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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 1.191 by pippijn, Tue Dec 23 18:52:57 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 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];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
46 72
47/* 73/*
48 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
49 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
50 * 76 *
51 * key and value are shared-strings. 77 * key and value are shared-strings.
52 * 78 *
53 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
54 * accessing the list directly. 80 * accessing the list directly.
55 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
56 */ 82 */
57struct key_value 83struct key_value : slice_allocated
58{ 84{
59 key_value *next; 85 key_value *next;
60 shstr key, value; 86 shstr key, value;
61}; 87};
62 88
63struct UUID 89struct UUID
64{ 90{
65 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
66 96
67 UUID () { } 97 UUID () { }
68 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; } 99 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
71}; 122};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
76 123
77/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
78 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
79 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
80 * can_apply and will_apply? 127 * can_apply and will_apply?
83#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
87 134
88/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to ()
91 */
92
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied
97ACC_CLASS (object)
98struct object_keep : refcounted
99{ 136{
100 /* These variables are not changed by ->copy_to */ 137 signed char info:4; /* body info as loaded from the file */
101 138 signed char used:4; /* Calculated value based on items equipped */
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}; 139};
127 140
141INTERFACE_CLASS (object)
128// these are being copied 142// these are being copied
129struct object_copy : attachable<object> 143struct object_copy : attachable
130{ 144{
145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
146
147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
148 uint8 ACC (RW, subtype); /* subtype of object */
149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151
131 shstr ACC (RW, name); /* The name of the object, obviously... */ 152 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 153 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 154 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 156 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 157 /* If this is an exit, this is the filename */
158
159 typedef bitset<NUM_FLAGS> flags_t;
160 flags_t flag; /* various flags */
161#if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]);
163#endif
164
165 shstr ACC (RW, materialname); /* specific material name */
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 166 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 */ 167// materialtype_t *ACC (RW, material); /* What material this object consists of */
139 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 168 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 */ 169 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 */ 170 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 */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */ 173 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150}; 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
151 177
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 */ 178 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 */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
159 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 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. */
162 181
163 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is 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 */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185
168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
171 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
172 uint16 ACC (RW, material); /* What materials this object consist of */ 190
191 uint16 ACC (RW, materials); /* What materials this object consists of */
173 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
174 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
175 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
176 /* Note that the last_.. values are sometimes used for non obvious 196 /* Note that the last_.. values are sometimes used for non obvious
177 * meanings by some objects, eg, sp penalty, permanent exp. 197 * meanings by some objects, eg, sp penalty, permanent exp.
178 */ 198 */
179 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
180 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
181 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
182 sint16 ACC (RW, last_eat); /* How long since we last ate */ 202 sint16 ACC (RW, last_eat); /* How long since we last ate */
183 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
184 sint16 ACC (RW, level); /* Level of creature or object */ 204 sint16 ACC (RW, level); /* Level of creature or object */
205
185 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
186 sint8 ACC (RW, item_power); /* power rating of the object */
187 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
188 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 uint8 ACC (RW, weapontype); /* type of weapon */
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 body_slot slot [NUM_BODY_LOCATIONS];
217
189 sint32 ACC (RW, weight); /* Attributes of the object */ 218 sint32 ACC (RW, weight); /* Attributes of the object */
190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
191 sint32 ACC (RW, carrying); /* How much weight this object contains */ 220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
192 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 sint64 ACC (RW, perm_exp); /* Permanent exp */
193 uint32 ACC (RW, weapontype); /* type of weapon */
194 uint32 ACC (RW, tooltype); /* type of tool or build facility */
195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
197 living ACC (RO, stats); /* Str, Con, Dex, etc */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
198 /* See the doc/Developers/objects for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
199 224
200 /* Following mostly refers to fields only used for monsters */ 225 /* Following mostly refers to fields only used for monsters */
201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 226
202 /* changes made by kholland@sunlab.cit.cornell.edu */
203 /* allows different movement patterns for attackers */ 227 /* allows different movement patterns for attackers */
204 sint32 ACC (RW, move_status); /* What stage in attack mode */ 228 sint32 ACC (RW, move_status); /* What stage in attack mode */
205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 229 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. */ 230 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 */ 231 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
208 /* races/classes can need less/more exp to gain levels */ 232 /* races/classes can need less/more exp to gain levels */
209 233
210 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
211 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
212 * only used in spells. 236 * only used in spells.
