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Comparing deliantra/server/include/object.h (file contents):
Revision 1.108 by root, Tue Apr 17 18:40:31 2007 UTC vs.
Revision 1.198 by root, Sun Jan 11 06:08:40 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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,
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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
29 28
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 33
35#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
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
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
36 58
37/* See common/item.c */ 59/* See common/item.c */
38 60
39typedef struct Body_Locations 61typedef struct Body_Locations
40{ 62{
41 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
43 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 */
44} Body_Locations; 66} Body_Locations;
45 67
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
47 72
48/* 73/*
49 * 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
50 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
51 * 76 *
52 * key and value are shared-strings. 77 * key and value are shared-strings.
53 * 78 *
54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
55 * accessing the list directly. 80 * accessing the list directly.
56 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
57 */ 82 */
58struct key_value 83struct key_value : slice_allocated
59{ 84{
60 key_value *next; 85 key_value *next;
61 shstr key, value; 86 shstr key, value;
62}; 87};
63 88
64struct UUID 89struct UUID
65{ 90{
66 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
67 96
68 UUID () { } 97 UUID () { }
69 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; } 99 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
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
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
72}; 122};
73
74extern void init_uuid ();
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
77 123
78/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
79 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
80 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
81 * can_apply and will_apply? 127 * can_apply and will_apply?
84#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
88 134
89/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 136{
91 * e.g. ->copy_to () 137 signed char info:4; /* body info as loaded from the file */
92 */ 138 signed char used:4; /* Calculated value based on items equipped */
139};
140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
93 153
94INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
95// these are being copied 155// these are being copied
96struct object_copy : attachable 156struct object_copy : attachable
97{ 157{
98 typedef bitset<NUM_FLAGS> flags_t;
99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
159
160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 165 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 190
126 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 193 sint32 ACC (RW, nrof); /* How many of the objects */
129 194
130 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
139 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
145 */ 211 */
146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */ 217 sint16 ACC (RW, level); /* Level of creature or object */
218
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */
223
224 faceidx ACC (RW, face); /* the graphical face */
225
226 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */
228
229 body_slot slot [NUM_BODY_LOCATIONS];
230
156 sint32 ACC (RW, weight); /* Attributes of the object */ 231 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 234 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 faceidx ACC (RW, face); /* Face with colors */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 235 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 236 /* See the pod/objects.pod for more info about body locations */
167 237
168 /* Following mostly refers to fields only used for monsters */ 238 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
170 239
171 /* allows different movement patterns for attackers */ 240 /* allows different movement patterns for attackers */
172 sint32 ACC (RW, move_status); /* What stage in attack mode */ 241 sint32 ACC (RW, move_status); /* What stage in attack mode */
173 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
174 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
179 * Note that other fields are used - these files are basically 248 * Note that other fields are used - these files are basically
180 * only used in spells. 249 * only used in spells.
181 */ 250 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 251 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
184 uint16 ACC (RW, start_holding); 253
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
187 sint8 ACC (RW, range); /* Range of the spell */ 256 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
189 258
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 260 MoveType ACC (RW, move_block);/* What movement types this blocks */
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197
198 char *ACC (RW, spellarg); 271 char *ACC (RW, spellarg);
199 272
200 /* Following are values used by any object */ 273 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 flags_t flag; /* various flags */ 276
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 277 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 280
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 282 uint8 ACC (RW, will_apply); /* See crossfire.doc */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287
288 // rarely-accessed members should be at the end
289 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 */
291 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */
213}; 294};
214 295
296const char *query_weight (const object *op);
297const char *query_short_name (const object *op);
298const char *query_name (const object *op);
299const char *query_base_name (const object *op, int plural);
300
215struct object : zero_initialised, object_copy 301struct object : zero_initialised, object_copy
216{ 302{
217 // These variables are not changed by ->copy_to 303 // These variables are not changed by ->copy_to
218 maptile_ptr 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 */
219 305
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 306 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); 307 int ACC (RO, count);
222 int ACC (RO, index); // index into objects 308 object_vector_index ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives 309 object_vector_index ACC (RO, active); // index into actives
224 310
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 311 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
226 312
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 313 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 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 */
229 /* Note: stacked in the *same* environment */ 315 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 316 object *inv; /* Pointer to the first object in the inventory */
239 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 */
240 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
241 client_container *seen_by; // seen by which player/container currently? 327 client_container *seen_by; // seen by which player/container currently?
