH void drain_specific_stat (int deplete_stats);
351 MTH void change_luck (int value);
286 352
287 // info must hold 256 * 3 bytes currently 353 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 354 const char *debug_desc (char *info) const;
289 const char *debug_desc () const; 355 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
356 const char *flag_desc (char *desc, int len) const;
290 357
358 int number_of () const
359 {
360 return nrof ? nrof : 1;
361 }
362
363 uint64 total_weight () const
364 {
365 return weight * number_of ();
366 }
367
368 // return the dominant material of this item, always return something
369 const materialtype_t *dominant_material () const;
370
371 // return the volume of this object in cm³
372 uint64 volume () const
373 {
374 return total_weight ()
375 * 1000
376 * (type == CONTAINER ? 1000 : 1)
377 / dominant_material ()->density;
378 }
379
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 380 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 381 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES 382 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; } 383 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER 384 MTH bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER] 385 || flag [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 386 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; } 387 && !flag [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW 388 MTH bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT 389 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 390 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
391 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
392
393 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
394
395 // temporary: wether the object can be saved in a map file
396 // contr => is a player
397 // head => only save head of a multitile object
398 // owner => can not reference owner yet
399 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
302 400
303 /* This return true if object has still randomitems which 401 /* This return true if object has still randomitems which
304 * could be expanded. 402 * could be expanded.
305 */ 403 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 404 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
307 405
308 // returns the player that has this object in his inventory, or 0 406 // returns the player that has this object in his inventory, or 0
309 object *in_player () const 407 MTH object *in_player () const
310 { 408 {
311 for (object *op = env; op; op = op->env) 409 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER) 410 if (op->type == PLAYER)
313 return op; 411 return op;
314 412
315 return 0; 413 return 0;
316 } 414 }
415
416 // "temporary" helper function
417 MTH object *head_ ()
418 {
419 return head ? head : this;
420 }
421
422 MTH bool is_head ()
423 {
424 return head_ () == this;
425 }
426
427 MTH std::string long_desc (object *who = 0);
428 MTH std::string describe_monster (object *who = 0);
429 MTH std::string describe_item (object *who = 0);
430 MTH std::string describe (object *who = 0);
431
432 // If this object has no extra parts but should have them,
433 // add them, effectively expanding heads into multipart
434 // objects. This method only works on objects not inserted
435 // anywhere.
436 MTH void expand_tail ();
437
438 MTH void create_treasure (treasurelist *tl, int flags = 0);
439
440 // insert object at same map position as 'where'
441 // handles both inventory and map "positions"
442 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
443 MTH void drop_unpaid_items ();
444
445 MTH void activate ();
446 MTH void deactivate ();
447 MTH void activate_recursive ();
448 MTH void deactivate_recursive ();
449
450 // set the givne flag on all objects in the inventory recursively
451 MTH void set_flag_inv (int flag, int value = 1);
452
453 void enter_exit (object *exit);//Perl
454 MTH void enter_map (maptile *newmap, int x, int y);
317 455
318 // returns the mapspace this object is in 456 // returns the mapspace this object is in
319 mapspace &ms () const; 457 mapspace &ms () const;
320 458
321 // fully recursive iterator 459 // fully recursive iterator
331 operator object *() const { return item; } 469 operator object *() const { return item; }
332 470
333 object *operator ->() const { return item; } 471 object *operator ->() const { return item; }
334 object &operator * () const { return *item; } 472 object &operator * () const { return *item; }
335 }; 473 };
474
475 MTH unsigned int random_seed () const
476 {
477 return (unsigned int)uuid.seq;
478 }
336 479
337 // depth-first recursive iterator 480 // depth-first recursive iterator
338 struct depth_iterator : iterator_base 481 struct depth_iterator : iterator_base
339 { 482 {
340 depth_iterator (object *container); 483 depth_iterator (object *container);
351 object *end () 494 object *end ()
352 { 495 {
353 return this; 496 return this;
354 } 497 }
355 498
499 /* This returns TRUE if the object is something that
500 * should be displayed in the floorbox/inventory window
501 */
502 MTH bool client_visible () const
503 {
504 return !invisible && type != PLAYER;
505 }
506
507 MTH struct region *region () const;
508
509 void statusmsg (const char *msg, int color = NDI_BLACK);
510 void failmsg (const char *msg, int color = NDI_RED);
511
512 const char *query_inventory (object *who = 0, const char *indent = "");
513
514 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
515 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
516
356protected: 517protected:
357 friend struct archetype;
358
359 void link (); 518 void link ();
360 void unlink (); 519 void unlink ();
361 520
362 object (); 521 object ();
363 ~object (); 522 ~object ();
364}; 523};
524
525// move this object to the top of its env's inventory to speed up
526// searches for it.
527static object *
528splay (object *ob)
529{
530 if (ob->env && ob->env->inv != ob)
531 {
532 if (ob->above) ob->above->below = ob->below;
533 if (ob->below) ob->below->above = ob->above;
534
535 ob->above = 0;
536 ob->below = ob->env->inv;
537 ob->below->above = ob;
538 ob->env->inv = ob;
539 }
540
541 return ob;
542}
365 543
366typedef struct oblnk 544typedef struct oblnk
367{ /* Used to link together several objects */ 545{ /* Used to link together several objects */
368 object_ptr ob; 546 object_ptr ob;
369 struct oblnk *next; 547 struct oblnk *next;
373{ /* Used to link together several object links */ 551{ /* Used to link together several object links */
374 struct oblnk *link; 552 struct oblnk *link;
375 long value; /* Used as connected value in buttons/gates */ 553 long value; /* Used as connected value in buttons/gates */
376 struct oblinkpt *next; 554 struct oblinkpt *next;
377} oblinkpt; 555} oblinkpt;
556
557object *find_skill_by_name (object *who, const char *name);
558object *find_skill_by_name (object *who, const shstr &sh);
559object *find_skill_by_number (object *who, int skillno);
378 560
379/* 561/*
380 * The archetype structure is a set of rules on how to generate and manipulate 562 * The archetype structure is a set of rules on how to generate and manipulate
381 * objects which point to archetypes. 563 * objects which point to archetypes.