213 */ 237 */
214 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
215 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
216 uint16 ACC (RW, start_holding); 240
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 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 */
236 245
237 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
238 MoveType ACC (RW, move_block);/* What movement types this blocks */ 247 MoveType ACC (RW, move_block);/* What movement types this blocks */
239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
258 char *ACC (RW, spellarg);
259
260 /* Following are values used by any object */
261 /* this objects turns into or what this object creates */
262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
263
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
267
268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
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 */
244}; 281};
245 282
246struct object : zero_initialised, object_keep, object_copy, object_pod 283struct object : zero_initialised, object_copy
247{ 284{
248 typedef unordered_vector<object *> vector; 285 // These variables are not changed by ->copy_to
286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
249 287
250 static vector mortals; 288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 static vector active; // active objects, not yet used 289 int ACC (RO, count);
252 static vector objects; // not used yet, use first->next->... 290 object_vector_index ACC (RO, index); // index into objects
253 static object *first; // will be replaced by "objects" 291 object_vector_index ACC (RO, active); // index into actives
254 292
293 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
294
295 object *ACC (RW, below); /* Pointer to the object stacked below this one */
296 object *ACC (RW, above); /* Pointer to the object stacked above this one */
297 /* Note: stacked in the *same* environment */
298 object *inv; /* Pointer to the first object in the inventory */
299
300 //TODO: container must move into client
301 object_ptr ACC (RW, container); /* Current container being used. I think this
302 * is only used by the player right now.
303 */
304 object *ACC (RW, env); /* Pointer to the object which is the environment.
305 * This is typically the container that the object is in.
306 */
307 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
308 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
309 client_container *seen_by; // seen by which player/container currently?
310 key_value *key_values; /* Fields not explictly known by the loader. */
311
312 // privates / perl
313 const shstr &kv_get (const shstr &key) const;
314 void kv_del (const shstr &key);
315 void kv_set (const shstr &key, const shstr &value);
316
317 // custom extra fields management
318 struct key_value_access_proxy
319 {
320 object &ob;
321 shstr key;
322
323 key_value_access_proxy (object &ob, const shstr &key)
324 : ob (ob), key (key)
325 {
326 }
327
328 const key_value_access_proxy &operator =(const shstr &value) const
329 {
330 ob.kv_set (key, value);
331 return *this;
332 }
333
334 operator const shstr &() const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); }
336
337 private:
338 void operator =(int);
339 };
340
341 // operator [] is too annoying to use
342 const key_value_access_proxy kv (const shstr &key)
343 {
344 return key_value_access_proxy (*this, key);
345 }
346
347 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
348 MTH void post_load_check (); // do some adjustments after parsing
349 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
350 bool write (object_freezer &f);
351
352 MTH int slottype () const;
255 static object *create (); 353 MTH static object *create ();
354 const mapxy &operator =(const mapxy &pos);
256 void copy_to (object *dst); 355 MTH void copy_to (object *dst);
257 object *clone (); // create + copy_to 356 MTH object *clone (); // create + copy_to a single object
258 void destroy (bool destroy_inventory = false); 357 MTH object *deep_clone (); // copy whole more chain and inventory
259 void remove (); 358 void do_destroy ();
359 void gather_callbacks (AV *&callbacks, event_type event) const;
360 MTH void destroy ();
361 MTH void drop_and_destroy ()
362 {
363 destroy_inv (true);
364 destroy ();
365 }
366
367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
368 MTH void destroy_inv (bool drop_to_ground = false);
260 object *insert (object *item); // insert into inventory 369 MTH object *insert (object *item); // insert into inventory
370 MTH void play_sound (faceidx sound);
261 371
262 static void free_mortals (); 372 void do_remove ();
373 MTH void remove ()
374 {
375 if (!flag [FLAG_REMOVED])
376 do_remove ();
377 }
378
379 MTH bool blocked (maptile *m, int x, int y) const;
380
381 void move_to (const mapxy &pos)
382 {
383 remove ();
384 *this = pos;
385 insert_at (this, this);
386 }
387
263 static bool can_merge_slow (object *op1, object *op2); 388 static bool can_merge_slow (object *op1, object *op2);
264 389
265 // this is often used in time-critical code, so optimise 390 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2) 391 MTH static bool can_merge (object *op1, object *op2)
267 { 392 {
268 return op1->value == op2->value 393 return op1->value == op2->value
269 && op1->name == op2->name 394 && op1->name == op2->name
270 && can_merge_slow (op1, op2); 395 && can_merge_slow (op1, op2);
271 } 396 }
272 397
273 void clear ();
