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Comparing deliantra/server/include/object.h (file contents):
Revision 1.34 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.97 by root, Wed Feb 7 02:13:06 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 35#define BODY_ARMS 1
33 36
34/* See common/item.c */ 37/* See common/item.c */
35 38
59}; 62};
60 63
61struct UUID 64struct UUID
62{ 65{
63 uint64 seq; 66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
64}; 72};
65 73
66extern void init_uuid (); 74extern void init_uuid ();
67extern UUID gen_uuid (); 75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
68 77
69/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 79 * sprinkled in the code. Note that some of these also replace fields
71 * that were in the can_apply area. What is the point of having both 80 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 81 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 86#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
79 88
80/* However, if you're keeping a pointer of some sort, you probably 89/* However, if you're keeping a pointer of some sort, you probably
81 * don't just want it copied, so you'll need to add to common/object.C, 90 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object. 91 * e.g. ->copy_to ()
83 */ 92 */
84 93
94INTERFACE_CLASS (object)
85// these are not being copied 95// these are being copied
86ACC_CLASS (object) 96struct object_copy : attachable
87struct object_keep : refcounted
88{ 97{
89 tag_t ACC (RW, count); /* Unique object number for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
90 UUID uuid; // Unique Identifier, survives saves etc.
91 99
92 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113};
114
115// these are being copied
116struct object_copy : attachable<object>
117{
118 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
119 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
120 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
121 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
122 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
123 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
124 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
125 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
126 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
127 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
128 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
129 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
130 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
131}; 115// materialtype_t *ACC (RW, material); /* What material this object consists of */
116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
132 125
133// these are being copied and also cleared 126 facetile *ACC (RW, face); /* Face with colors */
134struct object_pod
135{
136 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
137 float ACC (RW, speed); /* The overall speed of this object */ 127 float ACC (RW, speed); /* The overall speed of this object */
138 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
139 uint32 ACC (RW, nrof); /* How many of the objects */ 129 uint32 ACC (RW, nrof); /* How many of the objects */
140 New_Face *ACC (RW, face); /* Face with colors */
141 sint8 ACC (RW, direction); /* Means the object is moving that way. */
142 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
143 130
144 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
146 uint8 ACC (RW, subtype); /* subtype of object */ 133 uint8 ACC (RW, subtype); /* subtype of object */
147 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
148 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
149 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
150 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
151 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
152 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
153 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
154 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
155 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
156 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
157 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 146 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 147 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 150 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 151 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
165 sint16 ACC (RW, level); /* Level of creature or object */ 152 sint16 ACC (RW, level); /* Level of creature or object */
166 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 153 uint8 ACC (RW, pick_up); /* See crossfire.doc */
167 sint8 ACC (RW, item_power); /* power rating of the object */ 154 sint8 ACC (RW, item_power); /* power rating of the object */
168 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 155 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
169 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 156 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
170 sint32 ACC (RW, weight); /* Attributes of the object */ 157 sint32 ACC (RW, weight); /* Attributes of the object */
171 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
172 sint32 ACC (RW, carrying); /* How much weight this object contains */ 159 sint32 ACC (RW, carrying); /* How much weight this object contains */
173 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 sint64 ACC (RW, perm_exp); /* Permanent exp */ 160 sint64 ACC (RW, perm_exp); /* Permanent exp */
175 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
176 uint32 ACC (RW, weapontype); /* type of weapon */ 161 uint32 ACC (RW, weapontype); /* type of weapon */
177 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
178 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
179 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 /* See the doc/Developers/objects for more info about body locations */ 166 /* See the pod/objects.pod for more info about body locations */
181 167
182 /* Following mostly refers to fields only used for monsters */ 168 /* Following mostly refers to fields only used for monsters */
183 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
184 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
185 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
186 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
188 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
189 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
190 /* changes made by kholland@sunlab.cit.cornell.edu */ 170
191 /* allows different movement patterns for attackers */ 171 /* allows different movement patterns for attackers */
192 sint32 ACC (RW, move_status); /* What stage in attack mode */ 172 sint32 ACC (RW, move_status); /* What stage in attack mode */
193 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 173 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
194 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 174 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
195 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 175 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
197 /* races/classes can need less/more exp to gain levels */ 176 /* races/classes can need less/more exp to gain levels */
198 177
199 /* Spell related information, may be useful elsewhere 178 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically 179 * Note that other fields are used - these files are basically
201 * only used in spells. 180 * only used in spells.
