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Comparing deliantra/server/include/object.h (file contents):
Revision 1.7 by root, Sat Aug 26 23:36:32 2006 UTC vs.
Revision 1.139 by root, Tue Jul 31 17:33:14 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: object.h,v 1.7 2006/08/26 23:36:32 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include <bitset>
28
32#include "cfperl.h" 29#include "cfperl.h"
33#include "shstr.h" 30#include "shstr.h"
34 31
35typedef uint32 tag_t; 32typedef int tag_t;
33
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,
36#define NUM_BODY_LOCATIONS 12 49 NUM_BODY_LOCATIONS
37#define BODY_ARMS 1 50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
38 58
39/* See common/item.c */ 59/* See common/item.c */
40 60
41typedef struct Body_Locations { 61typedef struct Body_Locations
62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 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 */
44 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 */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 69
58/* 70/*
59 * Each object (this also means archetypes!) could have a few of these 71 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 72 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 73 *
63 * 75 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 76 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 77 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 78 * Exception is if you want to walk this list for some reason.
67 */ 79 */
68typedef struct _key_value { 80struct key_value
69 const char * key; 81{
70 const char * value;
71 struct _key_value * next; 82 key_value *next;
72} key_value; 83 shstr key, value;
84};
73 85
86struct UUID
87{
88 uint64 seq;
89
90 UUID () { }
91 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; }
94};
95
96extern void init_uuid ();
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
74 99
75/* Definition for WILL_APPLY values. Replaces having harcoded values 100/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 101 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both 102 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 103 * can_apply and will_apply?
79 */ 104 */
80#define WILL_APPLY_HANDLE 0x1 105#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 106#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 107#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 108#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
85 110
111struct body_slot
112{
113 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */
115};
86 116
87/* Note that the ordering of this structure is sort of relevent - 117INTERFACE_CLASS (object)
88 * copy_object copies everything over beyond 'name' using memcpy. 118// these are being copied
89 * Thus, values that need to be copied need to be located beyond that 119struct object_copy : attachable
90 * point. 120{
91 * 121 typedef bitset<NUM_FLAGS> flags_t;
92 * However, if you're keeping a pointer of some sort, you probably 122
93 * don't just want it copied, so you'll need to add to common/object.c, 123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
94 * e.g. copy-object 124
95 * 125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
96 * I've tried to clean up this structure a bit (in terms of formatting) 126 uint8 ACC (RW, subtype); /* subtype of object */
97 * by making it more consistent. I've also tried to locate some of the fields 127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
98 * more logically together (put the item related ones together, the monster 128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
99 * related ones, etc. 129
100 * This structure is best viewed with about a 100 width screen. 130 shstr ACC (RW, name); /* The name of the object, obviously... */
101 * MSW 2002-07-05 131 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152
153 float ACC (RW, speed); /* The overall speed of this object */
154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
155 uint32 ACC (RW, nrof); /* How many of the objects */
156
157 /* This next big block are basically used for monsters and equipment */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
165 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
169 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp.
102 */ 171 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */
176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 sint16 ACC (RW, level); /* Level of creature or object */
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 sint8 ACC (RW, item_power); /* power rating of the object */
180 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
181 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
182 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
184 sint32 ACC (RW, carrying); /* How much weight this object contains */
185 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
191 living ACC (RO, stats); /* Str, Con, Dex, etc */
192 /* See the pod/objects.pod for more info about body locations */
103 193
104struct object_simple : extendable<object> { 194 /* Following mostly refers to fields only used for monsters */
105 data_type get_dt () const { return DT_OBJECT; } 195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
106 196
197 /* allows different movement patterns for attackers */
198 sint32 ACC (RW, move_status); /* What stage in attack mode */
199 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
200 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
202 /* races/classes can need less/more exp to gain levels */
203
204 /* Spell related information, may be useful elsewhere
205 * Note that other fields are used - these files are basically
206 * only used in spells.
