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Comparing deliantra/server/include/object.h (file contents):
Revision 1.80 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.158 by root, Sun Apr 13 01:34:09 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
28#include <bitset> 27#include <bitset>
29 28
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef uint32 tag_t; 32typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 33
35#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
36 58
37/* See common/item.c */ 59/* See common/item.c */
38 60
39typedef struct Body_Locations 61typedef struct Body_Locations
40{ 62{
41 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
42 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 */
43 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 */
44} Body_Locations; 66} Body_Locations;
45 67
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
47 72
48/* 73/*
49 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
50 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
51 * 76 *
63 88
64struct UUID 89struct UUID
65{ 90{
66 uint64 seq; 91 uint64 seq;
67 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
68 UUID () { } 97 UUID () { }
69 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; } 99 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
72};
73 101
74extern void init_uuid (); 102 typedef char BUF [32];
75extern UUID gen_uuid (); 103
76extern const uint64 UUID_SKIP; 104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
77 123
78/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
79 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
80 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
81 * can_apply and will_apply? 127 * can_apply and will_apply?
84#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
88 134
89/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 136{
91 * e.g. ->copy_to () 137 signed char info:4; /* body info as loaded from the file */
92 */ 138 signed char used:4; /* Calculated value based on items equipped */
139};
93 140
94INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
95// these are being copied 142// these are being copied
96struct object_copy : attachable 143struct object_copy : attachable
97{ 144{
98 typedef bitset<NUM_FLAGS> flags_t; 145 typedef bitset<NUM_FLAGS> flags_t;
99 146
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 173 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 177
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 180 uint32 ACC (RW, nrof); /* How many of the objects */
129 181
130 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 194 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 195 * meanings by some objects, eg, sp penalty, permanent exp.
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
166 219
167 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
178 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
179 * only used in spells. 232 * only used in spells.
180 */ 233 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
183 uint16 ACC (RW, start_holding); 237 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
186 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */ 244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196 252
197 char *ACC (RW, spellarg); 253 char *ACC (RW, spellarg);
198 254
199 /* Following are values used by any object */ 255 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 256 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 257 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */ 258 flags_t flag; /* various flags */
204#if FOR_PERL 259#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 260 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 261#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 267 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213}; 268};
214 269
215struct object : zero_initialised, object_copy 270struct object : zero_initialised, object_copy
216{ 271{
217 typedef unordered_vector<object *> vector;
218
219 // These variables are not changed by ->copy_to 272 // These variables are not changed by ->copy_to
220 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
221 274
222 tag_t ACC (RW, count); /* Generation count for this object */
223 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives
224 279
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
226 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 281
227 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
228 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
229 object *ACC (RW, active_prev);/* List. This is used in process_events */
230 /* so that the entire object list does not */
231 /* need to be gone through. */
232 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
233 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
234 /* Note: stacked in the *same* environment */ 284 /* Note: stacked in the *same* environment */
235 object *inv; /* Pointer to the first object in the inventory */ 285 object *inv; /* Pointer to the first object in the inventory */
286
287 //TODO: container must move into client
236 object *ACC (RW, container); /* Current container being used. I think this 288 object_ptr ACC (RW, container); /* Current container being used. I think this
237 * is only used by the player right now. 289 * is only used by the player right now.
238 */ 290 */
239 object *ACC (RW, env); /* Pointer to the object which is the environment. 291 object *ACC (RW, env); /* Pointer to the object which is the environment.
240 * This is typically the container that the object is in. 292 * This is typically the container that the object is in.
241 */ 293 */
242 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
243 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
244 client_container *seen_by; // seen by which player/container currently? 296 client_container *seen_by; // seen by which player/container currently?