202 */ 181 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 182 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 183 sint16 ACC (RW, casting_time);/* time left before spell goes off */
205 uint16 ACC (RW, start_holding); 184 uint16 ACC (RW, start_holding);
206 struct object *ACC (RW, spell); /* Spell that was being cast */
207 char *ACC (RW, spellarg);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */ 187 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197
198 char *ACC (RW, spellarg);
199
213 /* Following are values used by any object */ 200 /* Following are values used by any object */
214 struct archetype *ACC (RW, arch); /* Pointer to archetype */
215 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
216 /* this objects turns into or what this object creates */ 201 /* this objects turns into or what this object creates */
217 uint32 flags[4]; /* various flags */ 202 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 key_value *key_values; /* Fields not explictly known by the loader. */
204 flags_t flag; /* various flags */
205#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207#endif
218 uint16 ACC (RW, animation_id); /* An index into the animation array */ 208 uint16 ACC (RW, animation_id);/* An index into the animation array */
219 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 209 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
220 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 210 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
221 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 211 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
222 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 212 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
223 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 213 uint8 ACC (RW, will_apply); /* See crossfire.doc */
224
225 MoveType ACC (RW, move_type); /* Type of movement this object uses */
226 MoveType ACC (RW, move_block); /* What movement types this blocks */
227 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
228 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
229 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
230 MoveType ACC (RW, move_slow); /* Movement types this slows down */
231 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
232 key_value *key_values; /* Fields not explictly known by the loader. */
233}; 214};
234 215
235struct object : zero_initialised, object_keep, object_copy, object_pod 216struct object : zero_initialised, object_copy
236{ 217{
218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220
221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count);
223 int ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives
225
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
227
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
234 object *ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now.
236 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in.
239 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently?
243
237 static object *create (); 244 MTH static object *create ();
245 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to
247 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const;
238 void free (bool free_inventory = false); 249 MTH void destroy (bool destroy_inventory = false);
239 250
240 static void free_mortals (); 251 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
252 MTH void destroy_inv (bool drop_to_ground = false);
253 MTH object *insert (object *item); // insert into inventory
254 void do_remove ();
255 MTH void remove ()
256 {
257 if (!flag [FLAG_REMOVED])
258 do_remove ();
259 }
260
241 static bool can_merge (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
242 262
243 void clear (); 263 // this is often used in time-critical code, so optimise
244 void clone (object *destination); 264 MTH static bool can_merge (object *op1, object *op2)
265 {
266 return op1->value == op2->value
267 && op1->name == op2->name
268 && can_merge_slow (op1, op2);
269 }
245 270
271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
273
246 void instantiate () 274 MTH void instantiate ()
247 { 275 {
248 if (!uuid.seq) // HACK 276 if (!uuid.seq) // HACK
249 uuid = gen_uuid (); 277 uuid = gen_uuid ();
250 278
251 attachable<object>::instantiate (); 279 attachable::instantiate ();
252 } 280 }
253 281
254 void set_owner (object *owner); 282 // recalculate all stats
255 object *get_owner (); 283 MTH void update_stats ();
284 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b);
286 MTH void add_statbonus ();
287 MTH void remove_statbonus ();
288 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value);
256 291
257 // info must hold 256 * 3 bytes currently 292 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const; 293 const char *debug_desc (char *info) const;
259 const char *debug_desc () const; 294 MTH const char *debug_desc () const;
295 const char *debug_desc2 () const; // another debug_desc, pure convinience function
296 const char *flag_desc (char *desc, int len) const;
297
298 int number_of () const
299 {
300 return nrof ? nrof : 1;
301 }
302
303 uint64 total_weight () const
304 {
305 return weight * number_of ();
306 }
307
308 // return the dominant material of this item, always return something
309 const materialtype_t *dominant_material () const;
310
311 uint64 volume () const
312 {
313 return total_weight () / dominant_material ()->density;
314 }
315
316 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
317 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
318 || type == CLOAK || type == BOOTS || type == GLOVES
319 || type == BRACERS || type == GIRDLE; }
320 MTH bool is_alive () const { return (type == PLAYER
321 || flag [FLAG_MONSTER]
322 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
323 && !flag [FLAG_IS_A_TEMPLATE]; }
324 MTH bool is_arrow () const { return type == ARROW
325 || (type == SPELL_EFFECT
326 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
327
328 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
329
330 // temporary: wether the object can be saved in a map file
331 // contr => is a player
332 // head => only save head of a multitile object
333 // owner => can not reference owner yet
334 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
335
336 /* This return true if object has still randomitems which
337 * could be expanded.
