--- deliantra/server/include/object.h 2006/12/15 20:07:02 1.54 +++ deliantra/server/include/object.h 2006/12/25 11:25:49 1.68 @@ -18,12 +18,14 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire.de + The authors can be reached via e-mail at crossfire@schmorp.de */ #ifndef OBJECT_H #define OBJECT_H +#include + #include "cfperl.h" #include "shstr.h" @@ -88,53 +90,25 @@ * e.g. ->copy_to () */ -typedef refptr object_ptr; -typedef refptr arch_ptr; - -// these are not being copied -ACC_CLASS (object) -struct object_keep : refcounted -{ - /* These variables are not changed by ->copy_to */ - - tag_t ACC (RW, count); /* Generation count for this object */ - UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. - - player *ACC (RW, contr); /* Pointer to the player which control this object */ - object *ACC (RW, next); /* Pointer to the next object in the free/used list */ - object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ - object *ACC (RW, active_next);/* Next & previous object in the 'active' */ - object *ACC (RW, active_prev);/* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ - object *ACC (RW, below); /* Pointer to the object stacked below this one */ - object *ACC (RW, above); /* Pointer to the object stacked above this one */ - /* Note: stacked in the *same* environment */ - object *inv; /* Pointer to the first object in the inventory */ - object *ACC (RW, container); /* Current container being used. I think this - * is only used by the player right now. - */ - object *ACC (RW, env); /* Pointer to the object which is the environment. - * This is typically the container that the object is in. - */ - object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ - object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different - maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ -}; - +INTERFACE_CLASS (object) // these are being copied -struct object_copy : attachable +struct object_copy : attachable { + typedef bitset flags_t; + + sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + sint8 ACC (RW, direction); /* Means the object is moving that way. */ + sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ shstr ACC (RW, title); /* Of foo, etc */ shstr ACC (RW, race); /* human, goblin, dragon, etc */ shstr ACC (RW, slaying); /* Which race to do double damage to */ - /* If this is an exit, this is the filename */ + /* If this is an exit, this is the filename */ shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ shstr ACC (RW, lore); /* Obscure information about this object, */ - /* To get put into books and the like. */ + /* To get put into books and the like. */ shstr ACC (RW, materialname); /* specific material name */ shstr ACC (RW, custom_name); /* Custom name assigned by player */ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ @@ -144,24 +118,19 @@ object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ object_ptr ACC (RW, spell); /* Spell that was being cast */ object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ -}; + arch_ptr ACC (RW, arch); /* Pointer to archetype */ + arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ -// these are being copied and also cleared -struct object_pod -{ New_Face *ACC (RW, face); /* Face with colors */ - sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ uint32 ACC (RW, nrof); /* How many of the objects */ - sint8 ACC (RW, direction); /* Means the object is moving that way. */ - sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ /* This next big block are basically used for monsters and equipment */ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ uint8 ACC (RW, subtype); /* subtype of object */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ - sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ + sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ @@ -189,20 +158,20 @@ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ uint32 ACC (RW, tooltype); /* type of tool or build facility */ - sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ - sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ + sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ + sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ living ACC (RO, stats); /* Str, Con, Dex, etc */ - /* See the doc/Developers/objects for more info about body locations */ + /* See the pod/objects.pod for more info about body locations */ /* Following mostly refers to fields only used for monsters */ uint32 ACC (RW, hide); /* The object is hidden, not invisible */ - /* changes made by kholland@sunlab.cit.cornell.edu */ + /* allows different movement patterns for attackers */ sint32 ACC (RW, move_status); /* What stage in attack mode */ uint16 ACC (RW, attack_movement); /* What kind of attack movement */ uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ - /* races/classes can need less/more exp to gain levels */ + /* races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically @@ -215,36 +184,64 @@ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ + + MoveType ACC (RW, move_type); /* Type of movement this object uses */ + MoveType ACC (RW, move_block);/* What movement types this blocks */ + MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ + MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ + MoveType ACC (RW, move_off); /* Move types affected moving off this space */ + MoveType ACC (RW, move_slow); /* Movement types this slows down */ + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ + char *ACC (RW, spellarg); /* Following are values used by any object */ + /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ - arch_ptr ACC (RW, arch); /* Pointer to archetype */ - arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ key_value *key_values; /* Fields not explictly