297 key_value *key_values; /* Fields not explictly known by the loader. */
245 298
246 //static vector active_list; // active objects, not yet used 299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
247 //static vector object_list; // not used yet, use first->next->... 300 MTH void post_load_check (); // do some adjustments after parsing
248 static object *first; // will be replaced by "objects" 301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 bool write (object_freezer &f);
249 303
304 MTH int slottype () const;
250 MTH static object *create (); 305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
251 MTH void copy_to (object *dst); 308 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to 309 MTH object *clone (); // create + copy_to
253 void do_destroy (); 310 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const; 311 void gather_callbacks (AV *&callbacks, event_type event) const;
255 MTH void destroy (bool destroy_inventory = false); 312 MTH void destroy (bool destroy_inventory = false);
256 313
257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false); 315 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH void remove ();
260 MTH object *insert (object *item); // insert into inventory 316 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound) const;
318
319 void do_remove ();
320 MTH void remove ()
321 {
322 if (!flag [FLAG_REMOVED])
323 do_remove ();
324 }
325
326 MTH bool blocked (maptile *m, int x, int y) const;
327
328 void move_to (const mapxy &pos)
329 {
330 remove ();
331 *this = pos;
332 insert_at (this, this);
333 }
261 334
262 static bool can_merge_slow (object *op1, object *op2); 335 static bool can_merge_slow (object *op1, object *op2);
263 336
264 // this is often used in time-critical code, so optimise 337 // this is often used in time-critical code, so optimise
265 MTH static bool can_merge (object *op1, object *op2) 338 MTH static bool can_merge (object *op1, object *op2)
269 && can_merge_slow (op1, op2); 342 && can_merge_slow (op1, op2);
270 } 343 }
271 344
272 MTH void set_owner (object *owner); 345 MTH void set_owner (object *owner);
273 MTH void set_speed (float speed); 346 MTH void set_speed (float speed);
347 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob);
274 349
350 MTH void open_container (object *new_container);
351 MTH void close_container ()
352 {
353 open_container (0);
354 }
355
356 MTH object *force_find (const shstr name);
357 MTH void force_add (const shstr name, int duration = 0);
358
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event)
361 {
362 return ev_want_event [event] || ev_want_type [type] || cb;
363 }
364
275 MTH void instantiate () 365 MTH void instantiate ();
276 {
277 if (!uuid.seq) // HACK
278 uuid = gen_uuid ();
279
280 attachable::instantiate ();
281 }
282 366
283 // recalculate all stats 367 // recalculate all stats
284 MTH void update_stats (); 368 MTH void update_stats ();
285 MTH void roll_stats (); 369 MTH void roll_stats ();
286 MTH void swap_stats (int a, int b); 370 MTH void swap_stats (int a, int b);
290 MTH void drain_specific_stat (int deplete_stats); 374 MTH void drain_specific_stat (int deplete_stats);
291 MTH void change_luck (int value); 375 MTH void change_luck (int value);
292 376
293 // info must hold 256 * 3 bytes currently 377 // info must hold 256 * 3 bytes currently
294 const char *debug_desc (char *info) const; 378 const char *debug_desc (char *info) const;
295 MTH const char *debug_desc () const; 379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
296 const char *flag_desc (char *desc, int len) const; 380 const char *flag_desc (char *desc, int len) const;
381
382 int number_of () const
383 {
384 return nrof ? nrof : 1;
385 }
386
387 uint64 total_weight () const
388 {
389 return weight * number_of ();
390 }
391
392 // return the dominant material of this item, always return something
393 const materialtype_t *dominant_material () const;
394
395 // return the volume of this object in cm³
396 uint64 volume () const
397 {
398 return total_weight ()
399 * 1000
400 * (type == CONTAINER ? 1000 : 1)
401 / dominant_material ()->density;
402 }
297 403
298 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 404 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
299 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 405 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
300 || type == CLOAK || type == BOOTS || type == GLOVES 406 || type == CLOAK || type == BOOTS || type == GLOVES
301 || type == BRACERS || type == GIRDLE; } 407 || type == BRACERS || type == GIRDLE; }
304 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 410 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
305 && !flag [FLAG_IS_A_TEMPLATE]; } 411 && !flag [FLAG_IS_A_TEMPLATE]; }
306 MTH bool is_arrow () const { return type == ARROW 412 MTH bool is_arrow () const { return type == ARROW
307 || (type == SPELL_EFFECT 413 || (type == SPELL_EFFECT
308 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 414 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
415 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
309 416
310 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 417 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
311 418
312 // temporary: wether the object can be saved in a map file 419 // temporary: wether the object can be saved in a map file
313 // contr => is a player 420 // contr => is a player
314 // head => only save head of a multitile object 421 // head => only save head of a multitile object
315 // owner => can not reference owner yet 422 // owner => can not reference owner yet
316 MTH bool can_map_save () const { return !contr && !head && !owner; } 423 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
317 424
318 /* This return true if object has still randomitems which 425 /* This return true if object has still randomitems which
319 * could be expanded. 426 * could be expanded.
