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Comparing deliantra/server/include/object.h (file contents):
Revision 1.121 by root, Mon May 14 19:08:26 2007 UTC vs.
Revision 1.211 by sf-marcmagus, Sun Oct 11 05:43:35 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
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35enum { 34enum {
35 body_skill,
36 body_combat,
36 body_range, 37 body_range,
37 body_shield, 38 body_shield,
38 body_combat,
39 body_arm, 39 body_arm,
40 body_torso, 40 body_torso,
41 body_head, 41 body_head,
42 body_neck, 42 body_neck,
43 body_skill,
44 body_finger, 43 body_finger,
45 body_shoulder, 44 body_shoulder,
46 body_foot, 45 body_foot,
47 body_hand, 46 body_hand,
48 body_wrist, 47 body_wrist,
59 58
60/* See common/item.c */ 59/* See common/item.c */
61 60
62typedef struct Body_Locations 61typedef struct Body_Locations
63{ 62{
64 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
65 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 */
66 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 */
67} Body_Locations; 66} Body_Locations;
68 67
69extern 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];
70 72
71/* 73/*
72 * 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
73 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 76 *
75 * key and value are shared-strings. 77 * key and value are shared-strings.
76 * 78 *
77 * 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
78 * accessing the list directly. 80 * accessing the list directly.
79 * 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.
80 */ 82 */
81struct key_value 83struct key_value : slice_allocated
82{ 84{
83 key_value *next; 85 key_value *next;
84 shstr key, value; 86 shstr key, value;
85}; 87};
86 88
87struct UUID 89struct UUID
88{ 90{
89 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
90 96
91 UUID () { } 97 UUID () { }
92 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; } 99 operator uint64() { return seq; }
94 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 }
95}; 122};
96
97extern void init_uuid ();
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
100 123
101/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
102 * 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
103 * 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
104 * can_apply and will_apply? 127 * can_apply and will_apply?
107#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
108#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
109#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
111 134
112/* However, if you're keeping a pointer of some sort, you probably
113 * don't just want it copied, so you'll need to add to common/object.C,
114 * e.g. ->copy_to ()
115 */
116
117struct body_slot 135struct body_slot
118{ 136{
119 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
121}; 139};
122 140
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
123INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
124// these are being copied 155// these are being copied
125struct object_copy : attachable 156struct object_copy : attachable
126{ 157{
127 typedef bitset<NUM_FLAGS> flags_t;
128
129 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 */
130 159
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
133 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
137 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
138 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
139 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
141 /* 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 */
142 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 */
143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
144 shstr ACC (RW, lore); /* Obscure information about this object, */
145 /* To get put into books and the like. */
146 shstr ACC (RW, materialname); /* specific material name */
147 shstr ACC (RW, custom_name); /* Custom name assigned by player */
148// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
149 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 */
150 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 */
151 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 */
152 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
156 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
157 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 */
158 190
159 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
160 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
161 uint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
162
163 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
164 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 */
165
166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
170 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
171 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
174 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
175 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 211 */
178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 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 */
180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
182 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 */
183 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
219
184 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
185 sint8 ACC (RW, item_power); /* power rating of the object */
186 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) */
187 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
188 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
190 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
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 body_slot slot [NUM_BODY_LOCATIONS];
195 faceidx ACC (RW, face); /* Face with colors */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
198 240
199 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201
202 /* allows different movement patterns for attackers */
203 sint32 ACC (RW, move_status); /* What stage in attack mode */
204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 /* races/classes can need less/more exp to gain levels */
208 242
209 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
211 * only used in spells. 245 * only used in spells.
212 */ 246 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
215
216 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
218 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 */
219
220 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
221 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. */
222 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
226 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 */
227 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 */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229 264
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
230 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 */
231
232 char *ACC (RW, spellarg);
233 271
234 /* Following are values used by any object */ 272 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */ 273 /* this objects turns into or what this object creates */
236 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */ 275
238#if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240#endif
241 uint16 ACC (RW, animation_id);/* An index into the animation array */
242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 276 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 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 */
247}; 297};
248 298
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
249struct object : zero_initialised, object_copy 304struct object : zero_initialised, object_copy
250{ 305{
251 // These variables are not changed by ->copy_to 306 // These variables are not changed by ->copy_to
252 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 */
253 308
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 310 int ACC (RO, count);
256 int ACC (RO, index); // index into objects 311 object_vector_index ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives 312 object_vector_index ACC (RO, active); // index into actives
258 313
259 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 */
260 315
261 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 */
262 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 */
263 /* Note: stacked in the *same* environment */ 318 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 319 object *inv; /* Pointer to the first object in the inventory */
273 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 */
274 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
275 client_container *seen_by; // seen by which player/container currently? 330 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */ 331 key_value *key_values; /* Fields not explictly known by the loader. */
277 332
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
278 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
279 void post_load_check (); // do some adjustments after parsing 369 MTH void post_load_check (); // do some adjustments after parsing
280 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.