242 key_value *key_values; /* Fields not explictly known by the loader. */ 328 key_value *key_values; /* Fields not explictly known by the loader. */
243 329
330 // privates / perl
331 shstr_tmp kv_get (shstr_tmp key) const;
332 void kv_del (shstr_tmp key);
333 void kv_set (shstr_tmp key, shstr_tmp value);
334
335 // custom extra fields management
336 struct key_value_access_proxy
337 {
338 object &ob;
339 shstr_tmp key;
340
341 key_value_access_proxy (object &ob, shstr_tmp key)
342 : ob (ob), key (key)
343 {
344 }
345
346 const key_value_access_proxy &operator =(shstr_tmp value) const
347 {
348 ob.kv_set (key, value);
349 return *this;
350 }
351
352 operator const shstr_tmp () const { return ob.kv_get (key); }
353 operator const char *() const { return ob.kv_get (key); }
354
355 private:
356 void operator =(int);
357 };
358
359 // operator [] is too annoying to use
360 const key_value_access_proxy kv (shstr_tmp key)
361 {
362 return key_value_access_proxy (*this, key);
363 }
364
244 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
245 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.
246 bool write (object_freezer &f); 368 bool write (object_freezer &f);
247 369
370 MTH int slottype () const;
248 MTH static object *create (); 371 MTH static object *create ();
249 object &operator =(const object &src); 372 const mapxy &operator =(const mapxy &pos);
250 MTH void copy_to (object *dst); 373 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 374 MTH object *clone (); // create + copy_to a single object
375 MTH object *deep_clone (); // copy whole more chain and inventory
252 void do_destroy (); 376 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 377 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 378 MTH void destroy ();
379 MTH void drop_and_destroy ()
380 {
381 destroy_inv (true);
382 destroy ();
383 }
255 384
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 385 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 386 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH object *insert (object *item); // insert into inventory 387 MTH object *insert (object *item); // insert into inventory
388 MTH void play_sound (faceidx sound) const;
389 MTH void say_msg (const char *msg) const;
390
259 void do_remove (); 391 void do_remove ();
260 MTH void remove () 392 MTH void remove ()
261 { 393 {
262 if (!flag [FLAG_REMOVED]) 394 if (!flag [FLAG_REMOVED])
263 do_remove (); 395 do_remove ();
396 }
397
398 MTH bool blocked (maptile *m, int x, int y) const;
399
400 void move_to (const mapxy &pos)
401 {
402 remove ();
403 *this = pos;
404 insert_at (this, this);
405 }
406
407 // high-level move functions, return true if successful
408 int move (int dir, object *originator);
409
410 int move (int dir)
411 {
412 return move (dir, this);
264 } 413 }
265 414
266 static bool can_merge_slow (object *op1, object *op2); 415 static bool can_merge_slow (object *op1, object *op2);
267 416
268 // this is often used in time-critical code, so optimise 417 // this is often used in time-critical code, so optimise
273 && can_merge_slow (op1, op2); 422 && can_merge_slow (op1, op2);
274 } 423 }
275 424
276 MTH void set_owner (object *owner); 425 MTH void set_owner (object *owner);
277 MTH void set_speed (float speed); 426 MTH void set_speed (float speed);
427 MTH bool change_weapon (object *ob);
428 MTH bool change_skill (object *ob);
278 429
279 MTH void open_container (object *new_container); 430 MTH void open_container (object *new_container);
280 MTH void close_container () 431 MTH void close_container ()
281 { 432 {
282 open_container (0); 433 open_container (0);
434 }
435
436 MTH object *force_find (shstr_tmp name);
437 MTH object *force_add (shstr_tmp name, int duration = 0);
438
439 oblinkpt *find_link () const;
440 MTH void add_link (maptile *map, shstr_tmp id);
441 MTH void remove_link ();
442
443 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
