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Comparing deliantra/server/include/object.h (file contents):
Revision 1.62 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.207 by root, Wed Sep 16 23:22:50 2009 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 (©) 2005,2006,2007,2008,2009 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
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
154INTERFACE_CLASS (object)
128// these are being copied 155// these are being copied
129struct object_copy : attachable<object> 156struct object_copy : attachable
130{ 157{
158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
159
160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 uint8 ACC (RW, subtype); /* subtype of object */
162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
131 shstr ACC (RW, name); /* The name of the object, obviously... */ 165 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 179 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 */ 180// 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 */ 181 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 */ 182 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 */ 183 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 */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */ 186 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 187 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152};
153 190
154// these are being copied and also cleared
155struct object_pod
156{
157 New_Face *ACC (RW, face); /* Face with colors */
158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
159 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
160 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193
161 uint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
165 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
166 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
167 uint8 ACC (RW, subtype); /* subtype of object */
168 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
169 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
170 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
171 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
172 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
173 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
174 uint16 ACC (RW, material); /* What materials this object consist of */ 203
204 uint16 ACC (RW, materials); /* What materials this object consists of */
175 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
176 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
177 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
178 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
179 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
180 */ 211 */
181 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
182 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
183 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
184 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
185 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
186 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
219
187 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
188 sint8 ACC (RW, item_power); /* power rating of the object */
189 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
190 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 222 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 uint8 ACC (RW, weapontype); /* type of weapon */
224
225 faceidx ACC (RW, face); /* the graphical face */
226
227 faceidx ACC (RW, sound); /* the sound face */
228 faceidx ACC (RW, sound_destroy); /* played on destroy */
229
230 body_slot slot [NUM_BODY_LOCATIONS];
231
191 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
192 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
193 sint32 ACC (RW, carrying); /* How much weight this object contains */ 235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
194 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
195 uint32 ACC (RW, weapontype); /* type of weapon */
196 uint32 ACC (RW, tooltype); /* type of tool or build facility */
197 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
199 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
200 /* See the doc/Developers/objects for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
201 240
202 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
203 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
204 /* changes made by kholland@sunlab.cit.cornell.edu */
205 /* allows different movement patterns for attackers */
206 sint32 ACC (RW, move_status); /* What stage in attack mode */
207 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
208 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
209 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
210 /* races/classes can need less/more exp to gain levels */
211 242
212 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
213 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
214 * only used in spells. 245 * only used in spells.
215 */ 246 */
216 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
217 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
218 uint16 ACC (RW, start_holding);
219 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
220 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
221 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
222 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
223 char *ACC (RW, spellarg); 254 sint8 ACC (RW, item_power); /* power rating of the object */
255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
258 MoveType ACC (RW, move_block);/* What movement types this blocks */
259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
264
265 // 8 free bits
266
267 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268 // /* races/classes can need less/more exp to gain levels */
269 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
224 271
225 /* Following are values used by any object */ 272 /* Following are values used by any object */
226 /* this objects turns into or what this object creates */ 273 /* this objects turns into or what this object creates */
227 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
228 key_value *key_values; /* Fields not explictly known by the loader. */ 275
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 */ 276 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 */ 277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 278 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280 uint16 ACC (RW, animation_id);/* An index into the animation array */
281 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
236 282
237 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 283 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
238 MoveType ACC (RW, move_block);/* What movement types this blocks */ 284 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 285 /* allows different movement patterns for attackers */
240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 286 uint8 ACC (RW, move_status); /* What stage in attack mode */
241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 287 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 288
243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 289 //16+ free bits
290
291 // rarely-accessed members should be at the end
292 shstr ACC (RW, tag); // a tag used to tracking this object
293 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
294 shstr ACC (RW, lore); /* Obscure information about this object, */
295 /* To get put into books and the like. */
296 shstr ACC (RW, custom_name); /* Custom name assigned by player */
244}; 297};
245 298
299const char *query_weight (const object *op);
300const char *query_short_name (const object *op);
301const char *query_name (const object *op);
302const char *query_base_name (const object *op, int plural);
303
246struct object : zero_initialised, object_keep, object_copy, object_pod 304struct object : zero_initialised, object_copy
247{ 305{
248 typedef unordered_vector<object *> vector; 306 // These variables are not changed by ->copy_to
307 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
249 308
250 static vector mortals; 309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 static vector active; // active objects, not yet used 310 int ACC (RO, count);
252 static vector objects; // not used yet, use first->next->... 311 object_vector_index ACC (RO, index); // index into objects
253 static object *first; // will be replaced by "objects" 312 object_vector_index ACC (RO, active); // index into actives
254 313
314 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
315
316 object *ACC (RW, below); /* Pointer to the object stacked below this one */
317 object *ACC (RW, above); /* Pointer to the object stacked above this one */
318 /* Note: stacked in the *same* environment */
319 object *inv; /* Pointer to the first object in the inventory */
320
321 //TODO: container must move into client
322 object_ptr ACC (RW, container); /* Current container being used. I think this
323 * is only used by the player right now.