207 */
208 sint16 ACC (RW, duration); /* How long the spell lasts */
209 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210
211 uint16 ACC (RW, start_holding);
212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
215 sint8 ACC (RW, range); /* Range of the spell */
216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
217 MoveType ACC (RW, move_type); /* Type of movement this object uses */
218 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224
225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
226
227 char *ACC (RW, spellarg);
228
229 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */
231 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 flags_t flag; /* various flags */
233#if FOR_PERL
234 bool ACC (RW, flag[NUM_FLAGS]);
235#endif
236 uint16 ACC (RW, animation_id);/* An index into the animation array */
237 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
240 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */
242};
243
244struct object : zero_initialised, object_copy
245{
107 /* These variables are not changed by copy_object() */ 246 // These variables are not changed by ->copy_to
247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
248
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count);
251 object_vector_index ACC (RO, index); // index into objects
252 object_vector_index ACC (RO, active); // index into actives
253
108 struct pl *contr; /* Pointer to the player which control this object */ 254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
109 struct object *next; /* Pointer to the next object in the free/used list */ 255
110 struct object *prev; /* Pointer to the previous object in the free/used list*/
111 struct object *active_next; /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */
113 /* so that the entire object list does not */
114 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 256 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 257 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 258 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 259 object *inv; /* Pointer to the first object in the inventory */
260
261 //TODO: container must move into client
119 struct object *container; /* Current container being used. I think this 262 object_ptr ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 263 * is only used by the player right now.
121 */ 264 */
122 struct object *env; /* Pointer to the object which is the environment. 265 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 266 * This is typically the container that the object is in.
124 */ 267 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */ 269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 270 client_container *seen_by; // seen by which player/container currently?
128
129 tag_t count; /* Unique object number for this object */
130 uint16 refcount; /* How many objects points to this object */
131};
132
133struct object_special {
134 /* These get an extra add_refcount(), after having been copied by memcpy().
135 * All fields beow this point are automatically copied by memcpy. If
136 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object()
139 */
140 const char *name; /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */
142 const char *title; /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */
149 /* To get put into books and the like. */
150
151 sint16 x,y; /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */
159
160 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp.
177 */
178 sint32 last_heal; /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */
183 uint8 pick_up; /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */
191 sint64 perm_exp; /* Permanent exp */
192 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
193 /* each time the object attacks something */
194 struct object *current_weapon; /* Pointer to the weapon currently used */
195 uint32 weapontype; /* type of weapon */
196 uint32 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 /* See the doc/Developers/objects for more info about body locations */
200
201 /* Following mostly refers to fields only used for monsters */
202 struct object *owner; /* Pointer to the object which controls this one */
203 /* Owner should not be referred to directly - */
204 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */
207 struct object *enemy; /* Monster/player to follow even if not closest */
208 struct object *attacked_by; /* This object start to attack us! only player & monster */
209 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
210 struct treasureliststruct *randomitems; /* Items to be generated */
211 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
212 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */
219 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */
222
223 /* Spell related information, may be useful elsewhere
224 * Note that other fields are used - these files are basically
225 * only used in spells.
226 */
227 sint16 duration; /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding;
232 char *spellarg;
233 uint8 dam_modifier; /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */
236
237 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */
239 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
240 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/
247
248 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */
255
256 event *events;
257
258 const char *custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */ 271 key_value *key_values; /* Fields not explictly known by the loader. */
260};
261 272
262struct object : object_special, object_simple { 273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing
275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f);
277
278 MTH int slottype () const;
279 MTH static object *create ();
280 object &operator =(const object &src);
281 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to
283 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const;
285 MTH void destroy (bool destroy_inventory = false);
286
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false);
289 MTH object *insert (object *item); // insert into inventory
290 MTH void play_sound (faceidx sound) const;
291
292 void do_remove ();
