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Comparing deliantra/server/include/object.h (file contents):
Revision 1.8 by root, Sun Aug 27 16:15:12 2006 UTC vs.
Revision 1.240 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.h,v 1.8 2006/08/27 16:15:12 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
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 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
32#include "cfperl.h" 28#include "cfperl.h"
33#include "shstr.h" 29#include "shstr.h"
34 30
31//+GPL
32
35typedef uint32 tag_t; 33typedef int tag_t;
34
35// also see common/item.C
36enum
37{
38 body_skill,
39 body_combat,
40 body_range,
41 body_shield,
42 body_arm,
43 body_torso,
44 body_head,
45 body_neck,
46 body_finger,
47 body_shoulder,
48 body_foot,
49 body_hand,
50 body_wrist,
51 body_waist,
36#define NUM_BODY_LOCATIONS 12 52 NUM_BODY_LOCATIONS
37#define BODY_ARMS 1 53};
38 54
39/* See common/item.c */ 55/* See common/item.c */
40 56
41typedef struct Body_Locations { 57typedef struct Body_Locations
58{
42 const char *save_name; /* Name used to load/save it to disk */ 59 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 */ 60 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 */ 61 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 62} Body_Locations;
46 63
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48 65
49typedef struct _event 66#define NUM_COINS 4 /* number of coin types */
50{ 67extern const char *const coins[NUM_COINS + 1];
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 68
58/* 69/*
59 * Each object (this also means archetypes!) could have a few of these 70 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 71 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 72 *
62 * key and value are shared-strings. 73 * key and value are shared-strings.
63 * 74 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 75 * Please use kv_get/kv_set/kv_del from object rather than
65 * accessing the list directly. 76 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 77 * Exception is if you want to walk this list for some reason.
67 */ 78 */
68typedef struct _key_value { 79struct key_value : slice_allocated
69 const char * key; 80{
70 const char * value;
71 struct _key_value * next; 81 key_value *next;
72} key_value; 82 shstr key, value;
83};
73 84
85//-GPL
86
87struct UUID
88{
89 uint64 seq;
90
91 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 bool parse (const char *s);
103 char *append (char *buf) const;
104 char *c_str () const;
105};
106
107//+GPL
74 108
75/* Definition for WILL_APPLY values. Replaces having harcoded values 109/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 110 * 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 111 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 112 * can_apply and will_apply?
79 */ 113 */
80#define WILL_APPLY_HANDLE 0x1 114#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 115#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 116#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 117#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 118#define WILL_APPLY_FOOD 0x10
85 119
120struct body_slot
121{
122 signed char used:4; /* Calculated value based on items equipped */
123 signed char info:4; /* body info as loaded from the file */
124};
86 125
87/* Note that the ordering of this structure is sort of relevent - 126typedef struct oblnk
88 * copy_object copies everything over beyond 'name' using memcpy. 127{ /* Used to link together several objects */
89 * Thus, values that need to be copied need to be located beyond that 128 object_ptr ob;
90 * point. 129 struct oblnk *next;
91 * 130} objectlink;
92 * However, if you're keeping a pointer of some sort, you probably 131
93 * don't just want it copied, so you'll need to add to common/object.c, 132typedef struct oblinkpt
94 * e.g. copy-object 133{ /* Used to link together several object links */
95 * 134 struct oblnk *link;
96 * I've tried to clean up this structure a bit (in terms of formatting) 135 struct oblinkpt *next;
97 * by making it more consistent. I've also tried to locate some of the fields 136 shstr id; /* Used as connected value in buttons/gates */
98 * more logically together (put the item related ones together, the monster 137} oblinkpt;
99 * related ones, etc. 138
100 * This structure is best viewed with about a 100 width screen. 139INTERFACE_CLASS (object)
101 * MSW 2002-07-05 140// these are being copied
141struct object_copy : attachable
142{
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144
145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
146 uint8 ACC (RW, subtype); /* subtype of object */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149
150 shstr ACC (RW, name); /* The name of the object, obviously... */
151 shstr ACC (RW, name_pl); /* The plural name of the object */
152 shstr ACC (RW, title); /* Of foo, etc */
153 shstr ACC (RW, race); /* human, goblin, dragon, etc */
154 shstr ACC (RW, slaying); /* Which race to do double damage to */
155 /* If this is an exit, this is the filename */
156
157 typedef bitset<NUM_FLAGS> flags_t;
