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Comparing deliantra/server/include/object.h (file contents):
Revision 1.197 by root, Thu Jan 8 19:23:44 2009 UTC vs.
Revision 1.258 by root, Sat Apr 23 04:56:49 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset>
28
29#include "cfperl.h" 28#include "cfperl.h"
30#include "shstr.h" 29#include "shstr.h"
31 30
31//+GPL
32
32typedef int tag_t; 33typedef int tag_t;
33 34
35// also see common/item.C
34enum { 36enum
35 body_skill, 37{
36 body_combat, 38# define def(name, use, nonuse) body_ ## name,
37 body_range, 39# include "slotinc.h"
38 body_shield, 40# undef def
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS 41 NUM_BODY_LOCATIONS
50}; 42};
51 43
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
59/* See common/item.c */ 44/* See common/item.c */
60 45
61typedef struct Body_Locations 46struct Body_Locations
62{ 47{
48 const char *name; /* Short name/identifier */
63 keyword save_name; /* Name used to load/save it to disk */ 49 keyword kw; /* Name used to load/save it to disk */
64 const char *use_name; /* Name used when describing an item we can use */ 50 const char *use_name; /* Name used when describing an item we can use */
65 const char *nonuse_name; /* Name to describe objects we can't use */ 51 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 52};
67 53
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 54extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
55
56// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
57// contains the wall suffix (0, 1_3, 1_4 and so on).
58extern const char *wall_suffix[16];
69 59
70#define NUM_COINS 4 /* number of coin types */ 60#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1]; 61extern const char *const coins[NUM_COINS + 1];
62
63// restart server when object_count reaches this value
64#define RESTART_COUNT 0xe0000000
72 65
73/* 66/*
74 * Each object (this also means archetypes!) could have a few of these 67 * Each object (this also means archetypes!) could have a few of these
75 * "dangling" from it; this could also end up containing 'parse errors'. 68 * "dangling" from it; this could also end up containing 'parse errors'.
76 * 69 *
84{ 77{
85 key_value *next; 78 key_value *next;
86 shstr key, value; 79 shstr key, value;
87}; 80};
88 81
82//-GPL
83
89struct UUID 84struct UUID
90{ 85{
91 uint64 seq; 86 uint64 seq;
87
88 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 89
93 static UUID cur; // last uuid generated 90 static UUID cur; // last uuid generated
94 static void init (); 91 static void init ();
95 static UUID gen (); 92 static UUID gen ();
96 93
97 UUID () { } 94 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 95 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 96 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 97 void operator =(uint64 seq) { this->seq = seq; }
101 98
102 typedef char BUF [32];
103
104 bool parse (const char *s) 99 bool parse (const char *s);
105 { 100 char *append (char *buf) const;
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 101 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 102};
103
104//+GPL
123 105
124/* Definition for WILL_APPLY values. Replaces having harcoded values 106/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 107 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both 108 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 109 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 114#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 115#define WILL_APPLY_FOOD 0x10
134 116
135struct body_slot 117struct body_slot
136{ 118{
119 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 120 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 121};
140 122
141typedef struct oblnk 123typedef struct oblnk
142{ /* Used to link together several objects */ 124{ /* Used to link together several objects */
143 object_ptr ob; 125 object_ptr ob;
173 flags_t flag; /* various flags */ 155 flags_t flag; /* various flags */
174#if FOR_PERL 156#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]); 157 bool ACC (RW, flag[NUM_FLAGS]);
176#endif 158#endif
177 159
178 shstr ACC (RW, materialname); /* specific material name */ 160 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
180// materialtype_t *ACC (RW, material); /* What material this object consists of */
181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 162 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 163 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 164 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 165 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 166 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 169 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 170 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190 171
191 float ACC (RW, speed); /* The overall speed of this object */ 172 float ACC (RW, speed); /* The overall speed of this object */
192 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 173 float ACC (RW, speed_left); /* How much speed is left to spend this round */
174
193 sint32 ACC (RW, nrof); /* How many of the objects */ 175 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */ 176 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 177 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 178 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198 179
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 180 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 183 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203 184
204 uint16 ACC (RW, materials); /* What materials this object consists of */ 185 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 186 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 187 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 188 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
189
209 /* Note that the last_.. values are sometimes used for non obvious 190 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp. 191 * meanings by some objects, eg, sp penalty, permanent exp.