293 MTH void remove ()
294 {
295 if (!flag [FLAG_REMOVED])
296 do_remove ();
297 }
298
299 static bool can_merge_slow (object *op1, object *op2);
300
301 // this is often used in time-critical code, so optimise
302 MTH static bool can_merge (object *op1, object *op2)
303 {
304 return op1->value == op2->value
305 && op1->name == op2->name
306 && can_merge_slow (op1, op2);
307 }
308
309 MTH void set_owner (object *owner);
310 MTH void set_speed (float speed);
311 MTH bool change_weapon (object *ob);
312 MTH bool change_skill (object *ob);
313
314 MTH void open_container (object *new_container);
315 MTH void close_container ()
316 {
317 open_container (0);
318 }
319
320 MTH object *force_find (const shstr name);
321 MTH void force_add (const shstr name, int duration = 0);
322
323 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
324 bool should_invoke (event_type event)
325 {
326 return ev_want_event [event] || ev_want_type [type] || cb;
327 }
328
263 void instantiate_ (); 329 MTH void instantiate ();
264 void instantiate () 330
331 // recalculate all stats
332 MTH void update_stats ();
333 MTH void roll_stats ();
334 MTH void swap_stats (int a, int b);
335 MTH void add_statbonus ();
336 MTH void remove_statbonus ();
337 MTH void drain_stat ();
338 MTH void drain_specific_stat (int deplete_stats);
339 MTH void change_luck (int value);
340
341 // info must hold 256 * 3 bytes currently
342 const char *debug_desc (char *info) const;
343 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
344 const char *flag_desc (char *desc, int len) const;
345
346 int number_of () const
265 { 347 {
266 if (attach) 348 return nrof ? nrof : 1;
349 }
350
351 uint64 total_weight () const
352 {
353 return weight * number_of ();
354 }
355
356 // return the dominant material of this item, always return something
357 const materialtype_t *dominant_material () const;
358
359 // return the volume of this object in cm³
360 uint64 volume () const
361 {
362 return total_weight ()
363 * 1000
364 * (type == CONTAINER ? 1000 : 1)
365 / dominant_material ()->density;
366 }
367
368 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
369 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
370 || type == CLOAK || type == BOOTS || type == GLOVES
371 || type == BRACERS || type == GIRDLE; }
372 MTH bool is_alive () const { return (type == PLAYER
373 || flag [FLAG_MONSTER]
374 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
375 && !flag [FLAG_IS_A_TEMPLATE]; }
376 MTH bool is_arrow () const { return type == ARROW
377 || (type == SPELL_EFFECT
378 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
379 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
380
381 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
382
383 // temporary: wether the object can be saved in a map file
384 // contr => is a player
385 // head => only save head of a multitile object
386 // owner => can not reference owner yet
387 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
388
389 /* This return true if object has still randomitems which
390 * could be expanded.
391 */
392 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
393
394 // returns the player that has this object in his inventory, or 0
395 MTH object *in_player () const
396 {
397 for (object *op = env; op; op = op->env)
398 if (op->type == PLAYER)
399 return op;
400
401 return 0;
402 }
403
404 // "temporary" helper function
405 MTH object *head_ ()
406 {
407 return head ? head : this;
408 }
409
410 MTH bool is_head ()
411 {
412 return head_ () == this;
413 }
414
415 MTH std::string long_desc (object *who = 0);
416 MTH std::string describe_monster (object *who = 0);
417 MTH std::string describe_item (object *who = 0);
418 MTH std::string describe (object *who = 0);
419
420 // If this object has no extra parts but should have them,
421 // add them, effectively expanding heads into multipart
422 // objects. This method only works on objects not inserted
423 // anywhere.
424 MTH void expand_tail ();
425
426 MTH void create_treasure (treasurelist *tl, int flags = 0);
427
428 // insert object at same map position as 'where'
429 // handles both inventory and map "positions"
430 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
431 MTH void drop_unpaid_items ();
432
433 MTH void activate ();
434 MTH void deactivate ();
435 MTH void activate_recursive ();
436 MTH void deactivate_recursive ();
437
438 // set the givne flag on all objects in the inventory recursively
439 MTH void set_flag_inv (int flag, int value = 1);
440
441 void enter_exit (object *exit);//Perl
442 MTH void enter_map (maptile *newmap, int x, int y);
443
444 // returns the mapspace this object is in
445 mapspace &ms () const;
446
447 // fully recursive iterator
448 struct iterator_base
449 {
450 object *item;
451
452 iterator_base (object *container)
453 : item (container)
267 { 454 {
268 instantiate_ ();
269 free_string (attach);
270 attach = 0;
271 } 455 }
456
457 operator object *() const { return item; }
458
459 object *operator ->() const { return item; }
460 object &operator * () const { return *item; }
272 } 461 };
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277 462
278 if (self || cb) 463 MTH unsigned int random_seed () const
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 464 {
465 return (unsigned int)uuid.seq;
466 }
467
468 // depth-first recursive iterator
469 struct depth_iterator : iterator_base
470 {
471 depth_iterator (object *container);
472 void next ();
473 object *operator ++( ) { next (); return item; }
474 object *operator ++(int) { object *i = item; next (); return i; }
280 } 475 };
281};
282 476
283typedef struct oblnk { /* Used to link together several objects */ 477 object *begin ()
478 {
479 return this;
480 }
481
482 object *end ()
483 {
484 return this;
485 }
486
487 /* This returns TRUE if the object is something that
488 * should be displayed in the floorbox/inventory window
489 */
490 MTH bool client_visible () const
491 {
492 return !invisible && type != PLAYER;
493 }
494
495 MTH struct region *region () const;
496
497protected:
498 void link ();
499 void unlink ();
500
284 object *ob; 501 object ();
502 ~object ();
503};
504
505// move this object to the top of its env's inventory to speed up
506// searches for it.