444 bool should_invoke (event_type event)
445 {
446 return ev_want_event [event] || ev_want_type [type] || cb;
283 } 447 }
284 448
285 MTH void instantiate (); 449 MTH void instantiate ();
286 450
287 // recalculate all stats 451 // recalculate all stats
294 MTH void drain_specific_stat (int deplete_stats); 458 MTH void drain_specific_stat (int deplete_stats);
295 MTH void change_luck (int value); 459 MTH void change_luck (int value);
296 460
297 // info must hold 256 * 3 bytes currently 461 // info must hold 256 * 3 bytes currently
298 const char *debug_desc (char *info) const; 462 const char *debug_desc (char *info) const;
299 MTH const char *debug_desc () const; 463 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
301 const char *flag_desc (char *desc, int len) const; 464 const char *flag_desc (char *desc, int len) const;
302 465
466 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
467 MTH object *split (sint32 nr = 1); // return 0 on failure
468
303 int number_of () const 469 MTH int number_of () const
304 { 470 {
305 return nrof ? nrof : 1; 471 return nrof ? nrof : 1;
306 } 472 }
307 473
308 uint64 total_weight () const 474 MTH sint32 total_weight () const
309 { 475 {
310 return weight * number_of (); 476 return (weight + carrying) * number_of ();
311 } 477 }
478
479 MTH void update_weight ();
312 480
313 // return the dominant material of this item, always return something 481 // return the dominant material of this item, always return something
314 const materialtype_t *dominant_material () const; 482 const materialtype_t *dominant_material () const;
315 483
316 // return the volume of this object in cm³ 484 // return the volume of this object in cm³
317 uint64 volume () const 485 MTH uint64 volume () const
318 { 486 {
319 return total_weight () 487 return (uint64)total_weight ()
320 * 1000 488 * 1000
321 * (type == CONTAINER ? 1000 : 1) 489 * (type == CONTAINER ? 1000 : 1)
322 / dominant_material ()->density; 490 / dominant_material ()->density;
323 } 491 }
324 492
493 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
325 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 494 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 495 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
327 || type == CLOAK || type == BOOTS || type == GLOVES 496 || type == CLOAK || type == BOOTS || type == GLOVES
328 || type == BRACERS || type == GIRDLE; } 497 || type == BRACERS || type == GIRDLE; }
329 MTH bool is_alive () const { return (type == PLAYER 498 MTH bool is_alive () const { return (type == PLAYER
331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 500 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
332 && !flag [FLAG_IS_A_TEMPLATE]; } 501 && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH bool is_arrow () const { return type == ARROW 502 MTH bool is_arrow () const { return type == ARROW
334 || (type == SPELL_EFFECT 503 || (type == SPELL_EFFECT
335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 504 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
505 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
336 506
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 507 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338 508
339 // temporary: wether the object can be saved in a map file 509 // temporary: wether the object can be saved in a map file
340 // contr => is a player 510 // contr => is a player
341 // head => only save head of a multitile object 511 // head => only save head of a multitile object
342 // owner => can not reference owner yet 512 // owner => can not reference owner yet
343 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 513 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
344 514
345 /* This return true if object has still randomitems which 515 /* This return true if object has still randomitems which
346 * could be expanded. 516 * could be expanded.