211 */ 192 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 193 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 194 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 195 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */ 196 sint16 ACC (RW, last_eat); /* How long since we last ate */
197
216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 198 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */ 199 sint16 ACC (RW, level); /* Level of creature or object */
218 200
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 201 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 202 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 203 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */ 204 uint8 ACC (RW, weapontype); /* type of weapon */
223 205
206 body_slot slot [NUM_BODY_LOCATIONS];
207
224 faceidx ACC (RW, face); /* the graphical face */ 208 faceidx ACC (RW, face); /* the graphical face */
225 209
226 faceidx ACC (RW, sound); /* the sound face */ 210 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */ 211 faceidx ACC (RW, sound_destroy); /* played on destroy */
228 212
229 body_slot slot [NUM_BODY_LOCATIONS];
230
231 sint32 ACC (RW, weight); /* Attributes of the object */ 213 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 214 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
215
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 216 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
217
234 sint64 ACC (RW, perm_exp); /* Permanent exp */ 218 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */ 219 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */ 220 /* See the pod/objects.pod for more info about body locations */
237 221
238 /* Following mostly refers to fields only used for monsters */ 222 /* Following mostly refers to fields only used for monsters */
239
240 /* allows different movement patterns for attackers */
241 sint32 ACC (RW, move_status); /* What stage in attack mode */
242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
245 /* races/classes can need less/more exp to gain levels */
246 223
247 /* Spell related information, may be useful elsewhere 224 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically 225 * Note that other fields are used - these files are basically
249 * only used in spells. 226 * only used in spells.
250 */ 227 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */ 228 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 229 uint8 ACC (RW, casting_time); /* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 230 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
231
255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 232 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
256 sint8 ACC (RW, range); /* Range of the spell */ 233 sint8 ACC (RW, range); /* Range of the spell */
257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 234 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
235 sint8 ACC (RW, item_power); /* power rating of the object */
258 236
237 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 238 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */ 239 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 240 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
241
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 242 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 243 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 244 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266 245
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits 246 // 8 free bits
269 247
248 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
249 // /* races/classes can need less/more exp to gain levels */
250 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
272 252
273 /* Following are values used by any object */ 253 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */ 254 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 255 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276 256
277 uint16 ACC (RW, animation_id);/* An index into the animation array */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 257 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 258 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 259 uint8 ACC (RW, will_apply); /* See crossfire.doc */
260 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
261 uint16 ACC (RW, animation_id);/* An index into the animation array */
262 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
263
264 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 265 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
266 /* allows different movement patterns for attackers */
267 uint8 ACC (RW, move_status); /* What stage in attack mode */
268 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
284 269
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 270 //16+ free bits
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287 271
288 // rarely-accessed members should be at the end 272 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object 273 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 274 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */ 275 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */ 276 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 277 shstr ACC (RW, custom_name); /* Custom name assigned by player */
294}; 278};
295 279
280const_utf8_string query_weight (const object *op);
281const_utf8_string query_short_name (const object *op);
282const_utf8_string query_name (const object *op);
283const_utf8_string query_base_name (const object *op, int plural);
284sint64 query_cost (const object *tmp, object *who, int flag);
285const char *query_cost_string (const object *tmp, object *who, int flag);
286
287int change_ability_duration (object *spell, object *caster);
288int min_casting_level (object *caster, object *spell);
289int casting_level (object *caster, object *spell);
290sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
291int SP_level_dam_adjust (object *caster, object *spob);
292int SP_level_duration_adjust (object *caster, object *spob);
293int SP_level_range_adjust (object *caster, object *spob);
294
295struct freelist_item
296{
297 freelist_item *next;
298 uint32_t count;
299};
300
296struct object : zero_initialised, object_copy 301struct object : object_copy
297{ 302{
298 // These variables are not changed by ->copy_to 303 // These variables are not changed by ->copy_to
299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 304 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
300 305
301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 306 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
302 int ACC (RO, count); 307 uint32_t ACC (RO, count);
303 object_vector_index ACC (RO, index); // index into objects 308 object_vector_index ACC (RO, index); // index into objects
304 object_vector_index ACC (RO, active); // index into actives 309 object_vector_index ACC (RO, active); // index into actives
305 310
306 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ 311 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
307 312
309 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 314 object *ACC (RW, above); /* Pointer to the object stacked above this one */
310 /* Note: stacked in the *same* environment */ 315 /* Note: stacked in the *same* environment */
311 object *inv; /* Pointer to the first object in the inventory */ 316 object *inv; /* Pointer to the first object in the inventory */
312 317
313 //TODO: container must move into client 318 //TODO: container must move into client
314 object_ptr ACC (RW, container); /* Current container being used. I think this 319 object_ptr ACC (RW, container);/* Currently opened container. I think this
315 * is only used by the player right now. 320 * is only used by the player right now.
