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Comparing deliantra/server/include/object.h (file contents):
Revision 1.198 by root, Sun Jan 11 06:08:40 2009 UTC vs.
Revision 1.234 by root, Sun Apr 4 20:00:05 2010 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
33//+GPL
34
32typedef int tag_t; 35typedef int tag_t;
33 36
37// also see common/item.C
34enum { 38enum
39{
35 body_skill, 40 body_skill,
36 body_combat, 41 body_combat,
37 body_range, 42 body_range,
38 body_shield, 43 body_shield,
39 body_arm, 44 body_arm,
47 body_wrist, 52 body_wrist,
48 body_waist, 53 body_waist,
49 NUM_BODY_LOCATIONS 54 NUM_BODY_LOCATIONS
50}; 55};
51 56
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
59/* See common/item.c */ 57/* See common/item.c */
60 58
61typedef struct Body_Locations 59typedef struct Body_Locations
62{ 60{
63 keyword save_name; /* Name used to load/save it to disk */ 61 keyword save_name; /* Name used to load/save it to disk */
84{ 82{
85 key_value *next; 83 key_value *next;
86 shstr key, value; 84 shstr key, value;
87}; 85};
88 86
87//-GPL
88
89struct UUID 89struct UUID
90{ 90{
91 uint64 seq; 91 uint64 seq;
92
93 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 94
93 static UUID cur; // last uuid generated 95 static UUID cur; // last uuid generated
94 static void init (); 96 static void init ();
95 static UUID gen (); 97 static UUID gen ();
96 98
97 UUID () { } 99 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 100 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 101 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 102 void operator =(uint64 seq) { this->seq = seq; }
101 103
102 typedef char BUF [32];
103
104 bool parse (const char *s) 104 bool parse (const char *s);
105 { 105 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 106 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 107};
108
109//+GPL
123 110
124/* Definition for WILL_APPLY values. Replaces having harcoded values 111/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 112 * 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 113 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 114 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 119#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 120#define WILL_APPLY_FOOD 0x10
134 121
135struct body_slot 122struct body_slot
136{ 123{
124 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 125 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 126};
140 127
141typedef struct oblnk 128typedef struct oblnk
142{ /* Used to link together several objects */ 129{ /* Used to link together several objects */
143 object_ptr ob; 130 object_ptr ob;
173 flags_t flag; /* various flags */ 160 flags_t flag; /* various flags */
174#if FOR_PERL 161#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]); 162 bool ACC (RW, flag[NUM_FLAGS]);
176#endif 163#endif
177 164
178 shstr ACC (RW, materialname); /* specific material name */ 165 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 */ 166 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 */ 167 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 */ 168 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 */ 169 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 */ 170 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 171 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 174 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 175 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190 176
191 float ACC (RW, speed); /* The overall speed of this object */ 177 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 */ 178 float ACC (RW, speed_left); /* How much speed is left to spend this round */
179
193 sint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */ 181 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 182 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 183 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198 184
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 185 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 188 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203 189
204 uint16 ACC (RW, materials); /* What materials this object consists of */ 190 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 192 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) */ 193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194
209 /* Note that the last_.. values are sometimes used for non obvious 195 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp. 196 * meanings by some objects, eg, sp penalty, permanent exp.
211 */ 197 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 198 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 199 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 200 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */ 201 sint16 ACC (RW, last_eat); /* How long since we last ate */
202
216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */ 204 sint16 ACC (RW, level); /* Level of creature or object */
218 205
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 207 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 */ 208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */ 209 uint8 ACC (RW, weapontype); /* type of weapon */
223 210
211 body_slot slot [NUM_BODY_LOCATIONS];
212
224 faceidx ACC (RW, face); /* the graphical face */ 213 faceidx ACC (RW, face); /* the graphical face */
225 214
226 faceidx ACC (RW, sound); /* the sound face */ 215 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */ 216 faceidx ACC (RW, sound_destroy); /* played on destroy */
228 217
229 body_slot slot [NUM_BODY_LOCATIONS];
230
231 sint32 ACC (RW, weight); /* Attributes of the object */ 218 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
220
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 221 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
222
234 sint64 ACC (RW, perm_exp); /* Permanent exp */ 223 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */ 224 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */ 225 /* See the pod/objects.pod for more info about body locations */
237 226
238 /* Following mostly refers to fields only used for monsters */ 227 /* 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 */
246 228
247 /* Spell related information, may be useful elsewhere 229 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically 230 * Note that other fields are used - these files are basically
249 * only used in spells. 231 * only used in spells.
