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Comparing deliantra/server/include/object.h (file contents):
Revision 1.117 by root, Mon May 7 04:21:11 2007 UTC vs.
Revision 1.210 by root, Sun Oct 11 05:31:54 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
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 33
35#define NUM_BODY_LOCATIONS 14 34enum {
36#define BODY_ARMS 1 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};
37 58
38/* See common/item.c */ 59/* See common/item.c */
39 60
40typedef struct Body_Locations 61typedef struct Body_Locations
41{ 62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 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 */
44 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 */
45} Body_Locations; 66} Body_Locations;
46 67
47extern 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];
48 72
49/* 73/*
50 * 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
51 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
52 * 76 *
53 * key and value are shared-strings. 77 * key and value are shared-strings.
54 * 78 *
55 * 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
56 * accessing the list directly. 80 * accessing the list directly.
57 * 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.
58 */ 82 */
59struct key_value 83struct key_value : slice_allocated
60{ 84{
61 key_value *next; 85 key_value *next;
62 shstr key, value; 86 shstr key, value;
63}; 87};
64 88
65struct UUID 89struct UUID
66{ 90{
67 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
68 96
69 UUID () { } 97 UUID () { }
70 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; } 99 operator uint64() { return seq; }
72 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 }
73}; 122};
74
75extern void init_uuid ();
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
78 123
79/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
80 * 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
81 * 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
82 * can_apply and will_apply? 127 * can_apply and will_apply?
85#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
86#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
87#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
88#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
89 134
90/* However, if you're keeping a pointer of some sort, you probably
91 * don't just want it copied, so you'll need to add to common/object.C,
92 * e.g. ->copy_to ()
93 */
94
95struct body_slot 135struct body_slot
96{ 136{
97 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
98 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
99}; 139};
100 140
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;
153
101INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
102// these are being copied 155// these are being copied
103struct object_copy : attachable 156struct object_copy : attachable
104{ 157{
105 typedef bitset<NUM_FLAGS> flags_t;
106
107 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 */
108 159
109 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
110 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
111 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
115 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
116 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
117 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
118 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
119 /* 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 */
120 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 */
121 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
122 shstr ACC (RW, lore); /* Obscure information about this object, */
123 /* To get put into books and the like. */
124 shstr ACC (RW, materialname); /* specific material name */
125 shstr ACC (RW, custom_name); /* Custom name assigned by player */
126// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
127 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 */
128 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 */
129 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 */
130 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
135 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 */
136 190
137 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
138 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 */
193
139 uint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
140
141 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
142 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 */
143
144 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
145 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 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
149 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
150 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
153 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
154 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
155 */ 211 */
156 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
157 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
158 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
159 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
160 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
161 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
219
162 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
165 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 222 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 uint8 ACC (RW, weapontype); /* type of weapon */
224
225 faceidx ACC (RW, face); /* the graphical face */
226
227 faceidx ACC (RW, sound); /* the sound face */
228 faceidx ACC (RW, sound_destroy); /* played on destroy */
229
230 body_slot slot [NUM_BODY_LOCATIONS];
231
166 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
167 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
168 sint32 ACC (RW, carrying); /* How much weight this object contains */ 235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
169 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
170 uint32 ACC (RW, weapontype); /* type of weapon */
171 uint32 ACC (RW, tooltype); /* type of tool or build facility */
172 body_slot slot [NUM_BODY_LOCATIONS];
173 faceidx ACC (RW, face); /* Face with colors */
174 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
175 /* See the pod/objects.pod for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
176 240
177 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
178 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
179
180 /* allows different movement patterns for attackers */
181 sint32 ACC (RW, move_status); /* What stage in attack mode */
182 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
183 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
184 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
185 /* races/classes can need less/more exp to gain levels */
186 242
187 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
188 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
189 * only used in spells. 245 * only used in spells.