316 */ 321 */
317 object *ACC (RW, env); /* Pointer to the object which is the environment. 322 object *ACC (RW, env); /* Pointer to the object which is the environment.
318 * This is typically the container that the object is in. 323 * This is typically the container that the object is in.
319 */ 324 */
320 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 325 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
321 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 326 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
322 client_container *seen_by; // seen by which player/container currently?
323 key_value *key_values; /* Fields not explictly known by the loader. */ 327 key_value *key_values; /* Fields not explictly known by the loader. */
328
329 MTH void set_flag (int flagnum)
330 {
331 flag [flagnum] = true;
332 }
333
334 MTH void clr_flag (int flagnum)
335 {
336 flag [flagnum] = false;
337 }
324 338
325 // privates / perl 339 // privates / perl
326 shstr_tmp kv_get (shstr_tmp key) const; 340 shstr_tmp kv_get (shstr_tmp key) const;
327 void kv_del (shstr_tmp key); 341 void kv_del (shstr_tmp key);
328 void kv_set (shstr_tmp key, shstr_tmp value); 342 void kv_set (shstr_tmp key, shstr_tmp value);
343
344//-GPL
329 345
330 // custom extra fields management 346 // custom extra fields management
331 struct key_value_access_proxy 347 struct key_value_access_proxy
332 { 348 {
333 object &ob; 349 object &ob;
360 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 376 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
361 MTH void post_load_check (); // do some adjustments after parsing 377 MTH void post_load_check (); // do some adjustments after parsing
362 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 378 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
363 bool write (object_freezer &f); 379 bool write (object_freezer &f);
364 380
365 MTH int slottype () const;
366 MTH static object *create (); 381 MTH static object *create ();
367 const mapxy &operator =(const mapxy &pos); 382 const mapxy &operator =(const mapxy &pos);
368 MTH void copy_to (object *dst); 383 MTH void copy_to (object *dst);
369 MTH object *clone (); // create + copy_to a single object 384 MTH object *clone (); // create + copy_to a single object
370 MTH object *deep_clone (); // copy whole more chain and inventory 385 MTH object *deep_clone (); // copy whole more chain and inventory
377 destroy (); 392 destroy ();
378 } 393 }
379 394
380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 395 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
381 MTH void destroy_inv (bool drop_to_ground = false); 396 MTH void destroy_inv (bool drop_to_ground = false);
397 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
382 MTH object *insert (object *item); // insert into inventory 398 MTH object *insert (object *item); // insert into inventory
383 MTH void play_sound (faceidx sound) const; 399 MTH void play_sound (faceidx sound) const;
384 MTH void say_msg (const char *msg) const; 400 MTH void say_msg (const_utf8_string msg) const;
385 401
386 void do_remove (); 402 void do_remove ();
387 MTH void remove () 403 MTH void remove ()
388 { 404 {
389 if (!flag [FLAG_REMOVED]) 405 if (!flag [FLAG_REMOVED])
397 remove (); 413 remove ();
398 *this = pos; 414 *this = pos;
399 insert_at (this, this); 415 insert_at (this, this);
400 } 416 }
401 417
402 // high-level move functions, return true if successful 418 // high-level move method.
419 // object op is trying to move in direction dir.
420 // originator is typically the same as op, but
421 // can be different if originator is causing op to
422 // move (originator is pushing op)
423 // returns 0 if the object is not able to move to the
424 // desired space, 1 otherwise (in which case we also
425 // move the object accordingly. This function is
426 // very similiar to move_object.