250 */ 232 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */ 233 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 234 uint8 ACC (RW, casting_time); /* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 235 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
236
255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 237 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
256 sint8 ACC (RW, range); /* Range of the spell */ 238 sint8 ACC (RW, range); /* Range of the spell */
257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 239 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
240 sint8 ACC (RW, item_power); /* power rating of the object */
258 241
242 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 */ 243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */ 244 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 245 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
246
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 247 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 */ 248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266 250
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits 251 // 8 free bits
269 252
253 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
254 // /* races/classes can need less/more exp to gain levels */
255 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 256 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
272 257
273 /* Following are values used by any object */ 258 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */ 259 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 260 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276 261
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 */ 262 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 263 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 264 uint8 ACC (RW, will_apply); /* See crossfire.doc */
265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
266 uint16 ACC (RW, animation_id);/* An index into the animation array */
267 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
268
269 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 */ 270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271 /* allows different movement patterns for attackers */
272 uint8 ACC (RW, move_status); /* What stage in attack mode */
273 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
284 274
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 275 //16+ free bits
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287 276
288 // rarely-accessed members should be at the end 277 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object 278 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 */ 279 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */ 280 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */ 281 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 282 shstr ACC (RW, custom_name); /* Custom name assigned by player */
294}; 283};
295 284
296const char *query_weight (const object *op); 285const_utf8_string query_weight (const object *op);
297const char *query_short_name (const object *op); 286const_utf8_string query_short_name (const object *op);
298const char *query_name (const object *op); 287const_utf8_string query_name (const object *op);
299const char *query_base_name (const object *op, int plural); 288const_utf8_string query_base_name (const object *op, int plural);
289sint64 query_cost (const object *tmp, object *who, int flag);
290const char *query_cost_string (const object *tmp, object *who, int flag);
291
292int change_ability_duration (object *spell, object *caster);
293int min_casting_level (object *caster, object *spell);
294int casting_level (object *caster, object *spell);
295sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
296int SP_level_dam_adjust (object *caster, object *spob);
297int SP_level_duration_adjust (object *caster, object *spob);
298int SP_level_range_adjust (object *caster, object *spob);
300 299
301struct object : zero_initialised, object_copy 300struct object : zero_initialised, object_copy
302{ 301{
303 // These variables are not changed by ->copy_to 302 // These variables are not changed by ->copy_to
304 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 303 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
314 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 313 object *ACC (RW, above); /* Pointer to the object stacked above this one */
315 /* Note: stacked in the *same* environment */ 314 /* Note: stacked in the *same* environment */
316 object *inv; /* Pointer to the first object in the inventory */ 315 object *inv; /* Pointer to the first object in the inventory */
317 316
318 //TODO: container must move into client 317 //TODO: container must move into client
319 object_ptr ACC (RW, container); /* Current container being used. I think this 318 object_ptr ACC (RW, container);/* Currently opened container. I think this
320 * is only used by the player right now. 319 * is only used by the player right now.
321 */ 320 */
322 object *ACC (RW, env); /* Pointer to the object which is the environment. 321 object *ACC (RW, env); /* Pointer to the object which is the environment.
323 * This is typically the container that the object is in. 322 * This is typically the container that the object is in.
324 */ 323 */
325 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 324 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
326 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 325 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
327 client_container *seen_by; // seen by which player/container currently?