324 */
325 object *ACC (RW, env); /* Pointer to the object which is the environment.
326 * This is typically the container that the object is in.
327 */
328 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
329 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
330 client_container *seen_by; // seen by which player/container currently?
331 key_value *key_values; /* Fields not explictly known by the loader. */
332
333 // privates / perl
334 shstr_tmp kv_get (shstr_tmp key) const;
335 void kv_del (shstr_tmp key);
336 void kv_set (shstr_tmp key, shstr_tmp value);
337
338 // custom extra fields management
339 struct key_value_access_proxy
340 {
341 object &ob;
342 shstr_tmp key;
343
344 key_value_access_proxy (object &ob, shstr_tmp key)
345 : ob (ob), key (key)
346 {
347 }
348
349 const key_value_access_proxy &operator =(shstr_tmp value) const
350 {
351 ob.kv_set (key, value);
352 return *this;
353 }
354
355 operator const shstr_tmp () const { return ob.kv_get (key); }
356 operator const char *() const { return ob.kv_get (key); }
357
358 private:
359 void operator =(int);
360 };
361
362 // operator [] is too annoying to use
363 const key_value_access_proxy kv (shstr_tmp key)
364 {
365 return key_value_access_proxy (*this, key);
366 }
367
368 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
369 MTH void post_load_check (); // do some adjustments after parsing
370 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
371 bool write (object_freezer &f);
372
373 MTH int slottype () const;
255 static object *create (); 374 MTH static object *create ();
375 const mapxy &operator =(const mapxy &pos);
256 void copy_to (object *dst); 376 MTH void copy_to (object *dst);
257 object *clone (); // create + copy_to 377 MTH object *clone (); // create + copy_to a single object
258 void destroy (bool destroy_inventory = false); 378 MTH object *deep_clone (); // copy whole more chain and inventory
259 void remove (); 379 void do_destroy ();
380 void gather_callbacks (AV *&callbacks, event_type event) const;
381 MTH void destroy ();
382 MTH void drop_and_destroy ()
383 {
384 destroy_inv (true);
385 destroy ();
386 }
387
388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
389 MTH void destroy_inv (bool drop_to_ground = false);
260 object *insert (object *item); // insert into inventory 390 MTH object *insert (object *item); // insert into inventory
391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
261 393
262 static void free_mortals (); 394 void do_remove ();
395 MTH void remove ()
396 {
397 if (!flag [FLAG_REMOVED])
398 do_remove ();
399 }
400
401 MTH bool blocked (maptile *m, int x, int y) const;
402
403 void move_to (const mapxy &pos)
404 {
405 remove ();
406 *this = pos;
407 insert_at (this, this);
408 }
409
410 // high-level move functions, return true if successful
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
416 }
417
263 static bool can_merge_slow (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
264 419
265 // this is often used in time-critical code, so optimise 420 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2) 421 MTH static bool can_merge (object *op1, object *op2)
267 { 422 {
268 return op1->value == op2->value 423 return op1->value == op2->value
269 && op1->name == op2->name 424 && op1->name == op2->name
270 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
271 } 426 }
272 427
273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
274
275 void set_owner (object *owner); 428 MTH void set_owner (object *owner);
429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
431 MTH bool change_weapon (object *ob);
432 MTH bool change_skill (object *ob);
276 433