281 bool write (object_freezer &f); 371 bool write (object_freezer &f);
282 372
283 MTH int slottype () const; 373 MTH int slottype () const;
284 MTH static object *create (); 374 MTH static object *create ();
285 object &operator =(const object &src); 375 const mapxy &operator =(const mapxy &pos);
286 MTH void copy_to (object *dst); 376 MTH void copy_to (object *dst);
287 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
288 void do_destroy (); 379 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const; 380 void gather_callbacks (AV *&callbacks, event_type event) const;
290 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 }
291 387
292 // 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
293 MTH void destroy_inv (bool drop_to_ground = false); 389 MTH void destroy_inv (bool drop_to_ground = false);
294 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
295 void do_remove (); 394 void do_remove ();
296 MTH void remove () 395 MTH void remove ()
297 { 396 {
298 if (!flag [FLAG_REMOVED]) 397 if (!flag [FLAG_REMOVED])
299 do_remove (); 398 do_remove ();
300 } 399 }
301 400
302 // move this object to the top of its env's inventory to speed up 401 MTH bool blocked (maptile *m, int x, int y) const;
303 // searches for it.
304 MTH void inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310 402
311 above = 0; 403 void move_to (const mapxy &pos)
312 below = env->inv; 404 {
313 below->above = this; 405 remove ();
314 env->inv = this; 406 *this = pos;
315 } 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);
316 } 416 }
317 417
318 static bool can_merge_slow (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
319 419
320 // this is often used in time-critical code, so optimise 420 // this is often used in time-critical code, so optimise
325 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
326 } 426 }
327 427
328 MTH void set_owner (object *owner); 428 MTH void set_owner (object *owner);
329 MTH void set_speed (float speed); 429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
330 MTH bool change_weapon (object *ob); 431 MTH bool change_weapon (object *ob);
432 MTH bool change_skill (object *ob);
331 433
332 MTH void open_container (object *new_container); 434 MTH void open_container (object *new_container);
333 MTH void close_container () 435 MTH void close_container ()
334 { 436 {
335 open_container (0); 437 open_container (0);
438 }
439
440 MTH object *force_find (shstr_tmp name);
441 MTH void force_set_timer (int duration);
442 MTH object *force_add (shstr_tmp name, int duration = 0);
443
444 oblinkpt *find_link () const;
445 MTH void add_link (maptile *map, shstr_tmp id);
446 MTH void remove_link ();
447
448 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
449 bool should_invoke (event_type event)
450 {
451 return ev_want_event [event] || ev_want_type [type] || cb;
336 } 452 }
337 453
338 MTH void instantiate (); 454 MTH void instantiate ();
339 455
340 // recalculate all stats 456 // recalculate all stats
350 // info must hold 256 * 3 bytes currently 466 // info must hold 256 * 3 bytes currently
351 const char *debug_desc (char *info) const; 467 const char *debug_desc (char *info) const;
352 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 468 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
353 const char *flag_desc (char *desc, int len) const; 469 const char *flag_desc (char *desc, int len) const;
354 470
471 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
472 MTH object *split (sint32 nr = 1); // return 0 on failure
473
355 int number_of () const 474 MTH int number_of () const
356 { 475 {
357 return nrof ? nrof : 1; 476 return nrof ? nrof : 1;
358 } 477 }
359 478
360 uint64 total_weight () const 479 MTH sint32 total_weight () const
361 { 480 {
362 return weight * number_of (); 481 return (weight + carrying) * number_of ();
363 } 482 }
483
484 MTH void update_weight ();
364 485
365 // return the dominant material of this item, always return something 486 // return the dominant material of this item, always return something
366 const materialtype_t *dominant_material () const; 487 const materialtype_t *dominant_material () const;
367 488
368 // return the volume of this object in cm³ 489 // return the volume of this object in cm³
369 uint64 volume () const 490 MTH uint64 volume () const
370 { 491 {
371 return total_weight () 492 return (uint64)total_weight ()
372 * 1000 493 * 1000
373 * (type == CONTAINER ? 1000 : 1) 494 * (type == CONTAINER ? 1000 : 1)
374 / dominant_material ()->density; 495 / dominant_material ()->density;
375 } 496 }
376 497
498 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
499
500 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
377 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 501 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
378 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 502 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
379 || type == CLOAK || type == BOOTS || type == GLOVES 503 || type == CLOAK || type == BOOTS || type == GLOVES
380 || type == BRACERS || type == GIRDLE; } 504 || type == BRACERS || type == GIRDLE; }
381 MTH bool is_alive () const { return (type == PLAYER 505 MTH bool is_alive () const { return (type == PLAYER
391 515
392 // temporary: wether the object can be saved in a map file 516 // temporary: wether the object can be saved in a map file
393 // contr => is a player 517 // contr => is a player
394 // head => only save head of a multitile object 518 // head => only save head of a multitile object
395 // owner => can not reference owner yet 519 // owner => can not reference owner yet
396 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 520 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
397 521
398 /* This return true if object has still randomitems which 522 /* This return true if object has still randomitems which
399 * could be expanded. 523 * could be expanded.