320 */ 427 */
321 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
334 MTH object *head_ () 441 MTH object *head_ ()
335 { 442 {
336 return head ? head : this; 443 return head ? head : this;
337 } 444 }
338 445
446 MTH bool is_head ()
447 {
448 return head_ () == this;
449 }
450
451 MTH std::string long_desc (object *who = 0);
452 MTH std::string describe_monster (object *who = 0);
453 MTH std::string describe_item (object *who = 0);
454 MTH std::string describe (object *who = 0);
455
456 // If this object has no extra parts but should have them,
457 // add them, effectively expanding heads into multipart
458 // objects. This method only works on objects not inserted
459 // anywhere.
460 MTH void expand_tail ();
461
462 MTH void create_treasure (treasurelist *tl, int flags = 0);
463
339 // insert object at same map position as 'where' 464 // insert object at same map position as 'where'
340 // handles both inventory and map "positions" 465 // handles both inventory and map "positions"
341 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 466 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
467 MTH void drop_unpaid_items ();
342 468
343 MTH bool active () const;
344 MTH void activate (); 469 MTH void activate ();
345 MTH void deactivate (); 470 MTH void deactivate ();
346 MTH void activate_recursive (); 471 MTH void activate_recursive ();
347 MTH void deactivate_recursive (); 472 MTH void deactivate_recursive ();
348 473
349 // set the givne flag on all objects in the inventory recursively 474 // set the given flag on all objects in the inventory recursively
350 MTH void set_flag_inv (int flag, int value = 1); 475 MTH void set_flag_inv (int flag, int value = 1);
351 476
352 void enter_exit (object *exit);//PERL 477 void enter_exit (object *exit);//Perl
353 MTH void enter_map (maptile *newmap, int x, int y); 478 MTH void enter_map (maptile *newmap, int x, int y);
354 479
355 // returns the mapspace this object is in 480 // returns the mapspace this object is in
356 mapspace &ms () const; 481 mapspace &ms () const;
357 482
393 object *end () 518 object *end ()
394 { 519 {
395 return this; 520 return this;
396 } 521 }
397 522
523 /* This returns TRUE if the object is something that
524 * should be displayed in the floorbox/inventory window
525 */
526 MTH bool client_visible () const
527 {
528 return !invisible && type != PLAYER;
529 }
530
531 MTH struct region *region () const;
532
533 void statusmsg (const char *msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED);
535
536 const char *query_inventory (object *who = 0, const char *indent = "");
537
538 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
539 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
540
398protected: 541protected:
399 friend struct archetype;
400
401 void link (); 542 void link ();
402 void unlink (); 543 void unlink ();
403 544
404 object (); 545 object ();
405 ~object (); 546 ~object ();
406}; 547};
548
549// move this object to the top of its env's inventory to speed up
550// searches for it.
551static object *
552splay (object *ob)
553{
554 if (ob->env && ob->env->inv != ob)
555 {
556 if (ob->above) ob->above->below = ob->below;
557 if (ob->below) ob->below->above = ob->above;
558
559 ob->above = 0;
560 ob->below = ob->env->inv;
561 ob->below->above = ob;
562 ob->env->inv = ob;
563 }
564
565 return ob;
566}
407 567
408typedef struct oblnk 568typedef struct oblnk
409{ /* Used to link together several objects */ 569{ /* Used to link together several objects */
410 object_ptr ob; 570 object_ptr ob;
411 struct oblnk *next; 571 struct oblnk *next;
415{ /* Used to link together several object links */ 575{ /* Used to link together several object links */
416 struct oblnk *link; 576 struct oblnk *link;
417 long value; /* Used as connected value in buttons/gates */ 577 long value; /* Used as connected value in buttons/gates */
418 struct oblinkpt *next; 578 struct oblinkpt *next;
419} oblinkpt; 579} oblinkpt;
580
581object *find_skill_by_name (object *who, const char *name);
582object *find_skill_by_name (object *who, const shstr &sh);
583object *find_skill_by_number (object *who, int skillno);
420 584
421/* 585/*
422 * The archetype structure is a set of rules on how to generate and manipulate 586 * The archetype structure is a set of rules on how to generate and manipulate
423 * objects which point to archetypes. 587 * objects which point to archetypes.