190 */ 246 */
191 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
192 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
193
194 uint16 ACC (RW, start_holding);
195 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
196 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
197
198 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
199 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 sint8 ACC (RW, item_power); /* power rating of the object */
255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
200 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
201 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
202
203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
204 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
206 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207 264
265 // 8 free bits
266
267 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268 // /* races/classes can need less/more exp to gain levels */
269 static const float expmul = 1.0;//D
208 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 */
209
210 char *ACC (RW, spellarg);
211 271
212 /* Following are values used by any object */ 272 /* Following are values used by any object */
213 /* this objects turns into or what this object creates */ 273 /* this objects turns into or what this object creates */
214 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 flags_t flag; /* various flags */ 275
216#if FOR_PERL
217 bool ACC (RW, flag[NUM_FLAGS]);
218#endif
219 uint16 ACC (RW, animation_id);/* An index into the animation array */
220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 276 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 278 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280 uint16 ACC (RW, animation_id);/* An index into the animation array */
281 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
282
283 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
284 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
285 /* allows different movement patterns for attackers */
286 uint8 ACC (RW, move_status); /* What stage in attack mode */
287 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
288
289 //16+ free bits
290
291 // rarely-accessed members should be at the end
292 shstr ACC (RW, tag); // a tag used to tracking this object
293 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
294 shstr ACC (RW, lore); /* Obscure information about this object, */
295 /* To get put into books and the like. */
296 shstr ACC (RW, custom_name); /* Custom name assigned by player */
225}; 297};
226 298
299const char *query_weight (const object *op);
300const char *query_short_name (const object *op);
301const char *query_name (const object *op);
302const char *query_base_name (const object *op, int plural);
303
227struct object : zero_initialised, object_copy 304struct object : zero_initialised, object_copy
228{ 305{
229 // These variables are not changed by ->copy_to 306 // These variables are not changed by ->copy_to
230 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 307 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
231 308
232 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
233 int ACC (RO, count); 310 int ACC (RO, count);
234 int ACC (RO, index); // index into objects 311 object_vector_index ACC (RO, index); // index into objects
235 int ACC (RO, active); // index into actives 312 object_vector_index ACC (RO, active); // index into actives
236 313
237 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 314 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
238 315
239 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 316 object *ACC (RW, below); /* Pointer to the object stacked below this one */
240 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 317 object *ACC (RW, above); /* Pointer to the object stacked above this one */
241 /* Note: stacked in the *same* environment */ 318 /* Note: stacked in the *same* environment */
242 object *inv; /* Pointer to the first object in the inventory */ 319 object *inv; /* Pointer to the first object in the inventory */
251 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 328 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
252 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 329 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
253 client_container *seen_by; // seen by which player/container currently? 330 client_container *seen_by; // seen by which player/container currently?
254 key_value *key_values; /* Fields not explictly known by the loader. */ 331 key_value *key_values; /* Fields not explictly known by the loader. */
255 332
333 // privates / perl
334 shstr_tmp kv_get (shstr_tmp key) const;
335 void kv_del (shstr_tmp key);
336 void kv_set (shstr_tmp key, shstr_tmp value);
337
338 // custom extra fields management
339 struct key_value_access_proxy
340 {
341 object &ob;
342 shstr_tmp key;
343
344 key_value_access_proxy (object &ob, shstr_tmp key)
345 : ob (ob), key (key)
346 {
347 }
348
349 const key_value_access_proxy &operator =(shstr_tmp value) const
350 {
351 ob.kv_set (key, value);
352 return *this;
353 }
354
355 operator const shstr_tmp () const { return ob.kv_get (key); }
356 operator const char *() const { return ob.kv_get (key); }
357
358 private:
359 void operator =(int);
360 };
361
362 // operator [] is too annoying to use
363 const key_value_access_proxy kv (shstr_tmp key)
364 {
365 return key_value_access_proxy (*this, key);
366 }
367
256 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 368 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
369 MTH void post_load_check (); // do some adjustments after parsing
257 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 370 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
258 bool write (object_freezer &f); 371 bool write (object_freezer &f);
259 372
373 MTH int slottype () const;