158 flags_t flag; /* various flags */
159#if FOR_PERL
160 bool ACC (RW, flag[NUM_FLAGS]);
161#endif
162
163 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
164 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
165 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
166 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
167 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
168 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
169 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
170 object_ptr ACC (RW, spell); /* Spell that was being cast */
171 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
172 arch_ptr ACC (RW, arch); /* Pointer to archetype */
173 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
174
175 float ACC (RW, speed); /* The overall speed of this object */
176 float ACC (RW, speed_left); /* How much speed is left to spend this round */
177
178 sint32 ACC (RW, nrof); /* How many of the objects */
179 /* This next big block is basically used for monsters and equipment */
180 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
181 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
182
183 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
184 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
185 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
186 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
187
188 uint16 ACC (RW, materials); /* What materials this object consists of */
189 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
190 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
191 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
192
193 /* Note that the last_.. values are sometimes used for non obvious
194 * meanings by some objects, eg, sp penalty, permanent exp.
102 */ 195 */
196 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
197 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
198 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
199 sint16 ACC (RW, last_eat); /* How long since we last ate */
103 200
104struct object_simple : extendable<object> { 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
105 static data_type get_dt () { return DT_OBJECT; } 202 sint16 ACC (RW, level); /* Level of creature or object */
106 203
204 uint8 ACC (RW, pick_up); /* See crossfire.doc */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
207 uint8 ACC (RW, weapontype); /* type of weapon */
208
209 body_slot slot [NUM_BODY_LOCATIONS];
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
216 sint32 ACC (RW, weight); /* Attributes of the object */
217 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
218
219 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
220
221 sint64 ACC (RW, perm_exp); /* Permanent exp */
222 living ACC (RO, stats); /* Str, Con, Dex, etc */
223 /* See the pod/objects.pod for more info about body locations */
224
225 /* Following mostly refers to fields only used for monsters */
226
227 /* Spell related information, may be useful elsewhere
228 * Note that other fields are used - these files are basically
229 * only used in spells.
230 */
231 sint16 ACC (RW, duration); /* How long the spell lasts */
232 uint8 ACC (RW, casting_time); /* time left before spell goes off */
233 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
234
235 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
236 sint8 ACC (RW, range); /* Range of the spell */
237 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
238 sint8 ACC (RW, item_power); /* power rating of the object */
239
240 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
241 MoveType ACC (RW, move_type); /* Type of movement this object uses */
242 MoveType ACC (RW, move_block);/* What movement types this blocks */
243 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
244
245 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
246 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
247 MoveType ACC (RW, move_slow); /* Movement types this slows down */
248
249 // 8 free bits
250
251 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
252 // /* races/classes can need less/more exp to gain levels */
253 static const float expmul = 1.0;//D
254 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
255
256 /* Following are values used by any object */
257 /* this objects turns into or what this object creates */
258 treasurelist *ACC (RW, randomitems); /* Items to be generated */
259
260 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
261 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
262 uint8 ACC (RW, will_apply); /* See crossfire.doc */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
266
267 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
268 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
269 /* allows different movement patterns for attackers */
270 uint8 ACC (RW, move_status); /* What stage in attack mode */
271 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
272
273 //16+ free bits
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
281};
282
283const_utf8_string query_weight (const object *op);
284const_utf8_string query_short_name (const object *op);