328 key_value *key_values; /* Fields not explictly known by the loader. */ 326 key_value *key_values; /* Fields not explictly known by the loader. */
329 327
330 // privates / perl 328 // privates / perl
331 shstr_tmp kv_get (shstr_tmp key) const; 329 shstr_tmp kv_get (shstr_tmp key) const;
332 void kv_del (shstr_tmp key); 330 void kv_del (shstr_tmp key);
333 void kv_set (shstr_tmp key, shstr_tmp value); 331 void kv_set (shstr_tmp key, shstr_tmp value);
332
333//-GPL
334 334
335 // custom extra fields management 335 // custom extra fields management
336 struct key_value_access_proxy 336 struct key_value_access_proxy
337 { 337 {
338 object &ob; 338 object &ob;
365 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 365 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
366 MTH void post_load_check (); // do some adjustments after parsing 366 MTH void post_load_check (); // do some adjustments after parsing
367 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 367 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
368 bool write (object_freezer &f); 368 bool write (object_freezer &f);
369 369
370 MTH int slottype () const;
371 MTH static object *create (); 370 MTH static object *create ();
372 const mapxy &operator =(const mapxy &pos); 371 const mapxy &operator =(const mapxy &pos);
373 MTH void copy_to (object *dst); 372 MTH void copy_to (object *dst);
374 MTH object *clone (); // create + copy_to a single object 373 MTH object *clone (); // create + copy_to a single object
375 MTH object *deep_clone (); // copy whole more chain and inventory 374 MTH object *deep_clone (); // copy whole more chain and inventory
384 383
385 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 384 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
386 MTH void destroy_inv (bool drop_to_ground = false); 385 MTH void destroy_inv (bool drop_to_ground = false);
387 MTH object *insert (object *item); // insert into inventory 386 MTH object *insert (object *item); // insert into inventory
388 MTH void play_sound (faceidx sound) const; 387 MTH void play_sound (faceidx sound) const;
389 MTH void say_msg (const char *msg) const; 388 MTH void say_msg (const_utf8_string msg) const;
390 389
391 void do_remove (); 390 void do_remove ();
392 MTH void remove () 391 MTH void remove ()
393 { 392 {
394 if (!flag [FLAG_REMOVED]) 393 if (!flag [FLAG_REMOVED])
402 remove (); 401 remove ();
403 *this = pos; 402 *this = pos;
404 insert_at (this, this); 403 insert_at (this, this);
405 } 404 }
406 405
407 // high-level move functions, return true if successful 406 // high-level move method.
407 // object op is trying to move in direction dir.
408 // originator is typically the same as op, but
409 // can be different if originator is causing op to
410 // move (originator is pushing op)
411 // returns 0 if the object is not able to move to the
412 // desired space, 1 otherwise (in which case we also
413 // move the object accordingly. This function is
414 // very similiar to move_object.
408 int move (int dir, object *originator); 415 int move (int dir, object *originator);
409 416
410 int move (int dir) 417 int move (int dir)
411 { 418 {
412 return move (dir, this); 419 return move (dir, this);
413 } 420 }
421
422 // changes move_type to a new value - handles move_on/move_off effects
423 MTH void change_move_type (MoveType mt);
414 424
415 static bool can_merge_slow (object *op1, object *op2); 425 static bool can_merge_slow (object *op1, object *op2);
416 426
417 // this is often used in time-critical code, so optimise 427 // this is often used in time-critical code, so optimise
418 MTH static bool can_merge (object *op1, object *op2) 428 MTH static bool can_merge (object *op1, object *op2)
422 && can_merge_slow (op1, op2); 432 && can_merge_slow (op1, op2);