260 MTH static object *create (); 374 MTH static object *create ();
261 object &operator =(const object &src); 375 const mapxy &operator =(const mapxy &pos);
262 MTH void copy_to (object *dst); 376 MTH void copy_to (object *dst);
263 MTH object *clone (); // create + copy_to 377 MTH object *clone (); // create + copy_to a single object
378 MTH object *deep_clone (); // copy whole more chain and inventory
264 void do_destroy (); 379 void do_destroy ();
265 void gather_callbacks (AV *&callbacks, event_type event) const; 380 void gather_callbacks (AV *&callbacks, event_type event) const;
266 MTH void destroy (bool destroy_inventory = false); 381 MTH void destroy ();
382 MTH void drop_and_destroy ()
383 {
384 destroy_inv (true);
385 destroy ();
386 }
267 387
268 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
269 MTH void destroy_inv (bool drop_to_ground = false); 389 MTH void destroy_inv (bool drop_to_ground = false);
270 MTH object *insert (object *item); // insert into inventory 390 MTH object *insert (object *item); // insert into inventory
391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
393
271 void do_remove (); 394 void do_remove ();
272 MTH void remove () 395 MTH void remove ()
273 { 396 {
274 if (!flag [FLAG_REMOVED]) 397 if (!flag [FLAG_REMOVED])
275 do_remove (); 398 do_remove ();
399 }
400
401 MTH bool blocked (maptile *m, int x, int y) const;
402
403 void move_to (const mapxy &pos)
404 {
405 remove ();
406 *this = pos;
407 insert_at (this, this);
408 }
409
410 // high-level move functions, return true if successful
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
276 } 416 }
277 417
278 static bool can_merge_slow (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
279 419
280 // this is often used in time-critical code, so optimise 420 // this is often used in time-critical code, so optimise
285 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
286 } 426 }
287 427
288 MTH void set_owner (object *owner); 428 MTH void set_owner (object *owner);
289 MTH void set_speed (float speed); 429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
290 MTH void set_weapon (object *ob); 431 MTH bool change_weapon (object *ob);
432 MTH bool change_skill (object *ob);
291 433
292 MTH void open_container (object *new_container); 434 MTH void open_container (object *new_container);
293 MTH void close_container () 435 MTH void close_container ()
294 { 436 {
295 open_container (0); 437 open_container (0);
438 }
439
440 MTH object *force_find (shstr_tmp name);
441 MTH object *force_add (shstr_tmp name, int duration = 0);
442
443 oblinkpt *find_link () const;
444 MTH void add_link (maptile *map, shstr_tmp id);
445 MTH void remove_link ();
446
447 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
448 bool should_invoke (event_type event)
449 {
450 return ev_want_event [event] || ev_want_type [type] || cb;
296 } 451 }
297 452
298 MTH void instantiate (); 453 MTH void instantiate ();
299 454
300 // recalculate all stats 455 // recalculate all stats
310 // info must hold 256 * 3 bytes currently 465 // info must hold 256 * 3 bytes currently
311 const char *debug_desc (char *info) const; 466 const char *debug_desc (char *info) const;
312 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 467 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
313 const char *flag_desc (char *desc, int len) const; 468 const char *flag_desc (char *desc, int len) const;
314 469
470 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
471 MTH object *split (sint32 nr = 1); // return 0 on failure
472
315 int number_of () const 473 MTH int number_of () const
316 { 474 {
317 return nrof ? nrof : 1; 475 return nrof ? nrof : 1;
318 } 476 }
319 477
320 uint64 total_weight () const 478 MTH sint32 total_weight () const
321 { 479 {
322 return weight * number_of (); 480 return (weight + carrying) * number_of ();
323 } 481 }
482
483 MTH void update_weight ();
324 484
325 // return the dominant material of this item, always return something 485 // return the dominant material of this item, always return something
326 const materialtype_t *dominant_material () const; 486 const materialtype_t *dominant_material () const;
327 487
328 // return the volume of this object in cm³ 488 // return the volume of this object in cm³
329 uint64 volume () const 489 MTH uint64 volume () const
330 { 490 {
331 return total_weight () 491 return (uint64)total_weight ()
332 * 1000 492 * 1000
333 * (type == CONTAINER ? 1000 : 1) 493 * (type == CONTAINER ? 1000 : 1)
334 / dominant_material ()->density; 494 / dominant_material ()->density;
335 } 495 }
336 496
497 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
498
499 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
337 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 500 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
338 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 501 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
339 || type == CLOAK || type == BOOTS || type == GLOVES 502 || type == CLOAK || type == BOOTS || type == GLOVES
340 || type == BRACERS || type == GIRDLE; } 503 || type == BRACERS || type == GIRDLE; }
341 MTH bool is_alive () const { return (type == PLAYER 504 MTH bool is_alive () const { return (type == PLAYER
351 514
352 // temporary: wether the object can be saved in a map file 515 // temporary: wether the object can be saved in a map file
353 // contr => is a player 516 // contr => is a player
354 // head => only save head of a multitile object 517 // head => only save head of a multitile object
355 // owner => can not reference owner yet 518 // owner => can not reference owner yet
356 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 519 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
357 520
358 /* This return true if object has still randomitems which 521 /* This return true if object has still randomitems which
359 * could be expanded. 522 * could be expanded.