285const_utf8_string query_name (const object *op);
286const_utf8_string query_base_name (const object *op, int plural);
287sint64 query_cost (const object *tmp, object *who, int flag);
288const char *query_cost_string (const object *tmp, object *who, int flag);
289
290int change_ability_duration (object *spell, object *caster);
291int min_casting_level (object *caster, object *spell);
292int casting_level (object *caster, object *spell);
293sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
294int SP_level_dam_adjust (object *caster, object *spob);
295int SP_level_duration_adjust (object *caster, object *spob);
296int SP_level_range_adjust (object *caster, object *spob);
297
298struct object : zero_initialised, object_copy
299{
107 /* These variables are not changed by copy_object() */ 300 // These variables are not changed by ->copy_to
108 struct pl *contr; /* Pointer to the player which control this object */ 301 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
109 struct object *next; /* Pointer to the next object in the free/used list */ 302
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 303 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
111 struct object *active_next; /* Next & previous object in the 'active' */ 304 int ACC (RO, count);
112 struct object *active_prev; /* List. This is used in process_events */ 305 object_vector_index ACC (RO, index); // index into objects
113 /* so that the entire object list does not */ 306 object_vector_index ACC (RO, active); // index into actives
114 /* need to be gone through. */ 307
308 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
309
115 struct object *below; /* Pointer to the object stacked below this one */ 310 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 311 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 312 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 313 object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 314
315 //TODO: container must move into client
316 object_ptr ACC (RW, container);/* Currently opened container. I think this
120 * is only used by the player right now. 317 * is only used by the player right now.
121 */ 318 */
122 struct object *env; /* Pointer to the object which is the environment. 319 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 320 * This is typically the container that the object is in.
124 */ 321 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 322 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 */ 323 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 */ 324 key_value *key_values; /* Fields not explictly known by the loader. */
128 325
129 tag_t count; /* Unique object number for this object */ 326 MTH void set_flag (int flagnum)
130 uint16 refcount; /* How many objects points to this object */ 327 {
328 flag [flagnum] = true;
329 }
330
331 MTH void clr_flag (int flagnum)
332 {
333 flag [flagnum] = false;
334 }
335
336 // privates / perl
337 shstr_tmp kv_get (shstr_tmp key) const;
338 void kv_del (shstr_tmp key);
339 void kv_set (shstr_tmp key, shstr_tmp value);
340
341//-GPL
342
343 // custom extra fields management
344 struct key_value_access_proxy
345 {
346 object &ob;
347 shstr_tmp key;
348
349 key_value_access_proxy (object &ob, shstr_tmp key)
350 : ob (ob), key (key)
351 {
352 }
353
354 const key_value_access_proxy &operator =(shstr_tmp value) const
355 {
356 ob.kv_set (key, value);
357 return *this;
358 }
359
360 operator const shstr_tmp () const { return ob.kv_get (key); }
361 operator const char *() const { return ob.kv_get (key); }
362
363 private:
364 void operator =(int);
365 };
366
367 // operator [] is too annoying to use
368 const key_value_access_proxy kv (shstr_tmp key)
369 {
370 return key_value_access_proxy (*this, key);
371 }
372
373 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
374 MTH void post_load_check (); // do some adjustments after parsing
375 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
376 bool write (object_freezer &f);
377
378 MTH static object *create ();
379 const mapxy &operator =(const mapxy &pos);
380 MTH void copy_to (object *dst);
381 MTH object *clone (); // create + copy_to a single object
382 MTH object *deep_clone (); // copy whole more chain and inventory
383 void do_destroy ();
384 void gather_callbacks (AV *&callbacks, event_type event) const;
385 MTH void destroy ();
386 MTH void drop_and_destroy ()
387 {
388 destroy_inv (true);
389 destroy ();
390 }
391
392 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
393 MTH void destroy_inv (bool drop_to_ground = false);
394 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
395 MTH object *insert (object *item); // insert into inventory
396 MTH void play_sound (faceidx sound) const;
397 MTH void say_msg (const_utf8_string msg) const;
398
399 void do_remove ();
400 MTH void remove ()
401 {
402 if (!flag [FLAG_REMOVED])
403 do_remove ();
404 }
405
406 MTH bool blocked (maptile *m, int x, int y) const;
407
408 void move_to (const mapxy &pos)
409 {
410 remove ();
411 *this = pos;
412 insert_at (this, this);
413 }
414
415 // high-level move method.