403 int move (int dir, object *originator); 427 int move (int dir, object *originator);
404 428
405 int move (int dir) 429 int move (int dir)
406 { 430 {
407 return move (dir, this); 431 return move (dir, this);
408 } 432 }
433
434 // changes move_type to a new value - handles move_on/move_off effects
435 MTH void change_move_type (MoveType mt);
409 436
410 static bool can_merge_slow (object *op1, object *op2); 437 static bool can_merge_slow (object *op1, object *op2);
411 438
412 // this is often used in time-critical code, so optimise 439 // this is often used in time-critical code, so optimise
413 MTH static bool can_merge (object *op1, object *op2) 440 MTH static bool can_merge (object *op1, object *op2)
417 && can_merge_slow (op1, op2); 444 && can_merge_slow (op1, op2);
418 } 445 }
419 446
420 MTH void set_owner (object *owner); 447 MTH void set_owner (object *owner);
421 MTH void set_speed (float speed); 448 MTH void set_speed (float speed);
422 MTH bool change_weapon (object *ob); 449 MTH void set_glow_radius (sint8 rad);
423 MTH bool change_skill (object *ob);
424 450
425 MTH void open_container (object *new_container); 451 MTH void open_container (object *new_container);
426 MTH void close_container () 452 MTH void close_container ()
427 { 453 {
428 open_container (0); 454 open_container (0);
429 } 455 }
430 456
457 // potential future accessor for "container"
458 MTH object *container_ () const
459 {
460 return container;
461 }
462
463 MTH bool is_open_container () const
464 {
465 // strangely enough, using ?: here causes code to inflate
466 return type == CONTAINER
467 && ((env && env->container_ () == this)
468 || (!env && flag [FLAG_APPLIED]));
469 }
470
431 MTH object *force_find (shstr_tmp name); 471 MTH object *force_find (shstr_tmp name);
472 MTH void force_set_timer (int duration);
432 MTH object *force_add (shstr_tmp name, int duration = 0); 473 MTH object *force_add (shstr_tmp name, int duration = 0);
433 474
434 oblinkpt *find_link () const; 475 oblinkpt *find_link () const;
435 MTH void add_link (maptile *map, shstr_tmp id); 476 MTH void add_link (maptile *map, shstr_tmp id);
436 MTH void remove_link (); 477 MTH void remove_link ();
452 MTH void drain_stat (); 493 MTH void drain_stat ();
453 MTH void drain_specific_stat (int deplete_stats); 494 MTH void drain_specific_stat (int deplete_stats);
454 MTH void change_luck (int value); 495 MTH void change_luck (int value);
455 496
456 // info must hold 256 * 3 bytes currently 497 // info must hold 256 * 3 bytes currently
457 const char *debug_desc (char *info) const; 498 const_utf8_string debug_desc (char *info) const;
458 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 499 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
459 const char *flag_desc (char *desc, int len) const; 500 const_utf8_string flag_desc (char *desc, int len) const;
460 501
461 MTH bool decrease (sint32 nr = 1); // returns true if anything is left 502 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
462 MTH object *split (sint32 nr = 1); // return 0 on failure 503 MTH object *split (sint32 nr = 1); // return 0 on failure
463 504
464 MTH int number_of () const 505 MTH int number_of () const
472 } 513 }
473 514
474 MTH void update_weight (); 515 MTH void update_weight ();
475 516
476 // return the dominant material of this item, always return something 517 // return the dominant material of this item, always return something
477 const materialtype_t *dominant_material () const; 518 const materialtype_t *dominant_material () const
519 {
520 return material;
521 }
478 522
479 // return the volume of this object in cm³ 523 // return the volume of this object in cm³
480 MTH uint64 volume () const 524 MTH uint64 volume () const
481 { 525 {
482 return (uint64)total_weight () 526 return (uint64)total_weight ()
483 * 1000 527 * 1024 // 1000 actually
484 * (type == CONTAINER ? 1000 : 1) 528 * (type == CONTAINER ? 128 : 1)
485 / dominant_material ()->density; 529 / dominant_material ()->density; // ugh, division
486 } 530 }
531
532 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
487 533
488 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 534 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
489 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 535 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
490 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 536 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
491 || type == CLOAK || type == BOOTS || type == GLOVES 537 || type == CLOAK || type == BOOTS || type == GLOVES
497 MTH bool is_arrow () const { return type == ARROW 543 MTH bool is_arrow () const { return type == ARROW
498 || (type == SPELL_EFFECT 544 || (type == SPELL_EFFECT
499 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 545 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
500 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 546 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
501 547
548 MTH bool is_dragon () const;
549
550 MTH bool is_immunity () const { return invisible && type == SIGN; }
551
502 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 552 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
503 553
504 // temporary: wether the object can be saved in a map file 554 // temporary: wether the object can be saved in a map file
505 // contr => is a player 555 // contr => is a player
506 // head => only save head of a multitile object 556 // head => only save head of a multitile object
507 // owner => can not reference owner yet 557 // owner => can not reference owner yet
510 /* This return true if object has still randomitems which 560 /* This return true if object has still randomitems which
511 * could be expanded. 561 * could be expanded.