360 */ 523 */
361 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 524 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
362 525
526 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
527
528 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
529
530 // returns the outermost owner, never returns 0
531 MTH object *outer_owner ()
532 {
533 object *op;
534
535 for (op = this; op->owner; op = op->owner)
536 ;
537
538 return op;
539 }
540
541 // returns the outermost environment, never returns 0
542 MTH object *outer_env_or_self () const
543 {
544 const object *op;
545
546 for (op = this; op->env; op = op->env)
547 ;
548
549 return const_cast<object *>(op);
550 }
551
552 // returns the outermost environment, may return 0
553 MTH object *outer_env () const
554 {
555 return env ? outer_env_or_self () : 0;
556 }
557
363 // returns the player that has this object in his inventory, or 0 558 // returns the player that has this object in his inventory, or 0
559 // we assume the player is always the outer env
364 MTH object *in_player () const 560 MTH object *in_player () const
365 { 561 {
366 for (object *op = env; op; op = op->env) 562 object *op = outer_env_or_self ();
367 if (op->type == PLAYER)
368 return op;
369 563
370 return 0; 564 return op->type == PLAYER ? op : 0;
371 } 565 }
372 566
373 // "temporary" helper function 567 // "temporary" helper function
374 MTH object *head_ () 568 MTH object *head_ () const
375 { 569 {
376 return head ? head : this; 570 return head ? head : const_cast<object *>(this);
377 } 571 }
378 572
573 MTH bool is_head () const
574 {
575 return head_ () == this;
576 }
577
578 MTH bool is_on_map () const
579 {
580 return !env && !flag [FLAG_REMOVED];
581 }
582
583 MTH bool is_inserted () const
584 {
585 return !flag [FLAG_REMOVED];
586 }
587
588 MTH bool is_player () const
589 {
590 return !!contr;
591 }
592
593 MTH bool affects_los () const
594 {
595 return glow_radius || flag [FLAG_BLOCKSVIEW];
596 }
597
598 MTH bool has_carried_lights () const
599 {
600 return glow_radius;
601 }
602
603 // returns the player that cna see this object, if any
604 MTH object *visible_to () const;
605
379 MTH std::string long_desc (object *who = 0); 606 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
380 MTH std::string describe_monster (object *who = 0); 607 MTH std::string describe_monster (object *who = 0);
381 MTH std::string describe_item (object *who = 0); 608 MTH std::string describe_item (object *who = 0);
382 MTH std::string describe (object *who = 0); 609 MTH std::string describe (object *who = 0); // long description, without name
610
611 MTH const char *query_weight () { return ::query_weight (this); }
612 MTH const char *query_name () { return ::query_name (this); }
613 MTH const char *query_short_name () { return ::query_short_name (this); }
614 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
383 615
384 // If this object has no extra parts but should have them, 616 // If this object has no extra parts but should have them,
385 // add them, effectively expanding heads into multipart 617 // add them, effectively expanding heads into multipart
386 // objects. This method only works on objects not inserted 618 // objects. This method only works on objects not inserted
387 // anywhere. 619 // anywhere.
390 MTH void create_treasure (treasurelist *tl, int flags = 0); 622 MTH void create_treasure (treasurelist *tl, int flags = 0);
391 623
392 // insert object at same map position as 'where' 624 // insert object at same map position as 'where'
393 // handles both inventory and map "positions" 625 // handles both inventory and map "positions"
394 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 626 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
627 MTH void drop_unpaid_items ();
395 628
396 MTH void activate (); 629 MTH void activate ();
397 MTH void deactivate (); 630 MTH void deactivate ();
398 MTH void activate_recursive (); 631 MTH void activate_recursive ();
399 MTH void deactivate_recursive (); 632 MTH void deactivate_recursive ();
400 633
401 // set the givne flag on all objects in the inventory recursively 634 // set the given flag on all objects in the inventory recursively
402 MTH void set_flag_inv (int flag, int value = 1); 635 MTH void set_flag_inv (int flag, int value = 1);
403 636
404 void enter_exit (object *exit);//Perl 637 void enter_exit (object *exit);//Perl
405 MTH void enter_map (maptile *newmap, int x, int y); 638 MTH void enter_map (maptile *newmap, int x, int y);
639 void player_goto (const char *path, int x, int y); // only for players
406 640
407 // returns the mapspace this object is in 641 // returns the mapspace this object is in
408 mapspace &ms () const; 642 mapspace &ms () const;
409 643
410 // fully recursive iterator 644 // fully recursive iterator
446 { 680 {
447 return this; 681 return this;
448 } 682 }
449 683
450 /* This returns TRUE if the object is something that 684 /* This returns TRUE if the object is something that
451 * should be displayed in the floorbox/inventory window 685 * a client might want to know about.