424 * This probably belongs in arch.h, but there really doesn't appear to 588 * This probably belongs in arch.h, but there really doesn't appear to
426 * object and pointers. This structure should get removed, and just replaced 590 * object and pointers. This structure should get removed, and just replaced
427 * by the object structure 591 * by the object structure
428 */ 592 */
429 593
430INTERFACE_CLASS (archetype) 594INTERFACE_CLASS (archetype)
431struct archetype : zero_initialised, attachable 595struct archetype : object
432{ 596{
433 archetype (); 597 archetype (const char *name);
434 ~archetype (); 598 ~archetype ();
435 void gather_callbacks (AV *&callbacks, event_type event) const; 599 void gather_callbacks (AV *&callbacks, event_type event) const;
436 600
437 static archetype *find (const char *arch); 601 static archetype *read (object_thawer &f);
438 602
439 void hash_add (); // add to hashtable 603 MTH static archetype *get (const_utf8_string name); // find or create
440 void hash_del (); // remove from hashtable 604 MTH static archetype *find (const_utf8_string name);
441 605
606 MTH void link ();
607 MTH void unlink ();
608
609 MTH object *instance ();
610
611 object_vector_index ACC (RW, archid); // index in archvector
442 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
443 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 613 bool ACC (RW, stub); // if true, this is an invalid archetype
444 struct archetype *ACC (RW, head); /* The main part of a linked object */
445 struct archetype *ACC (RW, more); /* Next part of a linked object */
446 object ACC (RO, clone); /* An object from which to do ->copy_to () */
447 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
448 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
449 * in comparison to the head.
450 */
451};
452 614
615 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
616 sint8 ACC (RW, max_x), ACC (RW, max_y);
617};
618
619inline void
620object_freezer::put (keyword k, archetype *v)
621{
622 put (k, v ? &v->archname : (const char *)0);
623}
624
625typedef object_vector<object, &object::index > objectvec;
626typedef object_vector<object, &object::active> activevec;
627typedef object_vector<archetype, &archetype::archid> archvec;
628
453extern object *objects; 629extern objectvec objects;
454extern object *active_objects; 630extern activevec actives;
631extern archvec archetypes;
455 632
456extern int nrofallocobjects; 633#define for_all_objects(var) \
634 for (unsigned _i = 0; _i < objects.size (); ++_i) \
635 statementvar (object *, var, objects [_i])
457 636
458/* This returns TRUE if the object is something that 637#define for_all_actives(var) \
459 * should be displayed in the look window 638 for (unsigned _i = 0; _i < actives.size (); ++_i) \
460 */ 639 statementvar (object *, var, actives [_i])
461#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 640
641#define for_all_archetypes(var) \
642 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
643 statementvar (archetype *, var, archetypes [_i])
462 644
463/* Used by update_object to know if the object being passed is 645/* Used by update_object to know if the object being passed is
464 * being added or removed. 646 * being added or removed.
465 */ 647 */
466#define UP_OBJ_INSERT 1 648#define UP_OBJ_INSERT 1
483 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 665 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
484 * Use for treasure chests so the new object is the highest thing 666 * Use for treasure chests so the new object is the highest thing
485 * beneath the player, but not actually above it. Note - the 667 * beneath the player, but not actually above it. Note - the
486 * map and x,y coordinates for the object to be inserted must 668 * map and x,y coordinates for the object to be inserted must
487 * match the originator. 669 * match the originator.
488 * INS_MAP_LOAD: disable lots of checkings done at insertion to
489 * speed up map loading process, as we assume the ordering in
490 * loaded map is correct.
491 * 670 *
492 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 671 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
493 * are mutually exclusive. The behaviour for passing more than one 672 * are mutually exclusive. The behaviour for passing more than one
494 * should be considered undefined - while you may notice what happens 673 * should be considered undefined - while you may notice what happens
495 * right now if you pass more than one, that could very well change 674 * right now if you pass more than one, that could very well change
498#define INS_NO_MERGE 0x0001 677#define INS_NO_MERGE 0x0001
499#define INS_ABOVE_FLOOR_ONLY 0x0002 678#define INS_ABOVE_FLOOR_ONLY 0x0002
500#define INS_NO_WALK_ON 0x0004 679#define INS_NO_WALK_ON 0x0004
501#define INS_ON_TOP 0x0008 680#define INS_ON_TOP 0x0008
502#define INS_BELOW_ORIGINATOR 0x0010 681#define INS_BELOW_ORIGINATOR 0x0010
503#define INS_MAP_LOAD 0x0020
504 682
505#define ARCH_SINGULARITY "singularity"
506#define ARCH_SINGULARITY_LEN 11
507#define ARCH_DETECT_MAGIC "detect_magic"
508#define ARCH_DEPLETION "depletion" 683#define ARCH_DEPLETION "depletion"
509#define ARCH_SYMPTOM "symptom"
510 684
511#endif 685#endif
512 686

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