400 */ 524 */
401 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 525 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
402 526
527 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
528
529 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
530
531 // returns the outermost owner, never returns 0
532 MTH object *outer_owner ()
533 {
534 object *op;
535
536 for (op = this; op->owner; op = op->owner)
537 ;
538
539 return op;
540 }
541
542 // returns the outermost environment, never returns 0
543 MTH object *outer_env_or_self () const
544 {
545 const object *op;
546
547 for (op = this; op->env; op = op->env)
548 ;
549
550 return const_cast<object *>(op);
551 }
552
553 // returns the outermost environment, may return 0
554 MTH object *outer_env () const
555 {
556 return env ? outer_env_or_self () : 0;
557 }
558
403 // returns the player that has this object in his inventory, or 0 559 // returns the player that has this object in his inventory, or 0
560 // we assume the player is always the outer env
404 MTH object *in_player () const 561 MTH object *in_player () const
405 { 562 {
406 for (object *op = env; op; op = op->env) 563 object *op = outer_env_or_self ();
407 if (op->type == PLAYER)
408 return op;
409 564
410 return 0; 565 return op->type == PLAYER ? op : 0;
411 } 566 }
412 567
413 // "temporary" helper function 568 // "temporary" helper function
414 MTH object *head_ () 569 MTH object *head_ () const
415 { 570 {
416 return head ? head : this; 571 return head ? head : const_cast<object *>(this);
417 } 572 }
418 573
574 MTH bool is_head () const
575 {
576 return head_ () == this;
577 }
578
579 MTH bool is_on_map () const
580 {
581 return !env && !flag [FLAG_REMOVED];
582 }
583
584 MTH bool is_inserted () const
585 {
586 return !flag [FLAG_REMOVED];
587 }
588
589 MTH bool is_player () const
590 {
591 return !!contr;
592 }
593
594 MTH bool affects_los () const
595 {
596 return glow_radius || flag [FLAG_BLOCKSVIEW];
597 }
598
599 MTH bool has_carried_lights () const
600 {
601 return glow_radius;
602 }
603
604 // returns the player that cna see this object, if any
605 MTH object *visible_to () const;
606
419 MTH std::string long_desc (object *who = 0); 607 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
420 MTH std::string describe_monster (object *who = 0); 608 MTH std::string describe_monster (object *who = 0);
421 MTH std::string describe_item (object *who = 0); 609 MTH std::string describe_item (object *who = 0);
422 MTH std::string describe (object *who = 0); 610 MTH std::string describe (object *who = 0); // long description, without name
611
612 MTH const char *query_weight () { return ::query_weight (this); }
613 MTH const char *query_name () { return ::query_name (this); }
614 MTH const char *query_short_name () { return ::query_short_name (this); }
615 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
423 616
424 // If this object has no extra parts but should have them, 617 // If this object has no extra parts but should have them,
425 // add them, effectively expanding heads into multipart 618 // add them, effectively expanding heads into multipart
426 // objects. This method only works on objects not inserted 619 // objects. This method only works on objects not inserted
427 // anywhere. 620 // anywhere.