416 // object op is trying to move in direction dir.
417 // originator is typically the same as op, but
418 // can be different if originator is causing op to
419 // move (originator is pushing op)
420 // returns 0 if the object is not able to move to the
421 // desired space, 1 otherwise (in which case we also
422 // move the object accordingly. This function is
423 // very similiar to move_object.
424 int move (int dir, object *originator);
425
426 int move (int dir)
427 {
428 return move (dir, this);
429 }
430
431 // changes move_type to a new value - handles move_on/move_off effects
432 MTH void change_move_type (MoveType mt);
433
434 static bool can_merge_slow (object *op1, object *op2);
435
436 // this is often used in time-critical code, so optimise
437 MTH static bool can_merge (object *op1, object *op2)
438 {
439 return op1->value == op2->value
440 && op1->name == op2->name
441 && can_merge_slow (op1, op2);
442 }
443
444 MTH void set_owner (object *owner);
445 MTH void set_speed (float speed);
446 MTH void set_glow_radius (sint8 rad);
447
448 MTH void open_container (object *new_container);
449 MTH void close_container ()
450 {
451 open_container (0);
452 }
453
454 // potential future accessor for "container"
455 MTH object *container_ () const
456 {
457 return container;
458 }
459
460 MTH bool is_open_container () const
461 {
462 // strangely enough, using ?: here causes code to inflate
463 return type == CONTAINER
464 && ((env && env->container_ () == this)
465 || (!env && flag [FLAG_APPLIED]));
466 }
467
468 MTH object *force_find (shstr_tmp name);
469 MTH void force_set_timer (int duration);
470 MTH object *force_add (shstr_tmp name, int duration = 0);
471
472 oblinkpt *find_link () const;
473 MTH void add_link (maptile *map, shstr_tmp id);
474 MTH void remove_link ();
475
476 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
477 bool should_invoke (event_type event)
478 {
479 return ev_want_event [event] || ev_want_type [type] || cb;
480 }
481
482 MTH void instantiate ();
483
484 // recalculate all stats
485 MTH void update_stats ();
486 MTH void roll_stats ();
487 MTH void swap_stats (int a, int b);
488 MTH void add_statbonus ();
489 MTH void remove_statbonus ();
490 MTH void drain_stat ();
491 MTH void drain_specific_stat (int deplete_stats);
492 MTH void change_luck (int value);
493
494 // info must hold 256 * 3 bytes currently
495 const_utf8_string debug_desc (char *info) const;
496 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
497 const_utf8_string flag_desc (char *desc, int len) const;
498
499 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
500 MTH object *split (sint32 nr = 1); // return 0 on failure
501
502 MTH int number_of () const
503 {
504 return nrof ? nrof : 1;
505 }
506
507 MTH sint32 total_weight () const
508 {
509 return (weight + carrying) * number_of ();
510 }
511
512 MTH void update_weight ();
513
514 // return the dominant material of this item, always return something
515 const materialtype_t *dominant_material () const
516 {
517 return material;
518 }
519
520 // return the volume of this object in cm³
521 MTH uint64 volume () const
522 {
523 return (uint64)total_weight ()
524 * 1024 // 1000 actually
525 * (type == CONTAINER ? 128 : 1)
526 / dominant_material ()->density; // ugh, division
527 }
528
529 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
530
531 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
532 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
533 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
534 || type == CLOAK || type == BOOTS || type == GLOVES
535 || type == BRACERS || type == GIRDLE; }
536 MTH bool is_alive () const { return (type == PLAYER
537 || flag [FLAG_MONSTER]
538 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
539 && !flag [FLAG_IS_A_TEMPLATE]; }
540 MTH bool is_arrow () const { return type == ARROW
541 || (type == SPELL_EFFECT
542 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
543 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
544
545 MTH bool is_dragon () const;
546
547 MTH bool is_immunity () const { return invisible && type == SIGN; }
548
549 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
550
551 // temporary: wether the object can be saved in a map file
552 // contr => is a player
553 // head => only save head of a multitile object
554 // owner => can not reference owner yet
555 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
556
557 /* This return true if object has still randomitems which
558 * could be expanded.