338 */
339 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
340
341 // returns the player that has this object in his inventory, or 0
342 MTH object *in_player () const
343 {
344 for (object *op = env; op; op = op->env)
345 if (op->type == PLAYER)
346 return op;
347
348 return 0;
349 }
350
351 // "temporary" helper function
352 MTH object *head_ ()
353 {
354 return head ? head : this;
355 }
356
357 // insert object at same map position as 'where'
358 // handles both inventory and map "positions"
359 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
360
361 MTH void activate ();
362 MTH void deactivate ();
363 MTH void activate_recursive ();
364 MTH void deactivate_recursive ();
365
366 // set the givne flag on all objects in the inventory recursively
367 MTH void set_flag_inv (int flag, int value = 1);
368
369 void enter_exit (object *exit);//PERL
370 MTH void enter_map (maptile *newmap, int x, int y);
371
372 // returns the mapspace this object is in
373 mapspace &ms () const;
260 374
261 // fully recursive iterator 375 // fully recursive iterator
262 struct iterator_base 376 struct iterator_base
263 { 377 {
264 object *item; 378 object *item;
271 operator object *() const { return item; } 385 operator object *() const { return item; }
272 386
273 object *operator ->() const { return item; } 387 object *operator ->() const { return item; }
274 object &operator * () const { return *item; } 388 object &operator * () const { return *item; }
275 }; 389 };
390
391 MTH unsigned int random_seed () const
392 {
393 return (unsigned int)uuid.seq;
394 }
276 395
277 // depth-first recursive iterator 396 // depth-first recursive iterator
278 struct depth_iterator : iterator_base 397 struct depth_iterator : iterator_base
279 { 398 {
280 depth_iterator (object *container); 399 depth_iterator (object *container);
291 object *end () 410 object *end ()
292 { 411 {
293 return this; 412 return this;
294 } 413 }
295 414
415 /* This returns TRUE if the object is something that
416 * should be displayed in the floorbox/inventory window
417 */
418 MTH bool client_visible () const
419 {
420 return !invisible && type != PLAYER;
421 }
422
423 MTH struct region *region () const;
424
296protected: 425protected:
297 friend struct archetype; 426 friend struct archetype;
298 427
299 void link (); 428 void link ();
300 void unlink (); 429 void unlink ();
301 430
302 object (); 431 object ();
303 ~object (); 432 ~object ();
304}; 433};
305 434
306#define get_object() object::create () 435typedef object_vector<object, &object::index > objectvec;
307#define free_object(op) (op)->free (0) 436typedef object_vector<object, &object::active> activevec;
308#define free_object2(op, free_inv) (op)->free (free_inv)
309#define clear_owner(op) (op)->owner = 0
310#define copy_owner(op,other) (op)->owner = (other)->owner
311#define clear_object(op) (op)->clear ()
312 437
313static inline object * 438extern objectvec objects;
314get_owner (object *op) 439extern activevec actives;
315{
316 return op->get_owner ();
317}
318 440
319static inline void 441#define for_all_objects(var) \
320set_owner (object *op, object *owner) 442 for (int _i = 0; _i < objects.size (); ++_i) \
321{ 443 declvar (object *, var, objects [_i])
322 op->set_owner (owner);
323}
324 444
325#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 445#define for_all_actives(var) \
446 for (int _i = 0; _i < actives.size (); ++_i) \
447 declvar (object *, var, actives [_i])
326 448
327typedef struct oblnk 449typedef struct oblnk
328{ /* Used to link together several objects */ 450{ /* Used to link together several objects */
329 object *ob; 451 object_ptr ob;
330 struct oblnk *next; 452 struct oblnk *next;
331 tag_t id;
332} objectlink; 453} objectlink;
333 454
334typedef struct oblinkpt 455typedef struct oblinkpt
335{ /* Used to link together several object links */ 456{ /* Used to link together several object links */
336 struct oblnk *link; 457 struct oblnk *link;
345 * be much left in the archetype - all it really is is a holder for the 466 * be much left in the archetype - all it really is is a holder for the
346 * object and pointers. This structure should get removed, and just replaced 467 * object and pointers. This structure should get removed, and just replaced
347 * by the object structure 468 * by the object structure
348 */ 469 */
349 470
350ACC_CLASS(archetype) 471INTERFACE_CLASS (archetype)
351struct archetype : zero_initialised 472struct archetype : zero_initialised, attachable
352{ 473{
353 archetype (); 474 archetype ();
354 ~archetype (); 475 ~archetype ();
476 void gather_callbacks (AV *&callbacks, event_type event) const;
355 477
478 static archetype *find (const char *name);
479
480 void hash_add (); // add to hashtable
481 void hash_del (); // remove from hashtable
482
356 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 483 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
357 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 484 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
358 struct archetype *ACC (RW, head); /* The main part of a linked object */ 485 struct archetype *ACC (RW, head); /* The main part of a linked object */
359 struct archetype *ACC (RW, more); /* Next part of a linked object */ 486 struct archetype *ACC (RW, more); /* Next part of a linked object */
360 object ACC (RO, clone); /* An object from which to do copy_object() */ 487 object ACC (RO, clone); /* An object from which to do ->copy_to () */
361 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 488 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
362 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 489 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
363 * in comparison to the head. 490 * in comparison to the head.
364 */ 491 */
365}; 492};
366
367extern object *objects;
368extern object *active_objects;
369
370extern int nrofallocobjects;
371
372/* This returns TRUE if the object is something that
373 * should be displayed in the look window
374 */
375#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
376 493
377/* Used by update_object to know if the object being passed is 494/* Used by update_object to know if the object being passed is
378 * being added or removed. 495 * being added or removed.
379 */ 496 */
380#define UP_OBJ_INSERT 1 497#define UP_OBJ_INSERT 1
421#define ARCH_DETECT_MAGIC "detect_magic" 538#define ARCH_DETECT_MAGIC "detect_magic"
422#define ARCH_DEPLETION "depletion" 539#define ARCH_DEPLETION "depletion"
423#define ARCH_SYMPTOM "symptom" 540#define ARCH_SYMPTOM "symptom"
424 541
425#endif 542#endif
543

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