430 MTH void create_treasure (treasurelist *tl, int flags = 0); 623 MTH void create_treasure (treasurelist *tl, int flags = 0);
431 624
432 // insert object at same map position as 'where' 625 // insert object at same map position as 'where'
433 // handles both inventory and map "positions" 626 // handles both inventory and map "positions"
434 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 627 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
628 MTH void drop_unpaid_items ();
435 629
436 MTH void activate (); 630 MTH void activate ();
437 MTH void deactivate (); 631 MTH void deactivate ();
438 MTH void activate_recursive (); 632 MTH void activate_recursive ();
439 MTH void deactivate_recursive (); 633 MTH void deactivate_recursive ();
440 634
441 // set the givne flag on all objects in the inventory recursively 635 // set the given flag on all objects in the inventory recursively
442 MTH void set_flag_inv (int flag, int value = 1); 636 MTH void set_flag_inv (int flag, int value = 1);
443 637
444 void enter_exit (object *exit);//Perl 638 void enter_exit (object *exit);//Perl
445 MTH void enter_map (maptile *newmap, int x, int y); 639 MTH void enter_map (maptile *newmap, int x, int y);
640 void player_goto (const char *path, int x, int y); // only for players
446 641
447 // returns the mapspace this object is in 642 // returns the mapspace this object is in
448 mapspace &ms () const; 643 mapspace &ms () const;
449 644
450 // fully recursive iterator 645 // fully recursive iterator
486 { 681 {
487 return this; 682 return this;
488 } 683 }
489 684
490 /* This returns TRUE if the object is something that 685 /* This returns TRUE if the object is something that
491 * should be displayed in the floorbox/inventory window 686 * a client might want to know about.
492 */ 687 */
493 MTH bool client_visible () const 688 MTH bool client_visible () const
494 { 689 {
495 return !invisible && type != PLAYER; 690 return !invisible && type != PLAYER;
496 } 691 }
497 692
693 // the client does nrof * this weight
694 MTH sint32 client_weight () const
695 {
696 return weight + carrying;
697 }
698
498 MTH struct region *region () const; 699 MTH struct region *region () const;
499 700
701 void statusmsg (const char *msg, int color = NDI_BLACK);
702 void failmsg (const char *msg, int color = NDI_RED);
703
704 const char *query_inventory (object *who = 0, const char *indent = "");
705
706 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
707 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
708
709 // make some noise with given item into direction dir,
710 // currently only used for players to make them temporarily visible
711 // when they are invisible.
712 MTH void make_noise ();
713
714 /* animation */
715 MTH bool has_anim () const { return animation_id; }
716 const animation &anim () const { return animations [animation_id]; }
717 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
718 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
719 /* anim_frames () returns the number of animations allocated. The last
720 * usuable animation will be anim_frames () - 1 (for example, if an object
721 * has 8 animations, anim_frames () will return 8, but the values will
722 * range from 0 through 7.
723 */
724 MTH int anim_frames () const { return anim ().num_animations; }
725 MTH int anim_facings () const { return anim ().facings; }
726
727 MTH char *as_string ();
728
500protected: 729protected:
501 friend struct archetype;
502
503 void link (); 730 void link ();
504 void unlink (); 731 void unlink ();
505 732
506 object (); 733 object ();
507 ~object (); 734 ~object ();
735
736private:
737 object &operator =(const object &);
738 object (const object &);
508}; 739};
509 740
510typedef object_vector<object, &object::index > objectvec; 741// move this object to the top of its env's inventory to speed up
511typedef object_vector<object, &object::active> activevec; 742// searches for it.
743static object *
744splay (object *ob)
745{
746 if (ob->above && ob->env)
747 {
748 if (ob->above) ob->above->below = ob->below;
749 if (ob->below) ob->below->above = ob->above;
512 750
513extern objectvec objects; 751 ob->above = 0;
514extern activevec actives; 752 ob->below = ob->env->inv;
753 ob->below->above = ob;
754 ob->env->inv = ob;
755 }
515 756
516#define for_all_objects(var) \ 757 return ob;
517 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 758}
518 declvar (object *, var, objects [_i])
519 759
520#define for_all_actives(var) \ 760object *find_skill_by_name_fuzzy (object *who, const char *name);
521 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 761object *find_skill_by_name (object *who, shstr_cmp sh);
522 declvar (object *, var, actives [_i]) 762object *find_skill_by_number (object *who, int skillno);
523
524typedef struct oblnk
525{ /* Used to link together several objects */
526 object_ptr ob;
527 struct oblnk *next;
528} objectlink;
529
530typedef struct oblinkpt
531{ /* Used to link together several object links */
532 struct oblnk *link;
533 long value; /* Used as connected value in buttons/gates */
534 struct oblinkpt *next;
535} oblinkpt;
536 763
537/* 764/*
538 * The archetype structure is a set of rules on how to generate and manipulate 765 * The archetype structure is a set of rules on how to generate and manipulate
539 * objects which point to archetypes. 766 * objects which point to archetypes.