423 } 433 }
424 434
425 MTH void set_owner (object *owner); 435 MTH void set_owner (object *owner);
426 MTH void set_speed (float speed); 436 MTH void set_speed (float speed);
427 MTH bool change_weapon (object *ob); 437 MTH void set_glow_radius (sint8 rad);
428 MTH bool change_skill (object *ob); 438 MTH bool change_skill (object *ob); // deprecated?
429 439
430 MTH void open_container (object *new_container); 440 MTH void open_container (object *new_container);
431 MTH void close_container () 441 MTH void close_container ()
432 { 442 {
433 open_container (0); 443 open_container (0);
434 } 444 }
435 445
446 // potential future accessor for "container"
447 MTH object *container_ () const
448 {
449 return container;
450 }
451
452 MTH bool is_open_container () const
453 {
454 // strangely enough, using ?: here causes code to inflate
455 return type == CONTAINER
456 && ((env && env->container_ () == this)
457 || (!env && flag [FLAG_APPLIED]));
458 }
459
436 MTH object *force_find (shstr_tmp name); 460 MTH object *force_find (shstr_tmp name);
461 MTH void force_set_timer (int duration);
437 MTH object *force_add (shstr_tmp name, int duration = 0); 462 MTH object *force_add (shstr_tmp name, int duration = 0);
438 463
439 oblinkpt *find_link () const; 464 oblinkpt *find_link () const;
440 MTH void add_link (maptile *map, shstr_tmp id); 465 MTH void add_link (maptile *map, shstr_tmp id);
441 MTH void remove_link (); 466 MTH void remove_link ();
457 MTH void drain_stat (); 482 MTH void drain_stat ();
458 MTH void drain_specific_stat (int deplete_stats); 483 MTH void drain_specific_stat (int deplete_stats);
459 MTH void change_luck (int value); 484 MTH void change_luck (int value);
460 485
461 // info must hold 256 * 3 bytes currently 486 // info must hold 256 * 3 bytes currently
462 const char *debug_desc (char *info) const; 487 const_utf8_string debug_desc (char *info) const;
463 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 488 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
464 const char *flag_desc (char *desc, int len) const; 489 const_utf8_string flag_desc (char *desc, int len) const;
465 490
466 MTH bool decrease (sint32 nr = 1); // returns true if anything is left 491 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
467 MTH object *split (sint32 nr = 1); // return 0 on failure 492 MTH object *split (sint32 nr = 1); // return 0 on failure
468 493
469 MTH int number_of () const 494 MTH int number_of () const
477 } 502 }
478 503
479 MTH void update_weight (); 504 MTH void update_weight ();
480 505
481 // return the dominant material of this item, always return something 506 // return the dominant material of this item, always return something
482 const materialtype_t *dominant_material () const; 507 const materialtype_t *dominant_material () const
508 {
509 return material;
510 }
483 511
484 // return the volume of this object in cm³ 512 // return the volume of this object in cm³
485 MTH uint64 volume () const 513 MTH uint64 volume () const
486 { 514 {
487 return (uint64)total_weight () 515 return (uint64)total_weight ()
488 * 1000 516 * 1024 // 1000 actually
489 * (type == CONTAINER ? 1000 : 1) 517 * (type == CONTAINER ? 128 : 1)
490 / dominant_material ()->density; 518 / dominant_material ()->density; // ugh, division
491 } 519 }
520
521 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
492 522
493 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 523 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
494 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 524 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
495 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 525 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
496 || type == CLOAK || type == BOOTS || type == GLOVES 526 || type == CLOAK || type == BOOTS || type == GLOVES
502 MTH bool is_arrow () const { return type == ARROW 532 MTH bool is_arrow () const { return type == ARROW
503 || (type == SPELL_EFFECT 533 || (type == SPELL_EFFECT
504 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 534 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
505 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 535 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
506 536
537 MTH bool is_dragon () const;
538
507 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 539 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
508 540
509 // temporary: wether the object can be saved in a map file 541 // temporary: wether the object can be saved in a map file
510 // contr => is a player 542 // contr => is a player
511 // head => only save head of a multitile object 543 // head => only save head of a multitile object
512 // owner => can not reference owner yet 544 // owner => can not reference owner yet
515 /* This return true if object has still randomitems which 547 /* This return true if object has still randomitems which
516 * could be expanded. 548 * could be expanded.