274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner); 398 MTH void set_owner (object *owner);
399 MTH void set_speed (float speed);
400 MTH bool change_weapon (object *ob);
401 MTH bool change_skill (object *ob);
278 402
403 MTH void open_container (object *new_container);
404 MTH void close_container ()
405 {
406 open_container (0);
407 }
408
409 MTH object *force_find (const shstr name);
410 MTH object *force_add (const shstr name, int duration = 0);
411
412 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
413 bool should_invoke (event_type event)
414 {
415 return ev_want_event [event] || ev_want_type [type] || cb;
416 }
417
279 void instantiate () 418 MTH void instantiate ();
280 {
281 if (!uuid.seq) // HACK
282 uuid = gen_uuid ();
283 419
284 attachable<object>::instantiate (); 420 // recalculate all stats
285 } 421 MTH void update_stats ();
422 MTH void roll_stats ();
423 MTH void swap_stats (int a, int b);
424 MTH void add_statbonus ();
425 MTH void remove_statbonus ();
426 MTH void drain_stat ();
427 MTH void drain_specific_stat (int deplete_stats);
428 MTH void change_luck (int value);
286 429
287 // info must hold 256 * 3 bytes currently 430 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 431 const char *debug_desc (char *info) const;
289 const char *debug_desc () const; 432 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
433 const char *flag_desc (char *desc, int len) const;
290 434
435 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
436 MTH object *split (sint32 nr = 1); // return 0 on failure
437
438 MTH int number_of () const
439 {
440 return nrof ? nrof : 1;
441 }
442
443 MTH sint32 total_weight () const
444 {
445 return (weight + carrying) * number_of ();
446 }
447
448 MTH void update_weight ();
449
450 // return the dominant material of this item, always return something
451 const materialtype_t *dominant_material () const;
452
453 // return the volume of this object in cm³
454 MTH uint64 volume () const
455 {
456 return total_weight ()
457 * 1000
458 * (type == CONTAINER ? 1000 : 1)
459 / dominant_material ()->density;
460 }
461
462 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 463 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 464 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES 465 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; } 466 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER 467 MTH bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER] 468 || flag [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 469 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; } 470 && !flag [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW 471 MTH bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT 472 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 473 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
474 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
475
476 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
477
478 // temporary: wether the object can be saved in a map file
479 // contr => is a player
480 // head => only save head of a multitile object
481 // owner => can not reference owner yet
482 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
302 483
303 /* This return true if object has still randomitems which 484 /* This return true if object has still randomitems which
304 * could be expanded. 485 * could be expanded.
305 */ 486 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 487 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
488
489 MTH bool has_dialogue () const { return *&msg == '@'; }
490
491 // returns the outermost owner, never returns 0
492 MTH object *outer_owner ()
493 {
494 object *op;
495
496 for (op = this; op->owner; op = op->owner)
497 ;
498
499 return op;
500 }
501
502 // returns the outermost environment, never returns 0
503 MTH object *outer_env ()
504 {
505 object *op;
506
507 for (op = this; op->env; op = op->env)
508 ;
509
510 return op;
511 }
307 512
308 // returns the player that has this object in his inventory, or 0 513 // returns the player that has this object in his inventory, or 0
514 // we assume the player is always the outer env
309 object *in_player () const 515 MTH object *in_player ()
310 { 516 {
311 for (object *op = env; op; op = op->env) 517 object *op = outer_env ();
312 if (op->type == PLAYER)
313 return op;
314 518
519 return op->type == PLAYER ? op : 0;
520 }
521
522 // "temporary" helper function
523 MTH object *head_ ()
524 {
525 return head ? head : this;
526 }
527
528 MTH bool is_head ()
529 {
530 return head_ () == this;
531 }
532
533 MTH bool is_on_map () const
534 {
535 return !env && !flag [FLAG_REMOVED];
536 }
537
538 MTH bool is_inserted () const
539 {
540 return !flag [FLAG_REMOVED];
541 }
542
543 MTH bool is_player () const
544 {
315 return 0; 545 return !!contr;
316 } 546 }
547
548 MTH bool affects_los () const
549 {
550 return glow_radius || flag [FLAG_BLOCKSVIEW];
551 }
552
553 // returns the player that cna see this object, if any
554 MTH object *visible_to () const;
555
556 MTH std::string long_desc (object *who = 0);
557 MTH std::string describe_monster (object *who = 0);
558 MTH std::string describe_item (object *who = 0);
559 MTH std::string describe (object *who = 0);
560
561 // If this object has no extra parts but should have them,
562 // add them, effectively expanding heads into multipart
563 // objects. This method only works on objects not inserted
564 // anywhere.
