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Comparing deliantra/server/include/object.h (file contents):
Revision 1.9 by root, Sun Aug 27 17:59:26 2006 UTC vs.
Revision 1.156 by root, Fri Apr 11 13:59:06 2008 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 1.9 2006/08/27 17:59:26 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
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 <support@deliantra.net>
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 69
49typedef struct _event 70#define NUM_COINS 4 /* number of coin types */
50{ 71extern 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 72
58/* 73/*
59 * 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
60 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 76 *
63 * 78 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 80 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
67 */ 82 */
68typedef struct _key_value { 83struct key_value
69 const char * key; 84{
70 const char * value;
71 struct _key_value * next; 85 key_value *next;
72} key_value; 86 shstr key, value;
87};
73 88
89struct UUID
90{
91 uint64 seq;
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 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1%*[,.]%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
74 123
75/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * 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
77 * 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
78 * can_apply and will_apply? 127 * can_apply and will_apply?
79 */ 128 */
80#define WILL_APPLY_HANDLE 0x1 129#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 130#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 131#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 132#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
85 134
135struct body_slot
136{
137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139};
86 140
87/* Note that the ordering of this structure is sort of relevent - 141INTERFACE_CLASS (object)
88 * copy_object copies everything over beyond 'name' using memcpy. 142// these are being copied
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * However, if you're keeping a pointer of some sort, you probably
93 * don't just want it copied, so you'll need to add to common/object.c,
94 * e.g. copy-object
95 *
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */
103
104struct object_simple : attachable<object> { 143struct object_copy : attachable
105 static data_type get_dt () { return DT_OBJECT; } 144{
145 typedef bitset<NUM_FLAGS> flags_t;
106 146
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 */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
154 shstr ACC (RW, name); /* The name of the object, obviously... */
155 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
173 object_ptr ACC (RW, spell); /* Spell that was being cast */
174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177
178 float ACC (RW, speed); /* The overall speed of this object */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180 uint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block are basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp.
196 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
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 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 sint32 ACC (RW, carrying); /* How much weight this object contains */
210 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
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 */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */
219
220 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222
223 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
228 /* races/classes can need less/more exp to gain levels */
229
230 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically
232 * only used in spells.
233 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254
255 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */
268};
269
270struct object : zero_initialised, object_copy
271{
107 /* These variables are not changed by copy_object() */ 272 // These variables are not changed by ->copy_to
108 struct pl *contr; /* Pointer to the player which control this object */ 273 maptile_ptr 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 */ 274
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
111 struct object *active_next; /* Next & previous object in the 'active' */ 276 int ACC (RO, count);
112 struct object *active_prev; /* List. This is used in process_events */ 277 object_vector_index ACC (RO, index); // index into objects
113 /* so that the entire object list does not */ 278 object_vector_index ACC (RO, active); // index into actives
114 /* need to be gone through. */ 279
280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
281
115 struct object *below; /* Pointer to the object stacked below this one */ 282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 284 /* Note: stacked in the *same* environment */
118 struct 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
119 struct object *container; /* Current container being used. I think this 288 object_ptr ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 289 * is only used by the player right now.
121 */ 290 */
122 struct object *env; /* Pointer to the object which is the environment. 291 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 292 * This is typically the container that the object is in.
124 */ 293 */
125 struct object *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 */
126 struct object *head; /* Points to the main object of a large body */ 295 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 */ 296 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. */ 297 key_value *key_values; /* Fields not explictly known by the loader. */
260};
261 298
262struct object : object_special, object_simple { 299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
300 MTH void post_load_check (); // do some adjustments after parsing
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);
303
304 MTH int slottype () const;
305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
308 MTH void copy_to (object *dst);
309 MTH object *clone (); // create + copy_to
310 void do_destroy ();
311 void gather_callbacks (AV *&callbacks, event_type event) const;
312 MTH void destroy (bool destroy_inventory = false);
313
314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
315 MTH void destroy_inv (bool drop_to_ground = false);
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 }
334
335 static bool can_merge_slow (object *op1, object *op2);
336
337 // this is often used in time-critical code, so optimise
338 MTH static bool can_merge (object *op1, object *op2)
339 {
340 return op1->value == op2->value
341 && op1->name == op2->name
342 && can_merge_slow (op1, op2);
343 }
344
345 MTH void set_owner (object *owner);
346 MTH void set_speed (float speed);
347 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob);
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
263 void instantiate_ (); 365 MTH void instantiate ();
264 void instantiate () 366
367 // recalculate all stats
368 MTH void update_stats ();
369 MTH void roll_stats ();
370 MTH void swap_stats (int a, int b);
371 MTH void add_statbonus ();
372 MTH void remove_statbonus ();
373 MTH void drain_stat ();
374 MTH void drain_specific_stat (int deplete_stats);
375 MTH void change_luck (int value);
376
377 // info must hold 256 * 3 bytes currently
378 const char *debug_desc (char *info) const;
379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
380 const char *flag_desc (char *desc, int len) const;
381
382 int number_of () const
265 { 383 {
266 if (attach) 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 }
403
404 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
405 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
406 || type == CLOAK || type == BOOTS || type == GLOVES
407 || type == BRACERS || type == GIRDLE; }
408 MTH bool is_alive () const { return (type == PLAYER
409 || flag [FLAG_MONSTER]
410 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
411 && !flag [FLAG_IS_A_TEMPLATE]; }
412 MTH bool is_arrow () const { return type == ARROW
413 || (type == SPELL_EFFECT
414 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
415 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
416
417 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
418
419 // temporary: wether the object can be saved in a map file
420 // contr => is a player
421 // head => only save head of a multitile object
422 // owner => can not reference owner yet
423 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
424
425 /* This return true if object has still randomitems which
426 * could be expanded.