512 */ 562 */
513 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 563 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
514 564
515 MTH bool has_dialogue () const { return *&msg == '@'; } 565 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
566
567 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
568
569 /* need_identify returns true if the item should be identified. This
570 * function really should not exist - by default, any item not identified
571 * should need it.
572 */
573 MTH bool need_identify () const;
516 574
517 // returns the outermost owner, never returns 0 575 // returns the outermost owner, never returns 0
518 MTH object *outer_owner () 576 MTH object *outer_owner ()
519 { 577 {
520 object *op; 578 object *op;
524 582
525 return op; 583 return op;
526 } 584 }
527 585
528 // returns the outermost environment, never returns 0 586 // returns the outermost environment, never returns 0
529 MTH object *outer_env () const 587 MTH object *outer_env_or_self () const
530 { 588 {
531 const object *op; 589 const object *op;
532 590
533 for (op = this; op->env; op = op->env) 591 for (op = this; op->env; op = op->env)
534 ; 592 ;
535 593
536 return const_cast<object *>(op); 594 return const_cast<object *>(op);
595 }
596
597 // returns the outermost environment, may return 0
598 MTH object *outer_env () const
599 {
600 return env ? outer_env_or_self () : 0;
537 } 601 }
538 602
539 // returns the player that has this object in his inventory, or 0 603 // returns the player that has this object in his inventory, or 0
540 // we assume the player is always the outer env 604 // we assume the player is always the outer env
541 MTH object *in_player () const 605 MTH object *in_player () const
542 { 606 {
543 object *op = outer_env (); 607 object *op = outer_env_or_self ();
544 608
545 return op->type == PLAYER ? op : 0; 609 return op->type == PLAYER ? op : 0;
546 } 610 }
547 611
548 // "temporary" helper function 612 // "temporary" helper function
569 MTH bool is_player () const 633 MTH bool is_player () const
570 { 634 {
571 return !!contr; 635 return !!contr;
572 } 636 }
573 637
638 /* elmex: this method checks whether the object is in a shop */
639 MTH bool is_in_shop () const;
640
574 MTH bool affects_los () const 641 MTH bool affects_los () const
575 { 642 {
576 return glow_radius || flag [FLAG_BLOCKSVIEW]; 643 return glow_radius || flag [FLAG_BLOCKSVIEW];
577 } 644 }
578 645
579 MTH bool has_carried_lights () const 646 MTH bool has_carried_lights () const
580 { 647 {
581 return glow_radius; 648 return glow_radius;
582 } 649 }
583 650
584 // returns the player that cna see this object, if any 651 // returns the player that can see this object, if any
585 MTH object *visible_to () const; 652 MTH object *visible_to () const;
586 653
587 MTH std::string long_desc (object *who = 0); 654 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
588 MTH std::string describe_monster (object *who = 0); 655 MTH std::string describe_monster (object *who = 0);
589 MTH std::string describe_item (object *who = 0); 656 MTH std::string describe_item (object *who = 0);
590 MTH std::string describe (object *who = 0); 657 MTH std::string describe (object *who = 0); // long description, without name
658
659 MTH const_utf8_string query_weight () { return ::query_weight (this); }
660 MTH const_utf8_string query_name () { return ::query_name (this); }
661 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
662 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
591 663
592 // If this object has no extra parts but should have them, 664 // If this object has no extra parts but should have them,
593 // add them, effectively expanding heads into multipart 665 // add them, effectively expanding heads into multipart
594 // objects. This method only works on objects not inserted 666 // objects. This method only works on objects not inserted
595 // anywhere. 667 // anywhere.
596 MTH void expand_tail (); 668 MTH void expand_tail ();
597 669
598 MTH void create_treasure (treasurelist *tl, int flags = 0); 670 MTH void create_treasure (treasurelist *tl, int flags = 0);
599 671
672 // makes sure the player has the named skill,
673 // and also makes it innate if can_use is true.
674 // returns the new skill or 0 if no such skill exists.