434 MTH void open_container (object *new_container);
435 MTH void close_container ()
436 {
437 open_container (0);
438 }
439
440 MTH object *force_find (shstr_tmp name);
441 MTH object *force_add (shstr_tmp name, int duration = 0);
442
443 oblinkpt *find_link () const;
444 MTH void add_link (maptile *map, shstr_tmp id);
445 MTH void remove_link ();
446
447 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
448 bool should_invoke (event_type event)
449 {
450 return ev_want_event [event] || ev_want_type [type] || cb;
451 }
452
277 void instantiate () 453 MTH void instantiate ();
278 {
279 if (!uuid.seq) // HACK
280 uuid = gen_uuid ();
281
282 attachable<object>::instantiate ();
283 }
284 454
285 // recalculate all stats 455 // recalculate all stats
286 void update_stats (); 456 MTH void update_stats ();
287 void roll_stats (); 457 MTH void roll_stats ();
288 void swap_stats (int a, int b); 458 MTH void swap_stats (int a, int b);
289 void add_statbonus (); 459 MTH void add_statbonus ();
290 void remove_statbonus (); 460 MTH void remove_statbonus ();
291 void drain_stat (); 461 MTH void drain_stat ();
292 void drain_specific_stat (int deplete_stats); 462 MTH void drain_specific_stat (int deplete_stats);
293 void change_luck (int value); 463 MTH void change_luck (int value);
294 464
295 // info must hold 256 * 3 bytes currently 465 // info must hold 256 * 3 bytes currently
296 const char *debug_desc (char *info) const; 466 const char *debug_desc (char *info) const;
297 const char *debug_desc () const; 467 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
468 const char *flag_desc (char *desc, int len) const;
298 469
470 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
471 MTH object *split (sint32 nr = 1); // return 0 on failure
472
473 MTH int number_of () const
474 {
475 return nrof ? nrof : 1;
476 }
477
478 MTH sint32 total_weight () const
479 {
480 return (weight + carrying) * number_of ();
481 }
482
483 MTH void update_weight ();
484
485 // return the dominant material of this item, always return something
486 const materialtype_t *dominant_material () const;
487
488 // return the volume of this object in cm³
489 MTH uint64 volume () const
490 {
491 return (uint64)total_weight ()
492 * 1000
493 * (type == CONTAINER ? 1000 : 1)
494 / dominant_material ()->density;
495 }
496
497 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
498
499 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 500 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 501 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES 502 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; } 503 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER 504 MTH bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER] 505 || flag [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 506 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; } 507 && !flag [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW 508 MTH bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT 509 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 510 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
511 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
512
513 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
514
515 // temporary: wether the object can be saved in a map file
516 // contr => is a player
517 // head => only save head of a multitile object
518 // owner => can not reference owner yet
519 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
310 520
311 /* This return true if object has still randomitems which 521 /* This return true if object has still randomitems which
312 * could be expanded. 522 * could be expanded.