565 MTH void expand_tail ();
566
567 MTH void create_treasure (treasurelist *tl, int flags = 0);
568
569 // insert object at same map position as 'where'
570 // handles both inventory and map "positions"
571 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
572 MTH void drop_unpaid_items ();
573
574 MTH void activate ();
575 MTH void deactivate ();
576 MTH void activate_recursive ();
577 MTH void deactivate_recursive ();
578
579 // set the given flag on all objects in the inventory recursively
580 MTH void set_flag_inv (int flag, int value = 1);
581
582 void enter_exit (object *exit);//Perl
583 MTH void enter_map (maptile *newmap, int x, int y);
584 void player_goto (const char *path, int x, int y); // only for players
317 585
318 // returns the mapspace this object is in 586 // returns the mapspace this object is in
319 mapspace &ms () const; 587 mapspace &ms () const;
320 588
321 // fully recursive iterator 589 // fully recursive iterator
331 operator object *() const { return item; } 599 operator object *() const { return item; }
332 600
333 object *operator ->() const { return item; } 601 object *operator ->() const { return item; }
334 object &operator * () const { return *item; } 602 object &operator * () const { return *item; }
335 }; 603 };
604
605 MTH unsigned int random_seed () const
606 {
607 return (unsigned int)uuid.seq;
608 }
336 609
337 // depth-first recursive iterator 610 // depth-first recursive iterator
338 struct depth_iterator : iterator_base 611 struct depth_iterator : iterator_base
339 { 612 {
340 depth_iterator (object *container); 613 depth_iterator (object *container);
351 object *end () 624 object *end ()
352 { 625 {
353 return this; 626 return this;
354 } 627 }
355 628
629 /* This returns TRUE if the object is something that
630 * a client might want to know about.
631 */
632 MTH bool client_visible () const
633 {
634 return !invisible && type != PLAYER;
635 }
636
637 // the client does nrof * this weight
638 MTH sint32 client_weight () const
639 {
640 return weight + carrying;
641 }
642
643 MTH struct region *region () const;
644
645 void statusmsg (const char *msg, int color = NDI_BLACK);
646 void failmsg (const char *msg, int color = NDI_RED);
647
648 const char *query_inventory (object *who = 0, const char *indent = "");
649
650 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
651 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
652
653 // make some noise with given item into direction dir,
654 // currently only used for players to make them temporarily visible
655 // when they are invisible.
656 MTH void make_noise ();
657
356protected: 658protected:
357 friend struct archetype;
358
359 void link (); 659 void link ();
360 void unlink (); 660 void unlink ();
361 661
362 object (); 662 object ();
363 ~object (); 663 ~object ();
664
665private:
666 object &operator =(const object &);
667 object (const object &);
364}; 668};
669
670// move this object to the top of its env's inventory to speed up
671// searches for it.
672static object *
673splay (object *ob)
674{
675 if (ob->env && ob->env->inv != ob)
676 {
677 if (ob->above) ob->above->below = ob->below;
678 if (ob->below) ob->below->above = ob->above;
679
680 ob->above = 0;
681 ob->below = ob->env->inv;
682 ob->below->above = ob;
683 ob->env->inv = ob;
684 }
685
686 return ob;
687}
365 688
366typedef struct oblnk 689typedef struct oblnk
367{ /* Used to link together several objects */ 690{ /* Used to link together several objects */
368 object_ptr ob; 691 object_ptr ob;
369 struct oblnk *next; 692 struct oblnk *next;
370} objectlink; 693} objectlink;
371 694
372typedef struct oblinkpt 695typedef struct oblinkpt
373{ /* Used to link together several object links */ 696{ /* Used to link together several object links */
374 struct oblnk *link; 697 struct oblnk *link;
375 long value; /* Used as connected value in buttons/gates */ 698 sint32 value; /* Used as connected value in buttons/gates */
376 struct oblinkpt *next; 699 struct oblinkpt *next;
377} oblinkpt; 700} oblinkpt;
701
702object *find_skill_by_name (object *who, const char *name);
703object *find_skill_by_name (object *who, const shstr &sh);
704object *find_skill_by_number (object *who, int skillno);
378 705
379/* 706/*
380 * The archetype structure is a set of rules on how to generate and manipulate 707 * The archetype structure is a set of rules on how to generate and manipulate
381 * objects which point to archetypes. 708 * objects which point to archetypes.