675 MTH object *give_skill (shstr_cmp name, bool can_use = false);
676 MTH void become_follower (object *new_god);
677
600 // insert object at same map position as 'where' 678 // insert object at same map position as 'where'
601 // handles both inventory and map "positions" 679 // handles both inventory and map "positions"
602 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 680 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
681 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
682 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
603 MTH void drop_unpaid_items (); 683 MTH void drop_unpaid_items ();
604 684
605 MTH void activate (); 685 MTH void activate ();
606 MTH void deactivate (); 686 MTH void deactivate ();
607 MTH void activate_recursive (); 687 MTH void activate_recursive ();
608 MTH void deactivate_recursive (); 688 MTH void deactivate_recursive ();
609 689
610 // set the given flag on all objects in the inventory recursively 690 // set the given flag on all objects in the inventory recursively
611 MTH void set_flag_inv (int flag, int value = 1); 691 MTH void set_flag_inv (int flag, int value = 1);
612 692
613 void enter_exit (object *exit);//Perl 693 void enter_exit (object *exit); // perl
614 MTH void enter_map (maptile *newmap, int x, int y); 694 MTH bool enter_map (maptile *newmap, int x, int y);
615 void player_goto (const char *path, int x, int y); // only for players 695 void player_goto (const_utf8_string path, int x, int y); // only for players
696 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
697
698 MTH object *mark () const;
699 MTH void splay_marked ();
616 700
617 // returns the mapspace this object is in 701 // returns the mapspace this object is in
618 mapspace &ms () const; 702 mapspace &ms () const;
619 703
620 // fully recursive iterator 704 // fully recursive iterator
671 return weight + carrying; 755 return weight + carrying;
672 } 756 }
673 757
674 MTH struct region *region () const; 758 MTH struct region *region () const;
675 759
676 void statusmsg (const char *msg, int color = NDI_BLACK); 760 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
677 void failmsg (const char *msg, int color = NDI_RED); 761 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
762 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
678 763
679 const char *query_inventory (object *who = 0, const char *indent = ""); 764 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
680 765
681 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 766 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
682 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 767 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
683 768
684 // make some noise with given item into direction dir, 769 // make some noise with given item into direction dir,
685 // currently only used for players to make them temporarily visible 770 // currently only used for players to make them temporarily visible
686 // when they are invisible. 771 // when they are invisible.
687 MTH void make_noise (); 772 MTH void make_noise ();
688 773
774 /* animation */
775 MTH bool has_anim () const { return animation_id; }
776 const animation &anim () const { return animations [animation_id]; }
777 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
778 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
779 /* anim_frames () returns the number of animations allocated. The last
780 * usuable animation will be anim_frames () - 1 (for example, if an object
781 * has 8 animations, anim_frames () will return 8, but the values will
782 * range from 0 through 7.
783 */
784 MTH int anim_frames () const { return anim ().num_animations; }
785 MTH int anim_facings () const { return anim ().facings; }
786
787 MTH utf8_string as_string ();
788
789 // low-level management, statistics, ...
790 static uint32_t ACC (RW, object_count);
791 static uint32_t ACC (RW, free_count);
792 static uint32_t ACC (RW, create_count);
793 static uint32_t ACC (RW, destroy_count);
794 static freelist_item *freelist;
795 MTH static void freelist_free (int count);
796
689protected: 797protected:
690 void link (); 798 void link ();
691 void unlink (); 799 void unlink ();
800
801 void do_delete ();
692 802
693 object (); 803 object ();
694 ~object (); 804 ~object ();
695 805
696private: 806private:
698 object (const object &); 808 object (const object &);
699}; 809};
700 810
701// move this object to the top of its env's inventory to speed up 811// move this object to the top of its env's inventory to speed up
702// searches for it. 812// searches for it.