517 */ 549 */
518 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 550 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
519 551
520 MTH bool has_dialogue () const { return *&msg == '@'; } 552 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
553
554 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
521 555
522 // returns the outermost owner, never returns 0 556 // returns the outermost owner, never returns 0
523 MTH object *outer_owner () 557 MTH object *outer_owner ()
524 { 558 {
525 object *op; 559 object *op;
529 563
530 return op; 564 return op;
531 } 565 }
532 566
533 // returns the outermost environment, never returns 0 567 // returns the outermost environment, never returns 0
534 MTH object *outer_env () const 568 MTH object *outer_env_or_self () const
535 { 569 {
536 const object *op; 570 const object *op;
537 571
538 for (op = this; op->env; op = op->env) 572 for (op = this; op->env; op = op->env)
539 ; 573 ;
540 574
541 return const_cast<object *>(op); 575 return const_cast<object *>(op);
576 }
577
578 // returns the outermost environment, may return 0
579 MTH object *outer_env () const
580 {
581 return env ? outer_env_or_self () : 0;
542 } 582 }
543 583
544 // returns the player that has this object in his inventory, or 0 584 // returns the player that has this object in his inventory, or 0
545 // we assume the player is always the outer env 585 // we assume the player is always the outer env
546 MTH object *in_player () const 586 MTH object *in_player () const
547 { 587 {
548 object *op = outer_env (); 588 object *op = outer_env_or_self ();
549 589
550 return op->type == PLAYER ? op : 0; 590 return op->type == PLAYER ? op : 0;
551 } 591 }
552 592
553 // "temporary" helper function 593 // "temporary" helper function
574 MTH bool is_player () const 614 MTH bool is_player () const
575 { 615 {
576 return !!contr; 616 return !!contr;
577 } 617 }
578 618
619 /* elmex: this method checks whether the object is in a shop */
620 MTH bool is_in_shop () const;
621
579 MTH bool affects_los () const 622 MTH bool affects_los () const
580 { 623 {
581 return glow_radius || flag [FLAG_BLOCKSVIEW]; 624 return glow_radius || flag [FLAG_BLOCKSVIEW];
582 } 625 }
583 626
587 } 630 }
588 631
589 // returns the player that cna see this object, if any 632 // returns the player that cna see this object, if any
590 MTH object *visible_to () const; 633 MTH object *visible_to () const;
591 634
592 MTH std::string long_desc (object *who = 0); 635 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
593 MTH std::string describe_monster (object *who = 0); 636 MTH std::string describe_monster (object *who = 0);
594 MTH std::string describe_item (object *who = 0); 637 MTH std::string describe_item (object *who = 0);
595 MTH std::string describe (object *who = 0); 638 MTH std::string describe (object *who = 0); // long description, without name
596 639
597 MTH const char *query_weight () { return ::query_weight (this); } 640 MTH const_utf8_string query_weight () { return ::query_weight (this); }
598 MTH const char *query_name () { return ::query_name (this); } 641 MTH const_utf8_string query_name () { return ::query_name (this); }
599 MTH const char *query_short_name () { return ::query_short_name (this); } 642 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
600 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); } 643 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
601 644
602 // If this object has no extra parts but should have them, 645 // If this object has no extra parts but should have them,
603 // add them, effectively expanding heads into multipart 646 // add them, effectively expanding heads into multipart
604 // objects. This method only works on objects not inserted 647 // objects. This method only works on objects not inserted
605 // anywhere. 648 // anywhere.