559 */
560 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
561
562 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
563
564 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
565
566 // returns the outermost owner, never returns 0
567 MTH object *outer_owner ()
568 {
569 object *op;
570
571 for (op = this; op->owner; op = op->owner)
572 ;
573
574 return op;
575 }
576
577 // returns the outermost environment, never returns 0
578 MTH object *outer_env_or_self () const
579 {
580 const object *op;
581
582 for (op = this; op->env; op = op->env)
583 ;
584
585 return const_cast<object *>(op);
586 }
587
588 // returns the outermost environment, may return 0
589 MTH object *outer_env () const
590 {
591 return env ? outer_env_or_self () : 0;
592 }
593
594 // returns the player that has this object in his inventory, or 0
595 // we assume the player is always the outer env
596 MTH object *in_player () const
597 {
598 object *op = outer_env_or_self ();
599
600 return op->type == PLAYER ? op : 0;
601 }
602
603 // "temporary" helper function
604 MTH object *head_ () const
605 {
606 return head ? head : const_cast<object *>(this);
607 }
608
609 MTH bool is_head () const
610 {
611 return head_ () == this;
612 }
613
614 MTH bool is_on_map () const
615 {
616 return !env && !flag [FLAG_REMOVED];
617 }
618
619 MTH bool is_inserted () const
620 {
621 return !flag [FLAG_REMOVED];
622 }
623
624 MTH bool is_player () const
625 {
626 return !!contr;
627 }
628
629 /* elmex: this method checks whether the object is in a shop */
630 MTH bool is_in_shop () const;
631
632 MTH bool affects_los () const
633 {
634 return glow_radius || flag [FLAG_BLOCKSVIEW];
635 }
636
637 MTH bool has_carried_lights () const
638 {
639 return glow_radius;
640 }
641
642 // returns the player that cna see this object, if any
643 MTH object *visible_to () const;
644
645 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
646 MTH std::string describe_monster (object *who = 0);
647 MTH std::string describe_item (object *who = 0);
648 MTH std::string describe (object *who = 0); // long description, without name
649
650 MTH const_utf8_string query_weight () { return ::query_weight (this); }
651 MTH const_utf8_string query_name () { return ::query_name (this); }
652 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
653 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
654
655 // If this object has no extra parts but should have them,
656 // add them, effectively expanding heads into multipart
657 // objects. This method only works on objects not inserted
658 // anywhere.
659 MTH void expand_tail ();
660
661 MTH void create_treasure (treasurelist *tl, int flags = 0);
662
663 // insert object at same map position as 'where'
664 // handles both inventory and map "positions"
665 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
666 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
667 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
668 MTH void drop_unpaid_items ();
669
670 MTH void activate ();
671 MTH void deactivate ();
672 MTH void activate_recursive ();
673 MTH void deactivate_recursive ();
674
675 // set the given flag on all objects in the inventory recursively
676 MTH void set_flag_inv (int flag, int value = 1);
677
678 void enter_exit (object *exit);//Perl
679 MTH void enter_map (maptile *newmap, int x, int y);
680 void player_goto (const_utf8_string path, int x, int y); // only for players
681 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
682
683 // returns the mapspace this object is in
684 mapspace &ms () const;
685
686 // fully recursive iterator
687 struct iterator_base
688 {
689 object *item;
690
691 iterator_base (object *container)
692 : item (container)
693 {
694 }
695
696 operator object *() const { return item; }
697
698 object *operator ->() const { return item; }
699 object &operator * () const { return *item; }
700 };
701
702 MTH unsigned int random_seed () const
703 {
704 return (unsigned int)uuid.seq;
705 }
706
707 // depth-first recursive iterator
708 struct depth_iterator : iterator_base
709 {
710 depth_iterator (object *container);
711 void next ();
712 object *operator ++( ) { next (); return item; }
713 object *operator ++(int) { object *i = item; next (); return i; }
714 };
715
716 object *begin ()
717 {
718 return this;
719 }
720
721 object *end ()
722 {
723 return this;
724 }
725
726 /* This returns TRUE if the object is something that
727 * a client might want to know about.