452 */ 686 */
453 MTH bool client_visible () const 687 MTH bool client_visible () const
454 { 688 {
455 return !invisible && type != PLAYER; 689 return !invisible && type != PLAYER;
456 } 690 }
457 691
692 // the client does nrof * this weight
693 MTH sint32 client_weight () const
694 {
695 return weight + carrying;
696 }
697
458 MTH struct region *region () const; 698 MTH struct region *region () const;
459 699
700 void statusmsg (const char *msg, int color = NDI_BLACK);
701 void failmsg (const char *msg, int color = NDI_RED);
702
703 const char *query_inventory (object *who = 0, const char *indent = "");
704
705 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
706 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
707
708 // make some noise with given item into direction dir,
709 // currently only used for players to make them temporarily visible
710 // when they are invisible.
711 MTH void make_noise ();
712
713 /* animation */
714 MTH bool has_anim () const { return animation_id; }
715 const animation &anim () const { return animations [animation_id]; }
716 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
717 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
718 /* anim_frames () returns the number of animations allocated. The last
719 * usuable animation will be anim_frames () - 1 (for example, if an object
720 * has 8 animations, anim_frames () will return 8, but the values will
721 * range from 0 through 7.
722 */
723 MTH int anim_frames () const { return anim ().num_animations; }
724 MTH int anim_facings () const { return anim ().facings; }
725
726 MTH char *as_string ();
727
460protected: 728protected:
461 friend struct archetype;
462
463 void link (); 729 void link ();
464 void unlink (); 730 void unlink ();
465 731
466 object (); 732 object ();
467 ~object (); 733 ~object ();
734
735private:
736 object &operator =(const object &);
737 object (const object &);
468}; 738};
469 739
470typedef object_vector<object, &object::index > objectvec; 740// move this object to the top of its env's inventory to speed up
471typedef object_vector<object, &object::active> activevec; 741// searches for it.
742static object *
743splay (object *ob)
744{
745 if (ob->above && ob->env)
746 {
747 if (ob->above) ob->above->below = ob->below;
748 if (ob->below) ob->below->above = ob->above;
472 749
473extern objectvec objects; 750 ob->above = 0;
474extern activevec actives; 751 ob->below = ob->env->inv;
752 ob->below->above = ob;
753 ob->env->inv = ob;
754 }
475 755
476#define for_all_objects(var) \ 756 return ob;
477 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 757}
478 declvar (object *, var, objects [_i])
479 758
480#define for_all_actives(var) \ 759object *find_skill_by_name_fuzzy (object *who, const char *name);
481 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 760object *find_skill_by_name (object *who, shstr_cmp sh);
482 declvar (object *, var, actives [_i]) 761object *find_skill_by_number (object *who, int skillno);
483
484typedef struct oblnk
485{ /* Used to link together several objects */
486 object_ptr ob;
487 struct oblnk *next;
488} objectlink;
489
490typedef struct oblinkpt
491{ /* Used to link together several object links */
492 struct oblnk *link;
493 long value; /* Used as connected value in buttons/gates */
494 struct oblinkpt *next;
495} oblinkpt;
496 762
497/* 763/*
498 * The archetype structure is a set of rules on how to generate and manipulate 764 * The archetype structure is a set of rules on how to generate and manipulate
499 * objects which point to archetypes. 765 * objects which point to archetypes.