313 */ 523 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 524 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
525
526 MTH bool has_dialogue () const { return *&msg == '@'; }
527
528 // returns the outermost owner, never returns 0
529 MTH object *outer_owner ()
530 {
531 object *op;
532
533 for (op = this; op->owner; op = op->owner)
534 ;
535
536 return op;
537 }
538
539 // returns the outermost environment, never returns 0
540 MTH object *outer_env_or_self () const
541 {
542 const object *op;
543
544 for (op = this; op->env; op = op->env)
545 ;
546
547 return const_cast<object *>(op);
548 }
549
550 // returns the outermost environment, may return 0
551 MTH object *outer_env () const
552 {
553 return env ? outer_env_or_self () : 0;
554 }
315 555
316 // returns the player that has this object in his inventory, or 0 556 // returns the player that has this object in his inventory, or 0
557 // we assume the player is always the outer env
317 object *in_player () const 558 MTH object *in_player () const
318 { 559 {
319 for (object *op = env; op; op = op->env) 560 object *op = outer_env_or_self ();
320 if (op->type == PLAYER)
321 return op;
322 561
562 return op->type == PLAYER ? op : 0;
563 }
564
565 // "temporary" helper function
566 MTH object *head_ () const
567 {
568 return head ? head : const_cast<object *>(this);
569 }
570
571 MTH bool is_head () const
572 {
573 return head_ () == this;
574 }
575
576 MTH bool is_on_map () const
577 {
578 return !env && !flag [FLAG_REMOVED];
579 }
580
581 MTH bool is_inserted () const
582 {
583 return !flag [FLAG_REMOVED];
584 }
585
586 MTH bool is_player () const
587 {
323 return 0; 588 return !!contr;
324 } 589 }
590
591 MTH bool affects_los () const
592 {
593 return glow_radius || flag [FLAG_BLOCKSVIEW];
594 }
595
596 MTH bool has_carried_lights () const
597 {
598 return glow_radius;
599 }
600
601 // returns the player that cna see this object, if any
602 MTH object *visible_to () const;
603
604 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
605 MTH std::string describe_monster (object *who = 0);
606 MTH std::string describe_item (object *who = 0);
607 MTH std::string describe (object *who = 0); // long description, without name
608
609 MTH const char *query_weight () { return ::query_weight (this); }
610 MTH const char *query_name () { return ::query_name (this); }
611 MTH const char *query_short_name () { return ::query_short_name (this); }
612 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
613
614 // If this object has no extra parts but should have them,
615 // add them, effectively expanding heads into multipart
616 // objects. This method only works on objects not inserted
617 // anywhere.
618 MTH void expand_tail ();
619
620 MTH void create_treasure (treasurelist *tl, int flags = 0);
621
622 // insert object at same map position as 'where'
623 // handles both inventory and map "positions"
624 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
625 MTH void drop_unpaid_items ();
626
627 MTH void activate ();
628 MTH void deactivate ();
629 MTH void activate_recursive ();
630 MTH void deactivate_recursive ();
631
632 // set the given flag on all objects in the inventory recursively
633 MTH void set_flag_inv (int flag, int value = 1);
634
635 void enter_exit (object *exit);//Perl
636 MTH void enter_map (maptile *newmap, int x, int y);
637 void player_goto (const char *path, int x, int y); // only for players
325 638
326 // returns the mapspace this object is in 639 // returns the mapspace this object is in
327 mapspace &ms () const; 640 mapspace &ms () const;
328 641
329 // fully recursive iterator 642 // fully recursive iterator
339 operator object *() const { return item; } 652 operator object *() const { return item; }
340 653
341 object *operator ->() const { return item; } 654 object *operator ->() const { return item; }
342 object &operator * () const { return *item; } 655 object &operator * () const { return *item; }
343 }; 656 };
657
658 MTH unsigned int random_seed () const
659 {
660 return (unsigned int)uuid.seq;
661 }
344 662
345 // depth-first recursive iterator 663 // depth-first recursive iterator
346 struct depth_iterator : iterator_base 664 struct depth_iterator : iterator_base
347 { 665 {
348 depth_iterator (object *container); 666 depth_iterator (object *container);
359 object *end () 677 object *end ()
360 { 678 {
361 return this; 679 return this;
362 } 680 }
363 681
682 /* This returns TRUE if the object is something that
683 * a client might want to know about.