427 */
428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
429
430 // returns the player that has this object in his inventory, or 0
431 MTH object *in_player () const
432 {
433 for (object *op = env; op; op = op->env)
434 if (op->type == PLAYER)
435 return op;
436
437 return 0;
438 }
439
440 // "temporary" helper function
441 MTH object *head_ ()
442 {
443 return head ? head : this;
444 }
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
464 // insert object at same map position as 'where'
465 // handles both inventory and map "positions"
466 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
467 MTH void drop_unpaid_items ();
468
469 MTH void activate ();
470 MTH void deactivate ();
471 MTH void activate_recursive ();
472 MTH void deactivate_recursive ();
473
474 // set the givne flag on all objects in the inventory recursively
475 MTH void set_flag_inv (int flag, int value = 1);
476
477 void enter_exit (object *exit);//Perl
478 MTH void enter_map (maptile *newmap, int x, int y);
479
480 // returns the mapspace this object is in
481 mapspace &ms () const;
482
483 // fully recursive iterator
484 struct iterator_base
485 {
486 object *item;
487
488 iterator_base (object *container)
489 : item (container)
267 { 490 {
268 instantiate_ ();
269 free_string (attach);
270 attach = 0;
271 } 491 }
492
493 operator object *() const { return item; }
494
495 object *operator ->() const { return item; }
496 object &operator * () const { return *item; }
272 } 497 };
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277 498
278 if (self || cb) 499 MTH unsigned int random_seed () const
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 500 {
501 return (unsigned int)uuid.seq;
502 }
503
504 // depth-first recursive iterator
505 struct depth_iterator : iterator_base
506 {
507 depth_iterator (object *container);
508 void next ();
509 object *operator ++( ) { next (); return item; }
510 object *operator ++(int) { object *i = item; next (); return i; }
280 } 511 };
281};
282 512
283typedef struct oblnk { /* Used to link together several objects */ 513 object *begin ()
514 {
515 return this;
516 }
517
518 object *end ()
519 {
520 return this;
521 }
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
541protected:
542 void link ();
543 void unlink ();
544
284 object *ob; 545 object ();
546 ~object ();
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}
567
568typedef struct oblnk
569{ /* Used to link together several objects */
570 object_ptr ob;
285 struct oblnk *next; 571 struct oblnk *next;
286 tag_t id;
287} objectlink; 572} objectlink;
288 573
289typedef struct oblinkpt { /* Used to link together several object links */ 574typedef struct oblinkpt
575{ /* Used to link together several object links */
290 struct oblnk *link; 576 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */ 577 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next; 578 struct oblinkpt *next;
293} 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);
294 584
295/* 585/*
296 * 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
297 * objects which point to archetypes. 587 * objects which point to archetypes.
298 * 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
299 * be much left in the archetype - all it really is is a holder for the 589 * 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 590 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 591 * by the object structure
302 */ 592 */
303 593
304typedef struct archt { 594INTERFACE_CLASS (archetype)
595struct archetype : object
596{
597 archetype (const char *name);
598 ~archetype ();
599 void gather_callbacks (AV *&callbacks, event_type event) const;
600
601 static archetype *read (object_thawer &f);
602
603 MTH static archetype *get (const_utf8_string name); // find or create
604 MTH static archetype *find (const_utf8_string name);
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
305 const char *name; /* More definite name, like "generate_kobold" */ 612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */ 613 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) */
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;
315 614
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
316extern object *objects; 629extern objectvec objects;
317extern object *active_objects; 630extern activevec actives;
318extern object *free_objects; 631extern archvec archetypes;
319extern object objarray[STARTMAX];
320 632
321extern int nrofallocobjects; 633#define for_all_objects(var) \
322extern int nroffreeobjects; 634 for (unsigned _i = 0; _i < objects.size (); ++_i) \
635 statementvar (object *, var, objects [_i])
323 636
324/* This returns TRUE if the object is somethign that 637#define for_all_actives(var) \
325 * should be displayed in the look window 638 for (unsigned _i = 0; _i < actives.size (); ++_i) \
326 */ 639 statementvar (object *, var, actives [_i])
327#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])
328 644
329/* 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
330 * being added or removed. 646 * being added or removed.
331 */ 647 */
332#define UP_OBJ_INSERT 1 648#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 649#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 650#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 651#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 652
337/* These are flags passed to insert_ob_in_map and 653/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 654 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 655 * for both functions.
340 * Most are fairly explanatory: 656 * Most are fairly explanatory:
349 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 665 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
350 * 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
351 * beneath the player, but not actually above it. Note - the 667 * beneath the player, but not actually above it. Note - the
352 * 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
353 * match the originator. 669 * 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 * 670 *
358 * 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
359 * are mutually exclusive. The behaviour for passing more than one 672 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 673 * should be considered undefined - while you may notice what happens
361 * 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
362 * in future revisions of the code. 675 * in future revisions of the code.
363 */ 676 */
364#define INS_NO_MERGE 0x0001 677#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 678#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 679#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 680#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 681#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020
370 682
371#define ARCH_SINGULARITY "singularity"
372#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion" 683#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom"
376 684
377#endif 685#endif
686

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