728 */
729 MTH bool client_visible () const
730 {
731 return !invisible && type != PLAYER;
732 }
733
734 // the client does nrof * this weight
735 MTH sint32 client_weight () const
736 {
737 return weight + carrying;
738 }
739
740 MTH struct region *region () const;
741
742 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
743 void failmsg (const_utf8_string msg, int color = NDI_RED);
744 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
745
746 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
747
748 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
749 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
750
751 // make some noise with given item into direction dir,
752 // currently only used for players to make them temporarily visible
753 // when they are invisible.
754 MTH void make_noise ();
755
756 /* animation */
757 MTH bool has_anim () const { return animation_id; }
758 const animation &anim () const { return animations [animation_id]; }
759 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
760 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
761 /* anim_frames () returns the number of animations allocated. The last
762 * usuable animation will be anim_frames () - 1 (for example, if an object
763 * has 8 animations, anim_frames () will return 8, but the values will
764 * range from 0 through 7.
765 */
766 MTH int anim_frames () const { return anim ().num_animations; }
767 MTH int anim_facings () const { return anim ().facings; }
768
769 MTH utf8_string as_string ();
770
771protected:
772 void link ();
773 void unlink ();
774
775 object ();
776 ~object ();
777
778private:
779 object &operator =(const object &);
780 object (const object &);
131}; 781};
132 782
133struct object_special { 783// move this object to the top of its env's inventory to speed up
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 784// searches for it.
135 * All fields beow this point are automatically copied by memcpy. If 785static inline object *
136 * adding something that needs a refcount updated, make sure you modify 786splay (object *ob)
137 * copy_object to do so. Everything below here also gets cleared 787{
138 * by clear_object() 788 if (ob->above && ob->env)
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. */
260};
261
262struct object : object_special, object_simple {
263 void instantiate_ ();
264 void instantiate ()
265 {
266 if (attach)
267 { 789 {
268 instantiate_ (); 790 if (ob->above) ob->above->below = ob->below;
269 free_string (attach); 791 if (ob->below) ob->below->above = ob->above;
270 attach = 0; 792
793 ob->above = 0;
794 ob->below = ob->env->inv;
795 ob->below->above = ob;
796 ob->env->inv = ob;
271 } 797 }
272 }
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277 798
278 if (self || cb) 799 return ob;
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 800}
280 }
281};
282 801
283typedef struct oblnk { /* Used to link together several objects */ 802//+GPL
284 object *ob;
285 struct oblnk *next;
286 tag_t id;
287} objectlink;
288 803
289typedef struct oblinkpt { /* Used to link together several object links */ 804object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
290 struct oblnk *link; 805object *find_skill_by_name (object *who, shstr_cmp sh);
291 long value; /* Used as connected value in buttons/gates */ 806object *find_skill_by_number (object *who, int skillno);
292 struct oblinkpt *next;
293} oblinkpt;
294 807
295/* 808/*
296 * The archetype structure is a set of rules on how to generate and manipulate 809 * The archetype structure is a set of rules on how to generate and manipulate
297 * objects which point to archetypes. 810 * objects which point to archetypes.