347 */ 517 */
348 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 518 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
349 519
520 MTH bool has_dialogue () const { return *&msg == '@'; }
521
522 // returns the outermost owner, never returns 0
523 MTH object *outer_owner ()
524 {
525 object *op;
526
527 for (op = this; op->owner; op = op->owner)
528 ;
529
530 return op;
531 }
532
533 // returns the outermost environment, never returns 0
534 MTH object *outer_env () const
535 {
536 const object *op;
537
538 for (op = this; op->env; op = op->env)
539 ;
540
541 return const_cast<object *>(op);
542 }
543
350 // returns the player that has this object in his inventory, or 0 544 // returns the player that has this object in his inventory, or 0
545 // we assume the player is always the outer env
351 MTH object *in_player () const 546 MTH object *in_player () const
352 { 547 {
353 for (object *op = env; op; op = op->env) 548 object *op = outer_env ();
354 if (op->type == PLAYER)
355 return op;
356 549
357 return 0; 550 return op->type == PLAYER ? op : 0;
358 } 551 }
359 552
360 // "temporary" helper function 553 // "temporary" helper function
361 MTH object *head_ () 554 MTH object *head_ () const
362 { 555 {
363 return head ? head : this; 556 return head ? head : const_cast<object *>(this);
364 } 557 }
558
559 MTH bool is_head () const
560 {
561 return head_ () == this;
562 }
563
564 MTH bool is_on_map () const
565 {
566 return !env && !flag [FLAG_REMOVED];
567 }
568
569 MTH bool is_inserted () const
570 {
571 return !flag [FLAG_REMOVED];
572 }
573
574 MTH bool is_player () const
575 {
576 return !!contr;
577 }
578
579 MTH bool affects_los () const
580 {
581 return glow_radius || flag [FLAG_BLOCKSVIEW];
582 }
583
584 MTH bool has_carried_lights () const
585 {
586 return glow_radius;
587 }
588
589 // returns the player that cna see this object, if any
590 MTH object *visible_to () const;
591
592 MTH std::string long_desc (object *who = 0);
593 MTH std::string describe_monster (object *who = 0);
594 MTH std::string describe_item (object *who = 0);
595 MTH std::string describe (object *who = 0);
596
597 MTH const char *query_weight () { return ::query_weight (this); }
598 MTH const char *query_name () { return ::query_name (this); }
599 MTH const char *query_short_name () { return ::query_short_name (this); }
600 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
601
602 // If this object has no extra parts but should have them,
603 // add them, effectively expanding heads into multipart
604 // objects. This method only works on objects not inserted
605 // anywhere.
606 MTH void expand_tail ();
607
608 MTH void create_treasure (treasurelist *tl, int flags = 0);
365 609
366 // insert object at same map position as 'where' 610 // insert object at same map position as 'where'
367 // handles both inventory and map "positions" 611 // handles both inventory and map "positions"
368 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 612 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
613 MTH void drop_unpaid_items ();
369 614
370 MTH void activate (); 615 MTH void activate ();
371 MTH void deactivate (); 616 MTH void deactivate ();
372 MTH void activate_recursive (); 617 MTH void activate_recursive ();
373 MTH void deactivate_recursive (); 618 MTH void deactivate_recursive ();
374 619
375 // set the givne flag on all objects in the inventory recursively 620 // set the given flag on all objects in the inventory recursively
376 MTH void set_flag_inv (int flag, int value = 1); 621 MTH void set_flag_inv (int flag, int value = 1);
377 622
378 void enter_exit (object *exit);//PERL 623 void enter_exit (object *exit);//Perl
379 MTH void enter_map (maptile *newmap, int x, int y); 624 MTH void enter_map (maptile *newmap, int x, int y);
625 void player_goto (const char *path, int x, int y); // only for players
380 626
381 // returns the mapspace this object is in 627 // returns the mapspace this object is in
382 mapspace &ms () const; 628 mapspace &ms () const;
383 629
384 // fully recursive iterator 630 // fully recursive iterator
420 { 666 {
421 return this; 667 return this;
422 } 668 }
423 669
424 /* This returns TRUE if the object is something that 670 /* This returns TRUE if the object is something that
425 * should be displayed in the floorbox/inventory window 671 * a client might want to know about.