507static object *
508splay (object *ob)
509{
510 if (ob->env && ob->env->inv != ob)
511 {
512 if (ob->above) ob->above->below = ob->below;
513 if (ob->below) ob->below->above = ob->above;
514
515 ob->above = 0;
516 ob->below = ob->env->inv;
517 ob->below->above = ob;
518 ob->env->inv = ob;
519 }
520
521 return ob;
522}
523
524typedef struct oblnk
525{ /* Used to link together several objects */
526 object_ptr ob;
285 struct oblnk *next; 527 struct oblnk *next;
286 tag_t id;
287} objectlink; 528} objectlink;
288 529
289typedef struct oblinkpt { /* Used to link together several object links */ 530typedef struct oblinkpt
531{ /* Used to link together several object links */
290 struct oblnk *link; 532 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */ 533 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next; 534 struct oblinkpt *next;
293} oblinkpt; 535} oblinkpt;
536
537object *find_skill_by_name (object *who, const char *name);
538object *find_skill_by_name (object *who, const shstr &sh);
539object *find_skill_by_number (object *who, int skillno);
294 540
295/* 541/*
296 * The archetype structure is a set of rules on how to generate and manipulate 542 * The archetype structure is a set of rules on how to generate and manipulate
297 * objects which point to archetypes. 543 * objects which point to archetypes.
298 * This probably belongs in arch.h, but there really doesn't appear to 544 * This probably belongs in arch.h, but there really doesn't appear to
299 * be much left in the archetype - all it really is is a holder for the 545 * be much left in the archetype - all it really is is a holder for the
300 * object and pointers. This structure should get removed, and just replaced 546 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 547 * by the object structure
302 */ 548 */
303 549
304typedef struct archt { 550INTERFACE_CLASS (archetype)
551struct archetype : object
552{
553 archetype (const char *name);
554 ~archetype ();
555 void gather_callbacks (AV *&callbacks, event_type event) const;
556
557 static archetype *read (object_thawer &f);
558 static archetype *get (const char *name); // find or create
559 static archetype *find (const char *name);
560
561 void link ();
562 void unlink ();
563
564 object_vector_index ACC (RW, archid); // index in archvector
305 const char *name; /* More definite name, like "generate_kobold" */ 565 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */ 566 bool ACC (RW, stub); // if true, this is an invalid archetype
307 struct archt *head; /* The main part of a linked object */
308 struct archt *more; /* Next part of a linked object */
309 object clone; /* An object from which to do copy_object() */
310 uint32 editable; /* editable flags (mainly for editor) */ 567 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
311 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
312 * in comparison to the head.
313 */
314} archetype;
315 568
569 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
570 sint8 ACC (RW, max_x), ACC (RW, max_y);
571};
572
573inline void
574object_freezer::put (keyword k, archetype *v)
575{
576 put (k, v ? &v->archname : (const char *)0);
577}
578
579typedef object_vector<object, &object::index > objectvec;
580typedef object_vector<object, &object::active> activevec;
581typedef object_vector<archetype, &archetype::archid> archvec;
582
316extern object *objects; 583extern objectvec objects;
317extern object *active_objects; 584extern activevec actives;
318extern object *free_objects; 585extern archvec archetypes;
319extern object objarray[STARTMAX];
320 586
321extern int nrofallocobjects; 587#define for_all_objects(var) \
322extern int nroffreeobjects; 588 for (unsigned _i = 0; _i < objects.size (); ++_i) \
589 statementvar (object *, var, objects [_i])
323 590
324/* This returns TRUE if the object is somethign that 591#define for_all_actives(var) \
325 * should be displayed in the look window 592 for (unsigned _i = 0; _i < actives.size (); ++_i) \
326 */ 593 statementvar (object *, var, actives [_i])
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 594
595#define for_all_archetypes(var) \
596 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
597 statementvar (archetype *, var, archetypes [_i])
328 598
329/* Used by update_object to know if the object being passed is 599/* Used by update_object to know if the object being passed is
330 * being added or removed. 600 * being added or removed.
331 */ 601 */
332#define UP_OBJ_INSERT 1 602#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 603#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 604#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 605#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 606
337/* These are flags passed to insert_ob_in_map and 607/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 608 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 609 * for both functions.
340 * Most are fairly explanatory: 610 * Most are fairly explanatory:
359 * are mutually exclusive. The behaviour for passing more than one 629 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 630 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 631 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 632 * in future revisions of the code.
363 */ 633 */
364#define INS_NO_MERGE 0x0001 634#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 635#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 636#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 637#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 638#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020 639#define INS_MAP_LOAD 0x0020
370 640
371#define ARCH_SINGULARITY "singularity"
372#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion" 641#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom"
376 642
377#endif 643#endif
644

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