382 * This probably belongs in arch.h, but there really doesn't appear to 564 * This probably belongs in arch.h, but there really doesn't appear to
383 * be much left in the archetype - all it really is is a holder for the 565 * be much left in the archetype - all it really is is a holder for the
384 * object and pointers. This structure should get removed, and just replaced 566 * object and pointers. This structure should get removed, and just replaced
385 * by the object structure 567 * by the object structure
386 */ 568 */
387 569
388ACC_CLASS (archetype) 570INTERFACE_CLASS (archetype)
389struct archetype : zero_initialised, refcounted 571struct archetype : object
390{ 572{
391 archetype (); 573 archetype (const char *name);
392 ~archetype (); 574 ~archetype ();
575 void gather_callbacks (AV *&callbacks, event_type event) const;
393 576
394 static archetype *find (const char *arch); 577 static archetype *read (object_thawer &f);
395 578
396 void hash_add (); // add to hastable 579 MTH static archetype *get (const_utf8_string name); // find or create
397 void hash_del (); // remove from hashtable 580 MTH static archetype *find (const_utf8_string name);
398 581
582 MTH void link ();
583 MTH void unlink ();
584
585 MTH object *instance ();
586
587 object_vector_index ACC (RW, archid); // index in archvector
399 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 588 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
400 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 589 bool ACC (RW, stub); // if true, this is an invalid archetype
401 struct archetype *ACC (RW, head); /* The main part of a linked object */
402 struct archetype *ACC (RW, more); /* Next part of a linked object */
403 object ACC (RO, clone); /* An object from which to do ->copy_to () */
404 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
405 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
406 * in comparison to the head.
407 */
408};
409 590
591 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
592 sint8 ACC (RW, max_x), ACC (RW, max_y);
593};
594
595inline void
596object_freezer::put (keyword k, archetype *v)
597{
598 put (k, v ? &v->archname : (const char *)0);
599}
600
601typedef object_vector<object, &object::index > objectvec;
602typedef object_vector<object, &object::active> activevec;
603typedef object_vector<archetype, &archetype::archid> archvec;
604
410extern object *objects; 605extern objectvec objects;
411extern object *active_objects; 606extern activevec actives;
607extern archvec archetypes;
412 608
413extern int nrofallocobjects; 609#define for_all_objects(var) \
610 for (unsigned _i = 0; _i < objects.size (); ++_i) \
611 statementvar (object *, var, objects [_i])
414 612
415/* This returns TRUE if the object is something that 613#define for_all_actives(var) \
416 * should be displayed in the look window 614 for (unsigned _i = 0; _i < actives.size (); ++_i) \
417 */ 615 statementvar (object *, var, actives [_i])
418#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 616
617#define for_all_archetypes(var) \
618 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
619 statementvar (archetype *, var, archetypes [_i])
419 620
420/* Used by update_object to know if the object being passed is 621/* Used by update_object to know if the object being passed is
421 * being added or removed. 622 * being added or removed.
422 */ 623 */
423#define UP_OBJ_INSERT 1 624#define UP_OBJ_INSERT 1
440 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 641 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
441 * Use for treasure chests so the new object is the highest thing 642 * Use for treasure chests so the new object is the highest thing
442 * beneath the player, but not actually above it. Note - the 643 * beneath the player, but not actually above it. Note - the
443 * map and x,y coordinates for the object to be inserted must 644 * map and x,y coordinates for the object to be inserted must
444 * match the originator. 645 * match the originator.
445 * INS_MAP_LOAD: disable lots of checkings done at insertion to
446 * speed up map loading process, as we assume the ordering in
447 * loaded map is correct.
448 * 646 *
449 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 647 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
450 * are mutually exclusive. The behaviour for passing more than one 648 * are mutually exclusive. The behaviour for passing more than one
451 * should be considered undefined - while you may notice what happens 649 * should be considered undefined - while you may notice what happens
452 * right now if you pass more than one, that could very well change 650 * right now if you pass more than one, that could very well change
455#define INS_NO_MERGE 0x0001 653#define INS_NO_MERGE 0x0001
456#define INS_ABOVE_FLOOR_ONLY 0x0002 654#define INS_ABOVE_FLOOR_ONLY 0x0002
457#define INS_NO_WALK_ON 0x0004 655#define INS_NO_WALK_ON 0x0004
458#define INS_ON_TOP 0x0008 656#define INS_ON_TOP 0x0008
459#define INS_BELOW_ORIGINATOR 0x0010 657#define INS_BELOW_ORIGINATOR 0x0010
460#define INS_MAP_LOAD 0x0020
461 658
462#define ARCH_SINGULARITY "singularity"
463#define ARCH_SINGULARITY_LEN 11
464#define ARCH_DETECT_MAGIC "detect_magic"
465#define ARCH_DEPLETION "depletion" 659#define ARCH_DEPLETION "depletion"
466#define ARCH_SYMPTOM "symptom"
467 660
468#endif 661#endif
469 662

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