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Comparing deliantra/server/include/object.h (file contents):
Revision 1.136 by root, Thu Jul 5 08:10:30 2007 UTC vs.
Revision 1.154 by root, Wed Apr 9 14:36:47 2008 UTC

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,
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
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
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
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.
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 */
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 */
184 sint32 ACC (RW, carrying); /* How much weight this object contains */ 188 sint32 ACC (RW, carrying); /* How much weight this object contains */
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS]; 192 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* Face with colors */ 193 faceidx ACC (RW, face); /* the graphical face */
194 faceidx ACC (RW, sound); /* the sound face */
195 faceidx ACC (RW, sound_destroy); /* played on destroy */
190 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
192 198
193 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
249 int ACC (RO, count); 255 int ACC (RO, count);
250 object_vector_index ACC (RO, index); // index into objects 256 object_vector_index ACC (RO, index); // index into objects
251 object_vector_index ACC (RO, active); // index into actives 257 object_vector_index ACC (RO, active); // index into actives
252 258
253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
254 260
255 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
256 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
257 /* Note: stacked in the *same* environment */ 263 /* Note: stacked in the *same* environment */
258 object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
268 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
269 client_container *seen_by; // seen by which player/container currently? 275 client_container *seen_by; // seen by which player/container currently?
270 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
271 277
272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
273 void post_load_check (); // do some adjustments after parsing 279 MTH void post_load_check (); // do some adjustments after parsing
274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
275 bool write (object_freezer &f); 281 bool write (object_freezer &f);
276 282
277 MTH int slottype () const; 283 MTH int slottype () const;
278 MTH static object *create (); 284 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos);
279 object &operator =(const object &src); 286 object &operator =(const object &src);
280 MTH void copy_to (object *dst); 287 MTH void copy_to (object *dst);
281 MTH object *clone (); // create + copy_to 288 MTH object *clone (); // create + copy_to
282 void do_destroy (); 289 void do_destroy ();
283 void gather_callbacks (AV *&callbacks, event_type event) const; 290 void gather_callbacks (AV *&callbacks, event_type event) const;
284 MTH void destroy (bool destroy_inventory = false); 291 MTH void destroy (bool destroy_inventory = false);
285 292
286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 293 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
287 MTH void destroy_inv (bool drop_to_ground = false); 294 MTH void destroy_inv (bool drop_to_ground = false);
288 MTH object *insert (object *item); // insert into inventory 295 MTH object *insert (object *item); // insert into inventory
296 MTH void play_sound (faceidx sound) const;
297
289 void do_remove (); 298 void do_remove ();
290 MTH void remove () 299 MTH void remove ()
291 { 300 {
292 if (!flag [FLAG_REMOVED]) 301 if (!flag [FLAG_REMOVED])
293 do_remove (); 302 do_remove ();
303 }
304
305 MTH bool blocked (maptile *m, int x, int y) const;
306
307 void move_to (const mapxy &pos)
308 {
309 remove ();
310 *this = pos;
311 insert_at (this, this);
294 } 312 }
295 313
296 static bool can_merge_slow (object *op1, object *op2); 314 static bool can_merge_slow (object *op1, object *op2);
297 315
298 // this is often used in time-critical code, so optimise 316 // this is often used in time-critical code, so optimise
379 397
380 // temporary: wether the object can be saved in a map file 398 // temporary: wether the object can be saved in a map file
381 // contr => is a player 399 // contr => is a player
382 // head => only save head of a multitile object 400 // head => only save head of a multitile object
383 // owner => can not reference owner yet 401 // owner => can not reference owner yet
384 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 402 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
385 403
386 /* This return true if object has still randomitems which 404 /* This return true if object has still randomitems which
387 * could be expanded. 405 * could be expanded.
388 */ 406 */
389 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 407 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
423 MTH void create_treasure (treasurelist *tl, int flags = 0); 441 MTH void create_treasure (treasurelist *tl, int flags = 0);
424 442
425 // insert object at same map position as 'where' 443 // insert object at same map position as 'where'
426 // handles both inventory and map "positions" 444 // handles both inventory and map "positions"
427 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 445 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
446 MTH void drop_unpaid_items ();
428 447
429 MTH void activate (); 448 MTH void activate ();
430 MTH void deactivate (); 449 MTH void deactivate ();
431 MTH void activate_recursive (); 450 MTH void activate_recursive ();
432 MTH void deactivate_recursive (); 451 MTH void deactivate_recursive ();
487 { 506 {
488 return !invisible && type != PLAYER; 507 return !invisible && type != PLAYER;
489 } 508 }
490 509
491 MTH struct region *region () const; 510 MTH struct region *region () const;
511
512 void statusmsg (const char *msg, int color = NDI_BLACK);
513 void failmsg (const char *msg, int color = NDI_RED);
514
515 const char *query_inventory (object *who = 0, const char *indent = "");
516
517 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
518 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
492 519
493protected: 520protected:
494 void link (); 521 void link ();
495 void unlink (); 522 void unlink ();
496 523
549 archetype (const char *name); 576 archetype (const char *name);
550 ~archetype (); 577 ~archetype ();
551 void gather_callbacks (AV *&callbacks, event_type event) const; 578 void gather_callbacks (AV *&callbacks, event_type event) const;
552 579
553 static archetype *read (object_thawer &f); 580 static archetype *read (object_thawer &f);
581
554 static archetype *get (const char *name); // find or create 582 MTH static archetype *get (const_utf8_string name); // find or create
555 static archetype *find (const char *name); 583 MTH static archetype *find (const_utf8_string name);
556 584
557 void link (); 585 MTH void link ();
558 void unlink (); 586 MTH void unlink ();
587
588 MTH object *instance ();
559 589
560 object_vector_index ACC (RW, archid); // index in archvector 590 object_vector_index ACC (RW, archid); // index in archvector
561 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
562 bool ACC (RW, stub); // if true, this is an invalid archetype 592 bool ACC (RW, stub); // if true, this is an invalid archetype
563 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
564 593
565 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 594 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
566 sint8 ACC (RW, max_x), ACC (RW, max_y); 595 sint8 ACC (RW, max_x), ACC (RW, max_y);
567}; 596};
568 597
615 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 644 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
616 * 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
617 * beneath the player, but not actually above it. Note - the 646 * beneath the player, but not actually above it. Note - the
618 * 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
619 * match the originator. 648 * match the originator.
620 * INS_MAP_LOAD: disable lots of checkings done at insertion to
621 * speed up map loading process, as we assume the ordering in
622 * loaded map is correct.
623 * 649 *
624 * 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
625 * are mutually exclusive. The behaviour for passing more than one 651 * are mutually exclusive. The behaviour for passing more than one
626 * should be considered undefined - while you may notice what happens 652 * should be considered undefined - while you may notice what happens
627 * 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
630#define INS_NO_MERGE 0x0001 656#define INS_NO_MERGE 0x0001
631#define INS_ABOVE_FLOOR_ONLY 0x0002 657#define INS_ABOVE_FLOOR_ONLY 0x0002
632#define INS_NO_WALK_ON 0x0004 658#define INS_NO_WALK_ON 0x0004
633#define INS_ON_TOP 0x0008 659#define INS_ON_TOP 0x0008
634#define INS_BELOW_ORIGINATOR 0x0010 660#define INS_BELOW_ORIGINATOR 0x0010
635#define INS_MAP_LOAD 0x0020
636 661
637#define ARCH_DEPLETION "depletion" 662#define ARCH_DEPLETION "depletion"
638 663
639#endif 664#endif
640 665

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