1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
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16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
25 | #define OBJECT_H |
26 | |
26 | |
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65 | const char *nonuse_name; /* Name to describe objects we can't use */ |
65 | const char *nonuse_name; /* Name to describe objects we can't use */ |
66 | } Body_Locations; |
66 | } Body_Locations; |
67 | |
67 | |
68 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
68 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
69 | |
69 | |
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70 | #define NUM_COINS 4 /* number of coin types */ |
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71 | extern const char *const coins[NUM_COINS + 1]; |
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72 | |
70 | /* |
73 | /* |
71 | * Each object (this also means archetypes!) could have a few of these |
74 | * Each object (this also means archetypes!) could have a few of these |
72 | * "dangling" from it; this could also end up containing 'parse errors'. |
75 | * "dangling" from it; this could also end up containing 'parse errors'. |
73 | * |
76 | * |
74 | * key and value are shared-strings. |
77 | * key and value are shared-strings. |
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85 | |
88 | |
86 | struct UUID |
89 | struct UUID |
87 | { |
90 | { |
88 | uint64 seq; |
91 | uint64 seq; |
89 | |
92 | |
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93 | static UUID cur; // last uuid generated |
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94 | static void init (); |
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95 | static UUID gen (); |
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96 | |
90 | UUID () { } |
97 | UUID () { } |
91 | UUID (uint64 seq) : seq(seq) { } |
98 | UUID (uint64 seq) : seq(seq) { } |
92 | operator uint64() { return seq; } |
99 | operator uint64() { return seq; } |
93 | void operator =(uint64 seq) { this->seq = seq; } |
100 | void operator =(uint64 seq) { this->seq = seq; } |
94 | }; |
101 | }; |
95 | |
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96 | extern void init_uuid (); |
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97 | extern UUID gen_uuid (); |
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98 | extern const uint64 UUID_SKIP; |
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99 | |
102 | |
100 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
103 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
101 | * sprinkled in the code. Note that some of these also replace fields |
104 | * sprinkled in the code. Note that some of these also replace fields |
102 | * that were in the can_apply area. What is the point of having both |
105 | * that were in the can_apply area. What is the point of having both |
103 | * can_apply and will_apply? |
106 | * can_apply and will_apply? |
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131 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
134 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
132 | shstr ACC (RW, title); /* Of foo, etc */ |
135 | shstr ACC (RW, title); /* Of foo, etc */ |
133 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
136 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
134 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
137 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
135 | /* If this is an exit, this is the filename */ |
138 | /* If this is an exit, this is the filename */ |
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139 | shstr ACC (RW, tag); // a tag used to tracking this object |
136 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
140 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
137 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
141 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
138 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
142 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
139 | /* To get put into books and the like. */ |
143 | /* To get put into books and the like. */ |
140 | shstr ACC (RW, materialname); /* specific material name */ |
144 | shstr ACC (RW, materialname); /* specific material name */ |
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296 | { |
300 | { |
297 | if (!flag [FLAG_REMOVED]) |
301 | if (!flag [FLAG_REMOVED]) |
298 | do_remove (); |
302 | do_remove (); |
299 | } |
303 | } |
300 | |
304 | |
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305 | MTH bool blocked (maptile *m, int x, int y) const; |
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306 | |
301 | void move_to (const mapxy &pos) |
307 | void move_to (const mapxy &pos) |
302 | { |
308 | { |
303 | remove (); |
309 | remove (); |
304 | *this = pos; |
310 | *this = pos; |
305 | insert_at (this, this); |
311 | insert_at (this, this); |
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504 | MTH struct region *region () const; |
510 | MTH struct region *region () const; |
505 | |
511 | |
506 | void statusmsg (const char *msg, int color = NDI_BLACK); |
512 | void statusmsg (const char *msg, int color = NDI_BLACK); |
507 | void failmsg (const char *msg, int color = NDI_RED); |
513 | void failmsg (const char *msg, int color = NDI_RED); |
508 | |
514 | |
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515 | const char *query_inventory (object *who = 0, const char *indent = ""); |
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516 | |
509 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
517 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
510 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
518 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
511 | |
519 | |
512 | protected: |
520 | protected: |
513 | void link (); |
521 | void link (); |
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574 | MTH static archetype *get (const_utf8_string name); // find or create |
582 | MTH static archetype *get (const_utf8_string name); // find or create |
575 | MTH static archetype *find (const_utf8_string name); |
583 | MTH static archetype *find (const_utf8_string name); |
576 | |
584 | |
577 | MTH void link (); |
585 | MTH void link (); |
578 | MTH void unlink (); |
586 | MTH void unlink (); |
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587 | |
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588 | MTH object *instance (); |
579 | |
589 | |
580 | object_vector_index ACC (RW, archid); // index in archvector |
590 | object_vector_index ACC (RW, archid); // index in archvector |
581 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
591 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
582 | bool ACC (RW, stub); // if true, this is an invalid archetype |
592 | bool ACC (RW, stub); // if true, this is an invalid archetype |
583 | |
593 | |
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634 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
644 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
635 | * Use for treasure chests so the new object is the highest thing |
645 | * Use for treasure chests so the new object is the highest thing |
636 | * beneath the player, but not actually above it. Note - the |
646 | * beneath the player, but not actually above it. Note - the |
637 | * map and x,y coordinates for the object to be inserted must |
647 | * map and x,y coordinates for the object to be inserted must |
638 | * match the originator. |
648 | * match the originator. |
639 | * INS_MAP_LOAD: disable lots of checkings done at insertion to |
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640 | * speed up map loading process, as we assume the ordering in |
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641 | * loaded map is correct. |
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642 | * |
649 | * |
643 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
650 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
644 | * are mutually exclusive. The behaviour for passing more than one |
651 | * are mutually exclusive. The behaviour for passing more than one |
645 | * should be considered undefined - while you may notice what happens |
652 | * should be considered undefined - while you may notice what happens |
646 | * right now if you pass more than one, that could very well change |
653 | * right now if you pass more than one, that could very well change |
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649 | #define INS_NO_MERGE 0x0001 |
656 | #define INS_NO_MERGE 0x0001 |
650 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
657 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
651 | #define INS_NO_WALK_ON 0x0004 |
658 | #define INS_NO_WALK_ON 0x0004 |
652 | #define INS_ON_TOP 0x0008 |
659 | #define INS_ON_TOP 0x0008 |
653 | #define INS_BELOW_ORIGINATOR 0x0010 |
660 | #define INS_BELOW_ORIGINATOR 0x0010 |
654 | #define INS_MAP_LOAD 0x0020 |
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655 | |
661 | |
656 | #define ARCH_DEPLETION "depletion" |
662 | #define ARCH_DEPLETION "depletion" |
657 | |
663 | |
658 | #endif |
664 | #endif |
659 | |
665 | |