684 */
685 MTH bool client_visible () const
686 {
687 return !invisible && type != PLAYER;
688 }
689
690 // the client does nrof * this weight
691 MTH sint32 client_weight () const
692 {
693 return weight + carrying;
694 }
695
696 MTH struct region *region () const;
697
698 void statusmsg (const char *msg, int color = NDI_BLACK);
699 void failmsg (const char *msg, int color = NDI_RED);
700
701 const char *query_inventory (object *who = 0, const char *indent = "");
702
703 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
704 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
705
706 // make some noise with given item into direction dir,
707 // currently only used for players to make them temporarily visible
708 // when they are invisible.
709 MTH void make_noise ();
710
711 /* animation */
712 bool has_anim () { return animation_id; }
713 const animation &anim () const { return animations [animation_id]; }
714 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
715 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
716 /* anim_frames () returns the number of animations allocated. The last
717 * usuable animation will be anim_frames () - 1 (for example, if an object
718 * has 8 animations, anim_frames () will return 8, but the values will
719 * range from 0 through 7.
720 */
721 int anim_frames () const { return anim ().num_animations; }
722 int anim_facings () const { return anim ().facings; }
723
364protected: 724protected:
365 friend struct archetype;
366
367 void link (); 725 void link ();
368 void unlink (); 726 void unlink ();
369 727
370 object (); 728 object ();
371 ~object (); 729 ~object ();
730
731private:
732 object &operator =(const object &);
733 object (const object &);
372}; 734};
373 735
374typedef struct oblnk 736// move this object to the top of its env's inventory to speed up
375{ /* Used to link together several objects */ 737// searches for it.
376 object_ptr ob; 738static object *
377 struct oblnk *next; 739splay (object *ob)
378} objectlink; 740{
741 if (ob->env && ob->env->inv != ob)
742 {
743 if (ob->above) ob->above->below = ob->below;
744 if (ob->below) ob->below->above = ob->above;
379 745
380typedef struct oblinkpt 746 ob->above = 0;
381{ /* Used to link together several object links */ 747 ob->below = ob->env->inv;
382 struct oblnk *link; 748 ob->below->above = ob;
383 long value; /* Used as connected value in buttons/gates */ 749 ob->env->inv = ob;
384 struct oblinkpt *next; 750 }
385} oblinkpt; 751
752 return ob;
753}
754
755object *find_skill_by_name_fuzzy (object *who, const char *name);
756object *find_skill_by_name (object *who, shstr_cmp sh);
757object *find_skill_by_number (object *who, int skillno);
386 758
387/* 759/*
388 * The archetype structure is a set of rules on how to generate and manipulate 760 * The archetype structure is a set of rules on how to generate and manipulate
389 * objects which point to archetypes. 761 * objects which point to archetypes.
390 * This probably belongs in arch.h, but there really doesn't appear to 762 * This probably belongs in arch.h, but there really doesn't appear to
391 * be much left in the archetype - all it really is is a holder for the 763 * be much left in the archetype - all it really is is a holder for the
392 * object and pointers. This structure should get removed, and just replaced 764 * object and pointers. This structure should get removed, and just replaced
393 * by the object structure 765 * by the object structure
394 */ 766 */
395 767
396ACC_CLASS (archetype) 768INTERFACE_CLASS (archetype)
397struct archetype : zero_initialised, refcounted 769struct archetype : object
398{ 770{
399 archetype (); 771 static arch_ptr empty; // the empty_archetype
772 MTH static void gc ();
773
774 archetype (const char *name);
400 ~archetype (); 775 ~archetype ();
776 void gather_callbacks (AV *&callbacks, event_type event) const;
401 777
402 static archetype *find (const char *arch); 778 MTH static archetype *find (const_utf8_string name);
403 779
404 void hash_add (); // add to hastable 780 MTH void link ();
405 void hash_del (); // remove from hashtable 781 MTH void unlink ();
406 782
783 MTH static object *get (const char *name); // (find() || singularity)->instance()
784 MTH object *instance ();
785
786 object_vector_index ACC (RW, archid); // index in archvector
407 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 787 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