608 MTH void create_treasure (treasurelist *tl, int flags = 0); 651 MTH void create_treasure (treasurelist *tl, int flags = 0);
609 652
610 // insert object at same map position as 'where' 653 // insert object at same map position as 'where'
611 // handles both inventory and map "positions" 654 // handles both inventory and map "positions"
612 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 655 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
656 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
657 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
613 MTH void drop_unpaid_items (); 658 MTH void drop_unpaid_items ();
614 659
615 MTH void activate (); 660 MTH void activate ();
616 MTH void deactivate (); 661 MTH void deactivate ();
617 MTH void activate_recursive (); 662 MTH void activate_recursive ();
620 // set the given flag on all objects in the inventory recursively 665 // set the given flag on all objects in the inventory recursively
621 MTH void set_flag_inv (int flag, int value = 1); 666 MTH void set_flag_inv (int flag, int value = 1);
622 667
623 void enter_exit (object *exit);//Perl 668 void enter_exit (object *exit);//Perl
624 MTH void enter_map (maptile *newmap, int x, int y); 669 MTH void enter_map (maptile *newmap, int x, int y);
625 void player_goto (const char *path, int x, int y); // only for players 670 void player_goto (const_utf8_string path, int x, int y); // only for players
671 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
626 672
627 // returns the mapspace this object is in 673 // returns the mapspace this object is in
628 mapspace &ms () const; 674 mapspace &ms () const;
629 675
630 // fully recursive iterator 676 // fully recursive iterator
681 return weight + carrying; 727 return weight + carrying;
682 } 728 }
683 729
684 MTH struct region *region () const; 730 MTH struct region *region () const;
685 731
686 void statusmsg (const char *msg, int color = NDI_BLACK); 732 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
687 void failmsg (const char *msg, int color = NDI_RED); 733 void failmsg (const_utf8_string msg, int color = NDI_RED);
688 734
689 const char *query_inventory (object *who = 0, const char *indent = ""); 735 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
690 736
691 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 737 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
692 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 738 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
693 739
694 // make some noise with given item into direction dir, 740 // make some noise with given item into direction dir,
695 // currently only used for players to make them temporarily visible 741 // currently only used for players to make them temporarily visible
696 // when they are invisible. 742 // when they are invisible.
697 MTH void make_noise (); 743 MTH void make_noise ();
698 744
745 /* animation */
746 MTH bool has_anim () const { return animation_id; }
747 const animation &anim () const { return animations [animation_id]; }
748 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
749 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
750 /* anim_frames () returns the number of animations allocated. The last
751 * usuable animation will be anim_frames () - 1 (for example, if an object
752 * has 8 animations, anim_frames () will return 8, but the values will
753 * range from 0 through 7.
754 */
755 MTH int anim_frames () const { return anim ().num_animations; }
756 MTH int anim_facings () const { return anim ().facings; }
757
758 MTH utf8_string as_string ();
759
699protected: 760protected:
700 void link (); 761 void link ();
701 void unlink (); 762 void unlink ();
702 763
703 object (); 764 object ();
708 object (const object &); 769 object (const object &);
709}; 770};
710 771
711// move this object to the top of its env's inventory to speed up 772// move this object to the top of its env's inventory to speed up
712// searches for it. 773// searches for it.
713static object * 774static inline object *
714splay (object *ob) 775splay (object *ob)
715{ 776{
716 if (ob->env && ob->env->inv != ob) 777 if (ob->above && ob->env)
717 { 778 {
718 if (ob->above) ob->above->below = ob->below; 779 if (ob->above) ob->above->below = ob->below;
719 if (ob->below) ob->below->above = ob->above; 780 if (ob->below) ob->below->above = ob->above;
720 781
721 ob->above = 0; 782 ob->above = 0;
725 } 786 }
726 787
727 return ob; 788 return ob;
728} 789}
729 790
791//+GPL
792
730object *find_skill_by_name_fuzzy (object *who, const char *name); 793object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
731object *find_skill_by_name (object *who, shstr_cmp sh); 794object *find_skill_by_name (object *who, shstr_cmp sh);
