/* * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Crossfire TRT is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * The authors can be reached via e-mail to */ #ifndef OBJECT_H #define OBJECT_H #include #include "cfperl.h" #include "shstr.h" typedef int tag_t; enum { body_skill, body_combat, body_range, body_shield, body_arm, body_torso, body_head, body_neck, body_finger, body_shoulder, body_foot, body_hand, body_wrist, body_waist, NUM_BODY_LOCATIONS }; enum slottype_t { slot_none, slot_combat, slot_ranged, }; /* See common/item.c */ typedef struct Body_Locations { keyword save_name; /* Name used to load/save it to disk */ const char *use_name; /* Name used when describing an item we can use */ const char *nonuse_name; /* Name to describe objects we can't use */ } Body_Locations; extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; /* * Each object (this also means archetypes!) could have a few of these * "dangling" from it; this could also end up containing 'parse errors'. * * key and value are shared-strings. * * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than * accessing the list directly. * Exception is if you want to walk this list for some reason. */ struct key_value { key_value *next; shstr key, value; }; struct UUID { uint64 seq; UUID () { } UUID (uint64 seq) : seq(seq) { } operator uint64() { return seq; } void operator =(uint64 seq) { this->seq = seq; } }; extern void init_uuid (); extern UUID gen_uuid (); extern const uint64 UUID_SKIP; /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields * that were in the can_apply area. What is the point of having both * can_apply and will_apply? */ #define WILL_APPLY_HANDLE 0x01 #define WILL_APPLY_TREASURE 0x02 #define WILL_APPLY_EARTHWALL 0x04 #define WILL_APPLY_DOOR 0x08 #define WILL_APPLY_FOOD 0x10 struct body_slot { signed char info:4; /* body info as loaded from the file */ signed char used:4; /* Calculated value based on items equipped */ }; INTERFACE_CLASS (object) // these are being copied struct object_copy : attachable { typedef bitset flags_t; sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ uint8 ACC (RW, subtype); /* subtype of object */ sint8 ACC (RW, direction); /* Means the object is moving that way. */ sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ shstr ACC (RW, title); /* Of foo, etc */ shstr ACC (RW, race); /* human, goblin, dragon, etc */ shstr ACC (RW, slaying); /* Which race to do double damage to */ /* If this is an exit, this is the filename */ shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ shstr ACC (RW, lore); /* Obscure information about this object, */ /* To get put into books and the like. */ shstr ACC (RW, materialname); /* specific material name */ shstr ACC (RW, custom_name); /* Custom name assigned by player */ // materialtype_t *ACC (RW, material); /* What material this object consists of */ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ object_ptr ACC (RW, spell); /* Spell that was being cast */ object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ arch_ptr ACC (RW, arch); /* Pointer to archetype */ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ uint32 ACC (RW, nrof); /* How many of the objects */ /* This next big block are basically used for monsters and equipment */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ uint16 ACC (RW, materials); /* What materials this object consists of */ sint8 ACC (RW, magic); /* Any magical bonuses to this item */ uint8 ACC (RW, state); /* How the object was last drawn (animation) */ sint32 ACC (RW, value); /* How much money it is worth (or contains) */ /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. */ sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ sint16 ACC (RW, last_eat); /* How long since we last ate */ sint16 ACC (RW, invisible); /* How much longer the object will be invis */ sint16 ACC (RW, level); /* Level of creature or object */ uint8 ACC (RW, pick_up); /* See crossfire.doc */ sint8 ACC (RW, item_power); /* power rating of the object */ sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ sint32 ACC (RW, weight); /* Attributes of the object */ sint32 ACC (RW, weight_limit);/* Weight-limit of object */ sint32 ACC (RW, carrying); /* How much weight this object contains */ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ uint32 ACC (RW, tooltype); /* type of tool or build facility */ body_slot slot [NUM_BODY_LOCATIONS]; faceidx ACC (RW, face); /* the graphical face */ faceidx ACC (RW, sound); /* the sound face */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the pod/objects.pod for more info about body locations */ /* Following mostly refers to fields only used for monsters */ uint32 ACC (RW, hide); /* The object is hidden, not invisible */ /* allows different movement patterns for attackers */ sint32 ACC (RW, move_status); /* What stage in attack mode */ uint16 ACC (RW, attack_movement); /* What kind of attack movement */ uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ /* races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically * only used in spells. */ sint16 ACC (RW, duration); /* How long the spell lasts */ sint16 ACC (RW, casting_time);/* time left before spell goes off */ uint16 ACC (RW, start_holding); uint8 ACC (RW, duration_modifier); /* how level modifies duration */ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ MoveType ACC (RW, move_type); /* Type of movement this object uses */ MoveType ACC (RW, move_block);/* What movement types this blocks */ MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ MoveType ACC (RW, move_off); /* Move types affected moving off this space */ MoveType ACC (RW, move_slow); /* Movement types this slows down */ float ACC (RW, move_slow_penalty); /* How much this slows down the object */ char *ACC (RW, spellarg); /* Following are values used by any object */ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ flags_t flag; /* various flags */ #if FOR_PERL bool ACC (RW, flag[NUM_FLAGS]); #endif uint16 ACC (RW, animation_id);/* An index into the animation array */ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ uint8 ACC (RW, last_anim); /* last sequence used to draw face */ sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ uint8 ACC (RW, will_apply); /* See crossfire.doc */ }; struct object : zero_initialised, object_copy { // These variables are not changed by ->copy_to maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. int ACC (RO, count); object_vector_index ACC (RO, index); // index into objects object_vector_index ACC (RO, active); // index into actives player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ object *ACC (RW, below); /* Pointer to the object stacked below this one */ object *ACC (RW, above); /* Pointer to the object stacked above this one */ /* Note: stacked in the *same* environment */ object *inv; /* Pointer to the first object in the inventory */ //TODO: container must move into client object_ptr ACC (RW, container); /* Current container being used. I think this * is only used by the player right now. */ object *ACC (RW, env); /* Pointer to the object which is the environment. * This is typically the container that the object is in. */ object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different client_container *seen_by; // seen by which player/container currently? key_value *key_values; /* Fields not explictly known by the loader. */ bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all void post_load_check (); // do some adjustments after parsing static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. bool write (object_freezer &f); MTH int slottype () const; MTH static object *create (); object &operator =(const object &src); MTH void copy_to (object *dst); MTH object *clone (); // create + copy_to void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; MTH void destroy (bool destroy_inventory = false); // recursively destroy all objects in inventory, optionally dropping them to the ground instead MTH void destroy_inv (bool drop_to_ground = false); MTH object *insert (object *item); // insert into inventory MTH void play_sound (faceidx sound) const; void do_remove (); MTH void remove () { if (!flag [FLAG_REMOVED]) do_remove (); } static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise MTH static bool can_merge (object *op1, object *op2) { return op1->value == op2->value && op1->name == op2->name && can_merge_slow (op1, op2); } MTH void set_owner (object *owner); MTH void set_speed (float speed); MTH bool change_weapon (object *ob); MTH bool change_skill (object *ob); MTH void open_container (object *new_container); MTH void close_container () { open_container (0); } MTH object *force_find (const shstr name); MTH void force_add (const shstr name, int duration = 0); // overwrite the attachable should_invoke function with a version that also checks ev_want_type bool should_invoke (event_type event) { return ev_want_event [event] || ev_want_type [type] || cb; } MTH void instantiate (); // recalculate all stats MTH void update_stats (); MTH void roll_stats (); MTH void swap_stats (int a, int b); MTH void add_statbonus (); MTH void remove_statbonus (); MTH void drain_stat (); MTH void drain_specific_stat (int deplete_stats); MTH void change_luck (int value); // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; MTH const char *debug_desc () const; // uses at least 3 round-robin buffers const char *flag_desc (char *desc, int len) const; int number_of () const { return nrof ? nrof : 1; } uint64 total_weight () const { return weight * number_of (); } // return the dominant material of this item, always return something const materialtype_t *dominant_material () const; // return the volume of this object in cm³ uint64 volume () const { return total_weight () * 1000 * (type == CONTAINER ? 1000 : 1) / dominant_material ()->density; } MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET || type == CLOAK || type == BOOTS || type == GLOVES || type == BRACERS || type == GIRDLE; } MTH bool is_alive () const { return (type == PLAYER || flag [FLAG_MONSTER] || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) && !flag [FLAG_IS_A_TEMPLATE]; } MTH bool is_arrow () const { return type == ARROW || (type == SPELL_EFFECT && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } // temporary: wether the object can be saved in a map file // contr => is a player // head => only save head of a multitile object // owner => can not reference owner yet MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } /* This return true if object has still randomitems which * could be expanded. */ MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } // returns the player that has this object in his inventory, or 0 MTH object *in_player () const { for (object *op = env; op; op = op->env) if (op->type == PLAYER) return op; return 0; } // "temporary" helper function MTH object *head_ () { return head ? head : this; } MTH bool is_head () { return head_ () == this; } MTH std::string long_desc (object *who = 0); MTH std::string describe_monster (object *who = 0); MTH std::string describe_item (object *who = 0); MTH std::string describe (object *who = 0); // If this object has no extra parts but should have them, // add them, effectively expanding heads into multipart // objects. This method only works on objects not inserted // anywhere. MTH void expand_tail (); MTH void create_treasure (treasurelist *tl, int