408 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 788
409 struct archetype *ACC (RW, head); /* The main part of a linked object */ 789 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
410 struct archetype *ACC (RW, more); /* Next part of a linked object */ 790 sint8 ACC (RW, max_x), ACC (RW, max_y);
411 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 791
412 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 792 // support for archetype loading
413 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 793 static archetype *read (object_thawer &f);
414 * in comparison to the head. 794 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
415 */ 795 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
416}; 796};
417 797
798// compatbiility, remove once replaced by ->instance
799inline object *
800arch_to_object (archetype *at)
801{
802 return at->instance ();
803}
804
805inline void
806object_freezer::put (keyword k, archetype *v)
807{
808 put (k, v ? &v->archname : (const char *)0);
809}
810
811typedef object_vector<object, &object::index > objectvec;
812typedef object_vector<object, &object::active> activevec;
813typedef object_vector<archetype, &archetype::archid> archvec;
814
418extern object *objects; 815extern objectvec objects;
419extern object *active_objects; 816extern activevec actives;
817extern archvec archetypes;
420 818
421extern int nrofallocobjects; 819// "safely" iterate over inv in a way such that the current item is removable
820// quite horrible, that's why its hidden in some macro
821#define for_inv_removable(op,var) \
822 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
422 823
423/* This returns TRUE if the object is something that 824#define for_all_objects(var) \
424 * should be displayed in the look window 825 for (unsigned _i = 0; _i < objects.size (); ++_i) \
425 */ 826 statementvar (object *, var, objects [_i])
426#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 827
828#define for_all_actives(var) \
829 for (unsigned _i = 0; _i < actives.size (); ++_i) \
830 statementvar (object *, var, actives [_i])
831
832#define for_all_archetypes(var) \
833 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
834 statementvar (archetype *, var, archetypes [_i])
427 835
428/* Used by update_object to know if the object being passed is 836/* Used by update_object to know if the object being passed is
429 * being added or removed. 837 * being added or removed.
430 */ 838 */
431#define UP_OBJ_INSERT 1 839#define UP_OBJ_INSERT 1
448 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 856 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
449 * Use for treasure chests so the new object is the highest thing 857 * Use for treasure chests so the new object is the highest thing
450 * beneath the player, but not actually above it. Note - the 858 * beneath the player, but not actually above it. Note - the
451 * map and x,y coordinates for the object to be inserted must 859 * map and x,y coordinates for the object to be inserted must
452 * match the originator. 860 * match the originator.
453 * INS_MAP_LOAD: disable lots of checkings done at insertion to
454 * speed up map loading process, as we assume the ordering in
455 * loaded map is correct.
456 * 861 *
457 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 862 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
458 * are mutually exclusive. The behaviour for passing more than one 863 * are mutually exclusive. The behaviour for passing more than one
459 * should be considered undefined - while you may notice what happens 864 * should be considered undefined - while you may notice what happens
460 * right now if you pass more than one, that could very well change 865 * right now if you pass more than one, that could very well change
463#define INS_NO_MERGE 0x0001 868#define INS_NO_MERGE 0x0001
464#define INS_ABOVE_FLOOR_ONLY 0x0002 869#define INS_ABOVE_FLOOR_ONLY 0x0002
465#define INS_NO_WALK_ON 0x0004 870#define INS_NO_WALK_ON 0x0004
466#define INS_ON_TOP 0x0008 871#define INS_ON_TOP 0x0008
467#define INS_BELOW_ORIGINATOR 0x0010 872#define INS_BELOW_ORIGINATOR 0x0010
468#define INS_MAP_LOAD 0x0020
469 873
470#define ARCH_SINGULARITY "singularity"
471#define ARCH_SINGULARITY_LEN 11
472#define ARCH_DETECT_MAGIC "detect_magic"
473#define ARCH_DEPLETION "depletion" 874#define ARCH_DEPLETION "depletion"
474#define ARCH_SYMPTOM "symptom"
475 875
476#endif 876#endif
477 877

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