426 */ 672 */
427 MTH bool client_visible () const 673 MTH bool client_visible () const
428 { 674 {
429 return !invisible && type != PLAYER; 675 return !invisible && type != PLAYER;
430 } 676 }
431 677
678 // the client does nrof * this weight
679 MTH sint32 client_weight () const
680 {
681 return weight + carrying;
682 }
683
432 MTH struct region *region () const; 684 MTH struct region *region () const;
433 685
686 void statusmsg (const char *msg, int color = NDI_BLACK);
687 void failmsg (const char *msg, int color = NDI_RED);
688
689 const char *query_inventory (object *who = 0, const char *indent = "");
690
691 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
693
694 // make some noise with given item into direction dir,
695 // currently only used for players to make them temporarily visible
696 // when they are invisible.
697 MTH void make_noise ();
698
434protected: 699protected:
435 friend struct archetype;
436
437 void link (); 700 void link ();
438 void unlink (); 701 void unlink ();
439 702
440 object (); 703 object ();
441 ~object (); 704 ~object ();
705
706private:
707 object &operator =(const object &);
708 object (const object &);
442}; 709};
443 710
444typedef object_vector<object, &object::index > objectvec; 711// move this object to the top of its env's inventory to speed up
445typedef object_vector<object, &object::active> activevec; 712// searches for it.
713static object *
714splay (object *ob)
715{
716 if (ob->env && ob->env->inv != ob)
717 {
718 if (ob->above) ob->above->below = ob->below;
719 if (ob->below) ob->below->above = ob->above;
446 720
447extern objectvec objects; 721 ob->above = 0;
448extern activevec actives; 722 ob->below = ob->env->inv;
723 ob->below->above = ob;
724 ob->env->inv = ob;
725 }
449 726
450#define for_all_objects(var) \ 727 return ob;
451 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 728}
452 declvar (object *, var, objects [_i])
453 729
454#define for_all_actives(var) \ 730object *find_skill_by_name_fuzzy (object *who, const char *name);
455 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 731object *find_skill_by_name (object *who, shstr_cmp sh);
456 declvar (object *, var, actives [_i]) 732object *find_skill_by_number (object *who, int skillno);
457
458typedef struct oblnk
459{ /* Used to link together several objects */
460 object_ptr ob;
461 struct oblnk *next;
462} objectlink;
463
464typedef struct oblinkpt
465{ /* Used to link together several object links */
466 struct oblnk *link;
467 long value; /* Used as connected value in buttons/gates */
468 struct oblinkpt *next;
469} oblinkpt;
470 733
471/* 734/*
472 * The archetype structure is a set of rules on how to generate and manipulate 735 * The archetype structure is a set of rules on how to generate and manipulate
473 * objects which point to archetypes. 736 * objects which point to archetypes.
474 * This probably belongs in arch.h, but there really doesn't appear to 737 * This probably belongs in arch.h, but there really doesn't appear to
476 * object and pointers. This structure should get removed, and just replaced 739 * object and pointers. This structure should get removed, and just replaced
477 * by the object structure 740 * by the object structure
478 */ 741 */
479 742
480INTERFACE_CLASS (archetype) 743INTERFACE_CLASS (archetype)
481struct archetype : zero_initialised, attachable 744struct archetype : object
482{ 745{
483 archetype (); 746 static arch_ptr empty; // the empty_archetype
747 MTH static void gc ();
748
749 archetype (const char *name);
484 ~archetype (); 750 ~archetype ();
485 void gather_callbacks (AV *&callbacks, event_type event) const; 751 void gather_callbacks (AV *&callbacks, event_type event) const;
486 752
753 MTH static archetype *find (const_utf8_string name);
754
755 MTH void link ();
756 MTH void unlink ();
757
758 MTH static object *get (const char *name); // (find() || singularity)->instance()
759 MTH object *instance ();
760
761 object_vector_index ACC (RW, archid); // index in archvector
762 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
763
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...) */
765 sint8 ACC (RW, max_x), ACC (RW, max_y);
766
767 // support for archetype loading
487 static archetype *read (object_thawer &f); 768 static archetype *read (object_thawer &f);
488 static archetype *get (const char *name); // find or create 769 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
489 static archetype *find (const char *name); 770 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
490
491 void hash_add (); // add to hashtable
492 void hash_del (); // remove from hashtable
493
494 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
495 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
496 struct archetype *ACC (RW, head); /* The main part of a linked object */
497 struct archetype *ACC (RW, more); /* Next part of a linked object */
498 object ACC (RO, clone); /* An object from which to do ->copy_to () */
499 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
500 bool ACC (RW, linked); // linked into list of heads
501 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
502 * in comparison to the head.