298 * This probably belongs in arch.h, but there really doesn't appear to 811 * 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 812 * 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 813 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 814 * by the object structure
302 */ 815 */
303 816
304typedef struct archt { 817//-GPL
818
819INTERFACE_CLASS (archetype)
820struct archetype : object
821{
822 static arch_ptr empty; // the empty_archetype
823 MTH static void gc ();
824
825 archetype (const_utf8_string name);
826 ~archetype ();
827 void gather_callbacks (AV *&callbacks, event_type event) const;
828
829 MTH static archetype *find (const_utf8_string name);
830
831 MTH void link ();
832 MTH void unlink ();
833
834 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
835 MTH object *instance ();
836
837 MTH void post_load_check (); // do some adjustments after parsing
838
839 object_vector_index ACC (RW, archid); // index in archvector
305 const char *name; /* More definite name, like "generate_kobold" */ 840 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */
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) */
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;
315 841
842 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
843
844 // support for archetype loading
845 static archetype *read (object_thawer &f);
846 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
847 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
848};
849
850// returns whether the object is a dragon player, which are often specialcased
851inline bool
852object::is_dragon () const
853{
854 return arch->race == shstr_dragon && is_player ();
855}
856
857inline void
858object_freezer::put (const keyword_string k, archetype *v)
859{
860 if (expect_true (v))
861 put (k, v->archname);
862 else
863 put (k);
864}
865
866typedef object_vector<object, &object::index > objectvec;
867typedef object_vector<object, &object::active> activevec;
868typedef object_vector<archetype, &archetype::archid> archvec;
869
316extern object *objects; 870extern objectvec objects;
317extern object *active_objects; 871extern activevec actives;
318extern object *free_objects; 872extern archvec archetypes;
319extern object objarray[STARTMAX];
320 873
321extern int nrofallocobjects; 874// "safely" iterate over inv in a way such that the current item is removable
322extern int nroffreeobjects; 875// quite horrible, that's why its hidden in some macro
876#define for_inv_removable(op,var) \
877 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
323 878
324/* This returns TRUE if the object is somethign that 879#define for_all_objects(var) \
325 * should be displayed in the look window 880 for (unsigned _i = 0; _i < objects.size (); ++_i) \
326 */ 881 statementvar (object *, var, objects [_i])
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 882
883#define for_all_actives(var) \
884 for (unsigned _i = 0; _i < actives.size (); ++_i) \
885 statementvar (object *, var, actives [_i])
886
887#define for_all_archetypes(var) \
888 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
889 statementvar (archetype *, var, archetypes [_i])
890
891//+GPL
328 892
329/* Used by update_object to know if the object being passed is 893/* Used by update_object to know if the object being passed is
330 * being added or removed. 894 * being added or removed.
331 */ 895 */
332#define UP_OBJ_INSERT 1 896#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 897#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 898#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 899#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 900
337/* These are flags passed to insert_ob_in_map and 901/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 902 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 903 * for both functions.
340 * Most are fairly explanatory: 904 * Most are fairly explanatory:
349 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 913 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
350 * Use for treasure chests so the new object is the highest thing 914 * Use for treasure chests so the new object is the highest thing
351 * beneath the player, but not actually above it. Note - the 915 * beneath the player, but not actually above it. Note - the
352 * map and x,y coordinates for the object to be inserted must 916 * map and x,y coordinates for the object to be inserted must
353 * match the originator. 917 * match the originator.
354 * INS_MAP_LOAD: disable lots of checkings done at insertion to
355 * speed up map loading process, as we assume the ordering in
356 * loaded map is correct.
357 * 918 *
358 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 919 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
359 * are mutually exclusive. The behaviour for passing more than one 920 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 921 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 922 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 923 * in future revisions of the code.
363 */ 924 */
364#define INS_NO_MERGE 0x0001 925#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 926#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 927#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 928#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 929#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020
370 930
371#define ARCH_SINGULARITY "singularity" 931//-GPL
372#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom"
376 932
377#endif 933#endif
934

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