known by the loader. */ - /* this objects turns into or what this object creates */ - uint32 flags[4]; /* various flags */ + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif uint16 ACC (RW, animation_id);/* An index into the animation array */ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ uint8 ACC (RW, last_anim); /* last sequence used to draw face */ - sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ + sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ uint8 ACC (RW, will_apply); /* See crossfire.doc */ - - MoveType ACC (RW, move_type); /* Type of movement this object uses */ - MoveType ACC (RW, move_block);/* What movement types this blocks */ - MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ - MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ - MoveType ACC (RW, move_off); /* Move types affected moving off this space */ - MoveType ACC (RW, move_slow); /* Movement types this slows down */ - float ACC (RW, move_slow_penalty); /* How much this slows down the object */ }; -struct object : zero_initialised, object_keep, object_copy, object_pod +struct object : zero_initialised, object_copy { typedef unordered_vector vector; - static vector mortals; + // These variables are not changed by ->copy_to + maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ + + tag_t ACC (RW, count); /* Generation count for this object */ + UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. + + player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ + object *ACC (RW, next); /* Pointer to the next object in the free/used list */ + object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ + object *ACC (RW, active_next);/* Next & previous object in the 'active' */ + object *ACC (RW, active_prev);/* List. This is used in process_events */ + /* so that the entire object list does not */ + /* need to be gone through. */ + object *ACC (RW, below); /* Pointer to the object stacked below this one */ + object *ACC (RW, above); /* Pointer to the object stacked above this one */ + /* Note: stacked in the *same* environment */ + object *inv; /* Pointer to the first object in the inventory */ + object *ACC (RW, container); /* Current container being used. I think this + * is only used by the player right now. + */ + object *ACC (RW, env); /* Pointer to the object which is the environment. + * This is typically the container that the object is in. + */ + object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ + object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different + client_container *seen_by; // seen by which player/container currently? + static vector active; // active objects, not yet used static vector objects; // not used yet, use first->next->... static object *first; // will be replaced by "objects" @@ -252,11 +249,15 @@ static object *create (); void copy_to (object *dst); object *clone (); // create + copy_to + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; void destroy (bool destroy_inventory = false); + + // recursively destroy all objects in inventory, optionally dropping them to the ground instead + void destroy_inv (bool drop_to_ground = false); void remove (); object *insert (object *item); // insert into inventory - static void free_mortals (); static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise @@ -267,10 +268,6 @@ && can_merge_slow (op1, op2); } - void clear (); - - bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } - void set_owner (object *owner); void instantiate () @@ -278,13 +275,53 @@ if (!uuid.seq) // HACK uuid = gen_uuid (); - attachable::instantiate (); + attachable::instantiate (); } + // recalculate all stats + void update_stats (); + void roll_stats (); + void swap_stats (int a, int b); + void add_statbonus (); + void remove_statbonus (); + void drain_stat (); + void drain_specific_stat (int deplete_stats); + void change_luck (int value); + // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; const char *debug_desc () const; + bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } + bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET + || type == CLOAK || type == BOOTS || type == GLOVES + || type == BRACERS || type == GIRDLE; } + bool is_alive () const { return (type == PLAYER + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [FLAG_IS_A_TEMPLATE]; } + bool is_arrow () const { return type == ARROW + || (type == SPELL_EFFECT + && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + + /* This return true if object has still randomitems which + * could be expanded. + */ + bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + + // returns the player that has this object in his inventory, or 0 + object *in_player () const + { + for (object *op = env; op; op = op->env) + if (op->type == PLAYER) + return op; + + return 0; + } + + // returns the mapspace this object is in + mapspace &ms () const; + // fully recursive iterator struct iterator_base { @@ -352,15 +389,16 @@ * by the object structure */ -ACC_CLASS (archetype) -struct archetype : zero_initialised, refcounted +INTERFACE_CLASS (archetype) +struct archetype : zero_initialised, attachable { archetype (); ~archetype (); + void gather_callbacks (AV *&callbacks, event_type event) const; static archetype *find (const char *arch); - void hash_add (); // add to hastable + void hash_add (); // add to hashtable void hash_del (); // remove from hashtable shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ @@ -382,7 +420,7 @@ /* This returns TRUE if the object is something that * should be displayed in the look window */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) +#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) /* Used by update_object to know if the object being passed is * being added or removed.