382 * This probably belongs in arch.h, but there really doesn't appear to 709 * 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 710 * 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 711 * object and pointers. This structure should get removed, and just replaced
385 * by the object structure 712 * by the object structure
386 */ 713 */
387 714
388ACC_CLASS (archetype) 715INTERFACE_CLASS (archetype)
389struct archetype : zero_initialised, refcounted 716struct archetype : object
390{ 717{
391 archetype (); 718 static arch_ptr empty; // the empty_archetype
719 MTH static void gc ();
720
721 archetype (const char *name);
392 ~archetype (); 722 ~archetype ();
723 void gather_callbacks (AV *&callbacks, event_type event) const;
393 724
394 static archetype *find (const char *arch); 725 MTH static archetype *find (const_utf8_string name);
395 726
396 void hash_add (); // add to hastable 727 MTH void link ();
397 void hash_del (); // remove from hashtable 728 MTH void unlink ();
398 729
730 MTH static object *get (const char *name); // (find() || singularity)->instance()
731 MTH object *instance ();
732
733 object_vector_index ACC (RW, archid); // index in archvector
399 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 734 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
400 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 735
401 struct archetype *ACC (RW, head); /* The main part of a linked object */ 736 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
402 struct archetype *ACC (RW, more); /* Next part of a linked object */ 737 sint8 ACC (RW, max_x), ACC (RW, max_y);
403 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 738
404 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 739 // support for archetype loading
405 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 740 static archetype *read (object_thawer &f);
406 * in comparison to the head. 741 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
407 */ 742 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
408}; 743};
409 744
745// compatbiility, remove once replaced by ->instance
746inline object *
747arch_to_object (archetype *at)
748{
749 return at->instance ();
750}
751
752inline void
753object_freezer::put (keyword k, archetype *v)
754{
755 put (k, v ? &v->archname : (const char *)0);
756}
757
758typedef object_vector<object, &object::index > objectvec;
759typedef object_vector<object, &object::active> activevec;
760typedef object_vector<archetype, &archetype::archid> archvec;
761
410extern object *objects; 762extern objectvec objects;
411extern object *active_objects; 763extern activevec actives;
764extern archvec archetypes;
412 765
413extern int nrofallocobjects; 766// "safely" iterate over inv in a way such that the current item is removable
767// quite horrible, that's why its hidden in some macro
768#define for_inv_removable(op,var) \
769 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
414 770
415/* This returns TRUE if the object is something that 771#define for_all_objects(var) \
416 * should be displayed in the look window 772 for (unsigned _i = 0; _i < objects.size (); ++_i) \
417 */ 773 statementvar (object *, var, objects [_i])
418#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 774
775#define for_all_actives(var) \
776 for (unsigned _i = 0; _i < actives.size (); ++_i) \
777 statementvar (object *, var, actives [_i])
778
779#define for_all_archetypes(var) \
780 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
781 statementvar (archetype *, var, archetypes [_i])
419 782
420/* Used by update_object to know if the object being passed is 783/* Used by update_object to know if the object being passed is
421 * being added or removed. 784 * being added or removed.
422 */ 785 */
423#define UP_OBJ_INSERT 1 786#define UP_OBJ_INSERT 1
440 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 803 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
441 * Use for treasure chests so the new object is the highest thing 804 * Use for treasure chests so the new object is the highest thing
442 * beneath the player, but not actually above it. Note - the 805 * beneath the player, but not actually above it. Note - the
443 * map and x,y coordinates for the object to be inserted must 806 * map and x,y coordinates for the object to be inserted must
444 * match the originator. 807 * 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 * 808 *
449 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 809 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
450 * are mutually exclusive. The behaviour for passing more than one 810 * are mutually exclusive. The behaviour for passing more than one
451 * should be considered undefined - while you may notice what happens 811 * should be considered undefined - while you may notice what happens
452 * right now if you pass more than one, that could very well change 812 * right now if you pass more than one, that could very well change
455#define INS_NO_MERGE 0x0001 815#define INS_NO_MERGE 0x0001
456#define INS_ABOVE_FLOOR_ONLY 0x0002 816#define INS_ABOVE_FLOOR_ONLY 0x0002
457#define INS_NO_WALK_ON 0x0004 817#define INS_NO_WALK_ON 0x0004
458#define INS_ON_TOP 0x0008 818#define INS_ON_TOP 0x0008
459#define INS_BELOW_ORIGINATOR 0x0010 819#define INS_BELOW_ORIGINATOR 0x0010
460#define INS_MAP_LOAD 0x0020
461 820
462#define ARCH_SINGULARITY "singularity"
463#define ARCH_SINGULARITY_LEN 11
464#define ARCH_DETECT_MAGIC "detect_magic"
465#define ARCH_DEPLETION "depletion" 821#define ARCH_DEPLETION "depletion"
466#define ARCH_SYMPTOM "symptom"
467 822
468#endif 823#endif
469 824

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