500 * This probably belongs in arch.h, but there really doesn't appear to 766 * This probably belongs in arch.h, but there really doesn't appear to
502 * object and pointers. This structure should get removed, and just replaced 768 * object and pointers. This structure should get removed, and just replaced
503 * by the object structure 769 * by the object structure
504 */ 770 */
505 771
506INTERFACE_CLASS (archetype) 772INTERFACE_CLASS (archetype)
507struct archetype : zero_initialised, attachable 773struct archetype : object
508{ 774{
509 archetype (); 775 static arch_ptr empty; // the empty_archetype
776 MTH static void gc ();
777
778 archetype (const char *name);
510 ~archetype (); 779 ~archetype ();
511 void gather_callbacks (AV *&callbacks, event_type event) const; 780 void gather_callbacks (AV *&callbacks, event_type event) const;
512 781
782 MTH static archetype *find (const_utf8_string name);
783
784 MTH void link ();
785 MTH void unlink ();
786
787 MTH static object *get (const char *name); // (find() || singularity)->instance()
788 MTH object *instance ();
789
790 object_vector_index ACC (RW, archid); // index in archvector
791 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
792
793 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
794 sint8 ACC (RW, max_x), ACC (RW, max_y);
795
796 // support for archetype loading
513 static archetype *read (object_thawer &f); 797 static archetype *read (object_thawer &f);
514 static archetype *get (const char *name); // find or create 798 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
515 static archetype *find (const char *name); 799 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
516
517 void hash_add (); // add to hashtable
518 void hash_del (); // remove from hashtable
519
520 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
521 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
522 struct archetype *ACC (RW, head); /* The main part of a linked object */
523 struct archetype *ACC (RW, more); /* Next part of a linked object */
524 object ACC (RO, clone); /* An object from which to do ->copy_to () */
525 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
526 bool ACC (RW, linked); // linked into list of heads
527 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
528 * in comparison to the head.
529 */
530}; 800};
801
802// compatbiility, remove once replaced by ->instance
803inline object *
804arch_to_object (archetype *at)
805{
806 return at->instance ();
807}
808
809inline void
810object_freezer::put (keyword k, archetype *v)
811{
812 put (k, v ? &v->archname : (const char *)0);
813}
814
815typedef object_vector<object, &object::index > objectvec;
816typedef object_vector<object, &object::active> activevec;
817typedef object_vector<archetype, &archetype::archid> archvec;
818
819extern objectvec objects;
820extern activevec actives;
821extern archvec archetypes;
822
823// "safely" iterate over inv in a way such that the current item is removable
824// quite horrible, that's why its hidden in some macro
825#define for_inv_removable(op,var) \
826 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
827
828#define for_all_objects(var) \
829 for (unsigned _i = 0; _i < objects.size (); ++_i) \
830 statementvar (object *, var, objects [_i])
831
832#define for_all_actives(var) \
833 for (unsigned _i = 0; _i < actives.size (); ++_i) \
834 statementvar (object *, var, actives [_i])
835
836#define for_all_archetypes(var) \
837 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
838 statementvar (archetype *, var, archetypes [_i])
531 839
532/* Used by update_object to know if the object being passed is 840/* Used by update_object to know if the object being passed is
533 * being added or removed. 841 * being added or removed.
534 */ 842 */
535#define UP_OBJ_INSERT 1 843#define UP_OBJ_INSERT 1
552 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 860 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
553 * Use for treasure chests so the new object is the highest thing 861 * Use for treasure chests so the new object is the highest thing
554 * beneath the player, but not actually above it. Note - the 862 * beneath the player, but not actually above it. Note - the
555 * map and x,y coordinates for the object to be inserted must 863 * map and x,y coordinates for the object to be inserted must
556 * match the originator. 864 * match the originator.
557 * INS_MAP_LOAD: disable lots of checkings done at insertion to
558 * speed up map loading process, as we assume the ordering in
559 * loaded map is correct.
560 * 865 *
561 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 866 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
562 * are mutually exclusive. The behaviour for passing more than one 867 * are mutually exclusive. The behaviour for passing more than one
563 * should be considered undefined - while you may notice what happens 868 * should be considered undefined - while you may notice what happens
564 * right now if you pass more than one, that could very well change 869 * right now if you pass more than one, that could very well change
567#define INS_NO_MERGE 0x0001 872#define INS_NO_MERGE 0x0001
568#define INS_ABOVE_FLOOR_ONLY 0x0002 873#define INS_ABOVE_FLOOR_ONLY 0x0002
569#define INS_NO_WALK_ON 0x0004 874#define INS_NO_WALK_ON 0x0004
570#define INS_ON_TOP 0x0008 875#define INS_ON_TOP 0x0008
571#define INS_BELOW_ORIGINATOR 0x0010 876#define INS_BELOW_ORIGINATOR 0x0010
572#define INS_MAP_LOAD 0x0020
573 877
574#define ARCH_SINGULARITY "singularity"
575#define ARCH_DETECT_MAGIC "detect_magic"
576#define ARCH_DEPLETION "depletion" 878#define ARCH_DEPLETION "depletion"
577#define ARCH_SYMPTOM "symptom"
578 879
579#endif 880#endif
580 881

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