703static object * 813static inline object *
704splay (object *ob) 814splay (object *ob)
705{ 815{
706 if (ob->env && ob->env->inv != ob) 816 if (ob->above && ob->env)
707 { 817 {
708 if (ob->above) ob->above->below = ob->below; 818 if (ob->above) ob->above->below = ob->below;
709 if (ob->below) ob->below->above = ob->above; 819 if (ob->below) ob->below->above = ob->above;
710 820
711 ob->above = 0; 821 ob->above = 0;
715 } 825 }
716 826
717 return ob; 827 return ob;
718} 828}
719 829
830//+GPL
831
720object *find_skill_by_name_fuzzy (object *who, const char *name); 832object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
721object *find_skill_by_name (object *who, shstr_cmp sh); 833object *find_skill_by_name (object *who, shstr_cmp sh);
722object *find_skill_by_number (object *who, int skillno); 834object *find_skill_by_number (object *who, int skillno);
723 835
724/* 836/*
725 * The archetype structure is a set of rules on how to generate and manipulate 837 * The archetype structure is a set of rules on how to generate and manipulate
728 * be much left in the archetype - all it really is is a holder for the 840 * be much left in the archetype - all it really is is a holder for the
729 * object and pointers. This structure should get removed, and just replaced 841 * object and pointers. This structure should get removed, and just replaced
730 * by the object structure 842 * by the object structure
731 */ 843 */
732 844
845//-GPL
846
733INTERFACE_CLASS (archetype) 847INTERFACE_CLASS (archetype)
734struct archetype : object 848struct archetype : object, zero_initialised
735{ 849{
736 static arch_ptr empty; // the empty_archetype 850 static arch_ptr empty; // the empty_archetype
737 MTH static void gc (); 851 MTH static void gc ();
738 852
739 archetype (const char *name); 853 archetype (const_utf8_string name);
740 ~archetype (); 854 ~archetype ();
741 void gather_callbacks (AV *&callbacks, event_type event) const; 855 void gather_callbacks (AV *&callbacks, event_type event) const;
742 856
743 MTH static archetype *find (const_utf8_string name); 857 MTH static archetype *find (const_utf8_string name);
744 858
745 MTH void link (); 859 MTH void link ();
746 MTH void unlink (); 860 MTH void unlink ();
747 861
748 MTH static object *get (const char *name); // (find() || singularity)->instance() 862 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
749 MTH object *instance (); 863 MTH object *instance ();
864
865 MTH void post_load_check (); // do some adjustments after parsing
750 866
751 object_vector_index ACC (RW, archid); // index in archvector 867 object_vector_index ACC (RW, archid); // index in archvector
752 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 868 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
753 869
754 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 870 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
755 sint8 ACC (RW, max_x), ACC (RW, max_y);
756 871
757 // support for archetype loading 872 // support for archetype loading
758 static archetype *read (object_thawer &f); 873 static archetype *read (object_thawer &f);
759 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 874 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
760 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 875 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
876
877protected:
878 void do_delete ();
761}; 879};
762 880
763// compatbiility, remove once replaced by ->instance 881// returns whether the object is a dragon player, which are often specialcased
764inline object * 882inline bool
765arch_to_object (archetype *at) 883object::is_dragon () const
766{ 884{
767 return at->instance (); 885 return arch->race == shstr_dragon && is_player ();
768} 886}
769 887
770inline void 888inline void
771object_freezer::put (keyword k, archetype *v) 889object_freezer::put (const keyword_string k, archetype *v)
772{ 890{
773 put (k, v ? &v->archname : (const char *)0); 891 if (expect_true (v))
892 put (k, v->archname);
893 else
894 put (k);
774} 895}
775 896
776typedef object_vector<object, &object::index > objectvec; 897typedef object_vector<object, &object::index > objectvec;
777typedef object_vector<object, &object::active> activevec; 898typedef object_vector<object, &object::active> activevec;
778typedef object_vector<archetype, &archetype::archid> archvec; 899typedef object_vector<archetype, &archetype::archid> archvec;
795 statementvar (object *, var, actives [_i]) 916 statementvar (object *, var, actives [_i])
796 917
797#define for_all_archetypes(var) \ 918#define for_all_archetypes(var) \
798 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 919 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
799 statementvar (archetype *, var, archetypes [_i]) 920 statementvar (archetype *, var, archetypes [_i])
921
922//+GPL
800 923
801/* Used by update_object to know if the object being passed is 924/* Used by update_object to know if the object being passed is
802 * being added or removed. 925 * being added or removed.
803 */ 926 */
804#define UP_OBJ_INSERT 1 927#define UP_OBJ_INSERT 1
833#define INS_NO_MERGE 0x0001 956#define INS_NO_MERGE 0x0001
834#define INS_ABOVE_FLOOR_ONLY 0x0002 957#define INS_ABOVE_FLOOR_ONLY 0x0002
835#define INS_NO_WALK_ON 0x0004 958#define INS_NO_WALK_ON 0x0004
836#define INS_ON_TOP 0x0008 959#define INS_ON_TOP 0x0008
837#define INS_BELOW_ORIGINATOR 0x0010 960#define INS_BELOW_ORIGINATOR 0x0010
961#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
838 962
839#define ARCH_DEPLETION "depletion" 963//-GPL
840 964
841#endif 965#endif
842 966

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