503 */
504}; 771};
772
773// compatbiility, remove once replaced by ->instance
774inline object *
775arch_to_object (archetype *at)
776{
777 return at->instance ();
778}
779
780inline void
781object_freezer::put (keyword k, archetype *v)
782{
783 put (k, v ? &v->archname : (const char *)0);
784}
785
786typedef object_vector<object, &object::index > objectvec;
787typedef object_vector<object, &object::active> activevec;
788typedef object_vector<archetype, &archetype::archid> archvec;
789
790extern objectvec objects;
791extern activevec actives;
792extern archvec archetypes;
793
794// "safely" iterate over inv in a way such that the current item is removable
795// quite horrible, that's why its hidden in some macro
796#define for_inv_removable(op,var) \
797 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
798
799#define for_all_objects(var) \
800 for (unsigned _i = 0; _i < objects.size (); ++_i) \
801 statementvar (object *, var, objects [_i])
802
803#define for_all_actives(var) \
804 for (unsigned _i = 0; _i < actives.size (); ++_i) \
805 statementvar (object *, var, actives [_i])
806
807#define for_all_archetypes(var) \
808 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
809 statementvar (archetype *, var, archetypes [_i])
505 810
506/* Used by update_object to know if the object being passed is 811/* Used by update_object to know if the object being passed is
507 * being added or removed. 812 * being added or removed.
508 */ 813 */
509#define UP_OBJ_INSERT 1 814#define UP_OBJ_INSERT 1
526 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 831 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
527 * Use for treasure chests so the new object is the highest thing 832 * Use for treasure chests so the new object is the highest thing
528 * beneath the player, but not actually above it. Note - the 833 * beneath the player, but not actually above it. Note - the
529 * map and x,y coordinates for the object to be inserted must 834 * map and x,y coordinates for the object to be inserted must
530 * match the originator. 835 * match the originator.
531 * INS_MAP_LOAD: disable lots of checkings done at insertion to
532 * speed up map loading process, as we assume the ordering in
533 * loaded map is correct.
534 * 836 *
535 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 837 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
536 * are mutually exclusive. The behaviour for passing more than one 838 * are mutually exclusive. The behaviour for passing more than one
537 * should be considered undefined - while you may notice what happens 839 * should be considered undefined - while you may notice what happens
538 * right now if you pass more than one, that could very well change 840 * right now if you pass more than one, that could very well change
541#define INS_NO_MERGE 0x0001 843#define INS_NO_MERGE 0x0001
542#define INS_ABOVE_FLOOR_ONLY 0x0002 844#define INS_ABOVE_FLOOR_ONLY 0x0002
543#define INS_NO_WALK_ON 0x0004 845#define INS_NO_WALK_ON 0x0004
544#define INS_ON_TOP 0x0008 846#define INS_ON_TOP 0x0008
545#define INS_BELOW_ORIGINATOR 0x0010 847#define INS_BELOW_ORIGINATOR 0x0010
546#define INS_MAP_LOAD 0x0020
547 848
548#define ARCH_SINGULARITY "singularity"
549#define ARCH_SINGULARITY_LEN 11
550#define ARCH_DETECT_MAGIC "detect_magic"
551#define ARCH_DEPLETION "depletion" 849#define ARCH_DEPLETION "depletion"
552#define ARCH_SYMPTOM "symptom"
553 850
554#endif 851#endif
555 852

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