732object *find_skill_by_number (object *who, int skillno); 795object *find_skill_by_number (object *who, int skillno);
733 796
734/* 797/*
735 * The archetype structure is a set of rules on how to generate and manipulate 798 * The archetype structure is a set of rules on how to generate and manipulate
738 * be much left in the archetype - all it really is is a holder for the 801 * be much left in the archetype - all it really is is a holder for the
739 * object and pointers. This structure should get removed, and just replaced 802 * object and pointers. This structure should get removed, and just replaced
740 * by the object structure 803 * by the object structure
741 */ 804 */
742 805
806//-GPL
807
743INTERFACE_CLASS (archetype) 808INTERFACE_CLASS (archetype)
744struct archetype : object 809struct archetype : object
745{ 810{
746 static arch_ptr empty; // the empty_archetype 811 static arch_ptr empty; // the empty_archetype
747 MTH static void gc (); 812 MTH static void gc ();
748 813
749 archetype (const char *name); 814 archetype (const_utf8_string name);
750 ~archetype (); 815 ~archetype ();
751 void gather_callbacks (AV *&callbacks, event_type event) const; 816 void gather_callbacks (AV *&callbacks, event_type event) const;
752 817
753 MTH static archetype *find (const_utf8_string name); 818 MTH static archetype *find (const_utf8_string name);
754 819
755 MTH void link (); 820 MTH void link ();
756 MTH void unlink (); 821 MTH void unlink ();
757 822
758 MTH static object *get (const char *name); // (find() || singularity)->instance() 823 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
759 MTH object *instance (); 824 MTH object *instance ();
825
826 MTH void post_load_check (); // do some adjustments after parsing
760 827
761 object_vector_index ACC (RW, archid); // index in archvector 828 object_vector_index ACC (RW, archid); // index in archvector
762 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 829 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
763 830
764 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 831 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
765 sint8 ACC (RW, max_x), ACC (RW, max_y);
766 832
767 // support for archetype loading 833 // support for archetype loading
768 static archetype *read (object_thawer &f); 834 static archetype *read (object_thawer &f);
769 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 835 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
770 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 836 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
771}; 837};
772 838
773// compatbiility, remove once replaced by ->instance 839// returns whether the object is a dragon player, which are often specialcased
774inline object * 840inline bool
775arch_to_object (archetype *at) 841object::is_dragon () const
776{ 842{
777 return at->instance (); 843 return arch->race == shstr_dragon && is_player ();
778} 844}
779 845
780inline void 846inline void
781object_freezer::put (keyword k, archetype *v) 847object_freezer::put (const keyword_string k, archetype *v)
782{ 848{
783 put (k, v ? &v->archname : (const char *)0); 849 if (expect_true (v))
850 put (k, v->archname);
851 else
852 put (k);
784} 853}
785 854
786typedef object_vector<object, &object::index > objectvec; 855typedef object_vector<object, &object::index > objectvec;
787typedef object_vector<object, &object::active> activevec; 856typedef object_vector<object, &object::active> activevec;
788typedef object_vector<archetype, &archetype::archid> archvec; 857typedef object_vector<archetype, &archetype::archid> archvec;
805 statementvar (object *, var, actives [_i]) 874 statementvar (object *, var, actives [_i])
806 875
807#define for_all_archetypes(var) \ 876#define for_all_archetypes(var) \
808 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 877 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
809 statementvar (archetype *, var, archetypes [_i]) 878 statementvar (archetype *, var, archetypes [_i])
879
880//+GPL
810 881
811/* Used by update_object to know if the object being passed is 882/* Used by update_object to know if the object being passed is
812 * being added or removed. 883 * being added or removed.
813 */ 884 */
814#define UP_OBJ_INSERT 1 885#define UP_OBJ_INSERT 1
844#define INS_ABOVE_FLOOR_ONLY 0x0002 915#define INS_ABOVE_FLOOR_ONLY 0x0002
845#define INS_NO_WALK_ON 0x0004 916#define INS_NO_WALK_ON 0x0004
846#define INS_ON_TOP 0x0008 917#define INS_ON_TOP 0x0008
847#define INS_BELOW_ORIGINATOR 0x0010 918#define INS_BELOW_ORIGINATOR 0x0010
848 919
849#define ARCH_DEPLETION "depletion" 920//-GPL
850 921
851#endif 922#endif
852 923

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