flags = 0); // insert object at same map position as 'where' // handles both inventory and map "positions" MTH object *insert_at (object *where, object *originator = 0, int flags = 0); MTH void drop_unpaid_items (); MTH void activate (); MTH void deactivate (); MTH void activate_recursive (); MTH void deactivate_recursive (); // set the givne flag on all objects in the inventory recursively MTH void set_flag_inv (int flag, int value = 1); void enter_exit (object *exit);//Perl MTH void enter_map (maptile *newmap, int x, int y); // returns the mapspace this object is in mapspace &ms () const; // fully recursive iterator struct iterator_base { object *item; iterator_base (object *container) : item (container) { } operator object *() const { return item; } object *operator ->() const { return item; } object &operator * () const { return *item; } }; MTH unsigned int random_seed () const { return (unsigned int)uuid.seq; } // depth-first recursive iterator struct depth_iterator : iterator_base { depth_iterator (object *container); void next (); object *operator ++( ) { next (); return item; } object *operator ++(int) { object *i = item; next (); return i; } }; object *begin () { return this; } object *end () { return this; } /* This returns TRUE if the object is something that * should be displayed in the floorbox/inventory window */ MTH bool client_visible () const { return !invisible && type != PLAYER; } MTH struct region *region () const; protected: void link (); void unlink (); object (); ~object (); }; // move this object to the top of its env's inventory to speed up // searches for it. static object * splay (object *ob) { if (ob->env && ob->env->inv != ob) { if (ob->above) ob->above->below = ob->below; if (ob->below) ob->below->above = ob->above; ob->above = 0; ob->below = ob->env->inv; ob->below->above = ob; ob->env->inv = ob; } return ob; } typedef struct oblnk { /* Used to link together several objects */ object_ptr ob; struct oblnk *next; } objectlink; typedef struct oblinkpt { /* Used to link together several object links */ struct oblnk *link; long value; /* Used as connected value in buttons/gates */ struct oblinkpt *next; } oblinkpt; object *find_skill_by_name (object *who, const char *name); object *find_skill_by_name (object *who, const shstr &sh); object *find_skill_by_number (object *who, int skillno); /* * The archetype structure is a set of rules on how to generate and manipulate * objects which point to archetypes. * This probably belongs in arch.h, but there really doesn't appear to * be much left in the archetype - all it really is is a holder for the * object and pointers. This structure should get removed, and just replaced * by the object structure */ INTERFACE_CLASS (archetype) struct archetype : object { archetype (const char *name); ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; static archetype *read (object_thawer &f); static archetype *get (const char *name); // find or create static archetype *find (const char *name); void link (); void unlink (); object_vector_index ACC (RW, archid); // index in archvector shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ bool ACC (RW, stub); // if true, this is an invalid archetype uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ sint8 ACC (RW, max_x), ACC (RW, max_y); }; inline void object_freezer::put (keyword k, archetype *v) { put (k, v ? &v->archname : (const char *)0); } typedef object_vector objectvec; typedef object_vector activevec; typedef object_vector archvec; extern objectvec objects; extern activevec actives; extern archvec archetypes; #define for_all_objects(var) \ for (unsigned _i = 0; _i < objects.size (); ++_i) \ statementvar (object *, var, objects [_i]) #define for_all_actives(var) \ for (unsigned _i = 0; _i < actives.size (); ++_i) \ statementvar (object *, var, actives [_i]) #define for_all_archetypes(var) \ for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ statementvar (archetype *, var, archetypes [_i]) /* Used by update_object to know if the object being passed is * being added or removed. */ #define UP_OBJ_INSERT 1 #define UP_OBJ_REMOVE 2 #define UP_OBJ_CHANGE 3 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ /* These are flags passed to insert_ob_in_map and * insert_ob_in_ob. Note that all flags may not be meaningful * for both functions. * Most are fairly explanatory: * INS_NO_MERGE: don't try to merge inserted object with ones alrady * on space. * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. * INS_NO_WALK_ON: Don't call check_walk_on against the * originator - saves cpu time if you know the inserted object * is not meaningful in terms of having an effect. * INS_ON_TOP: Always put object on top. Generally only needed when loading * files from disk and ordering needs to be preserved. * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - * Use for treasure chests so the new object is the highest thing * beneath the player, but not actually above it. Note - the * map and x,y coordinates for the object to be inserted must * match the originator. * INS_MAP_LOAD: disable lots of checkings done at insertion to * speed up map loading process, as we assume the ordering in * loaded map is correct. * * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY * are mutually exclusive. The behaviour for passing more than one * should be considered undefined - while you may notice what happens * right now if you pass more than one, that could very well change * in future revisions of the code. */ #define INS_NO_MERGE 0x0001 #define INS_ABOVE_FLOOR_ONLY 0x0002 #define INS_NO_WALK_ON 0x0004 #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 #define INS_MAP_LOAD 0x0020 #define ARCH_DEPLETION "depletion" #endif