540 * This probably belongs in arch.h, but there really doesn't appear to 767 * This probably belongs in arch.h, but there really doesn't appear to
542 * object and pointers. This structure should get removed, and just replaced 769 * object and pointers. This structure should get removed, and just replaced
543 * by the object structure 770 * by the object structure
544 */ 771 */
545 772
546INTERFACE_CLASS (archetype) 773INTERFACE_CLASS (archetype)
547struct archetype : zero_initialised, attachable 774struct archetype : object
548{ 775{
549 archetype (); 776 static arch_ptr empty; // the empty_archetype
777 MTH static void gc ();
778
779 archetype (const char *name);
550 ~archetype (); 780 ~archetype ();
551 void gather_callbacks (AV *&callbacks, event_type event) const; 781 void gather_callbacks (AV *&callbacks, event_type event) const;
552 782
783 MTH static archetype *find (const_utf8_string name);
784
785 MTH void link ();
786 MTH void unlink ();
787
788 MTH static object *get (const char *name); // (find() || singularity)->instance()
789 MTH object *instance ();
790
791 object_vector_index ACC (RW, archid); // index in archvector
792 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
793
794 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
795 sint8 ACC (RW, max_x), ACC (RW, max_y);
796
797 // support for archetype loading
553 static archetype *read (object_thawer &f); 798 static archetype *read (object_thawer &f);
554 static archetype *get (const char *name); // find or create 799 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
555 static archetype *find (const char *name); 800 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
556
557 void hash_add (); // add to hashtable
558 void hash_del (); // remove from hashtable
559
560 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
561 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
562 struct archetype *ACC (RW, head); /* The main part of a linked object */
563 struct archetype *ACC (RW, more); /* Next part of a linked object */
564 object ACC (RO, clone); /* An object from which to do ->copy_to () */
565 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
566 bool ACC (RW, linked); // linked into list of heads
567 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
568 * in comparison to the head.
569 */
570}; 801};
802
803// compatbiility, remove once replaced by ->instance
804inline object *
805arch_to_object (archetype *at)
806{
807 return at->instance ();
808}
809
810inline void
811object_freezer::put (keyword k, archetype *v)
812{
813 put (k, v ? &v->archname : (const char *)0);
814}
815
816typedef object_vector<object, &object::index > objectvec;
817typedef object_vector<object, &object::active> activevec;
818typedef object_vector<archetype, &archetype::archid> archvec;
819
820extern objectvec objects;
821extern activevec actives;
822extern archvec archetypes;
823
824// "safely" iterate over inv in a way such that the current item is removable
825// quite horrible, that's why its hidden in some macro
826#define for_inv_removable(op,var) \
827 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
828
829#define for_all_objects(var) \
830 for (unsigned _i = 0; _i < objects.size (); ++_i) \
831 statementvar (object *, var, objects [_i])
832
833#define for_all_actives(var) \
834 for (unsigned _i = 0; _i < actives.size (); ++_i) \
835 statementvar (object *, var, actives [_i])
836
837#define for_all_archetypes(var) \
838 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
839 statementvar (archetype *, var, archetypes [_i])
571 840
572/* Used by update_object to know if the object being passed is 841/* Used by update_object to know if the object being passed is
573 * being added or removed. 842 * being added or removed.
574 */ 843 */
575#define UP_OBJ_INSERT 1 844#define UP_OBJ_INSERT 1
592 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 861 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
593 * Use for treasure chests so the new object is the highest thing 862 * Use for treasure chests so the new object is the highest thing
594 * beneath the player, but not actually above it. Note - the 863 * beneath the player, but not actually above it. Note - the
595 * map and x,y coordinates for the object to be inserted must 864 * map and x,y coordinates for the object to be inserted must
596 * match the originator. 865 * match the originator.
597 * INS_MAP_LOAD: disable lots of checkings done at insertion to
598 * speed up map loading process, as we assume the ordering in
599 * loaded map is correct.
600 * 866 *
601 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 867 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
602 * are mutually exclusive. The behaviour for passing more than one 868 * are mutually exclusive. The behaviour for passing more than one
603 * should be considered undefined - while you may notice what happens 869 * should be considered undefined - while you may notice what happens
604 * right now if you pass more than one, that could very well change 870 * right now if you pass more than one, that could very well change
607#define INS_NO_MERGE 0x0001 873#define INS_NO_MERGE 0x0001
608#define INS_ABOVE_FLOOR_ONLY 0x0002 874#define INS_ABOVE_FLOOR_ONLY 0x0002
609#define INS_NO_WALK_ON 0x0004 875#define INS_NO_WALK_ON 0x0004
610#define INS_ON_TOP 0x0008 876#define INS_ON_TOP 0x0008
611#define INS_BELOW_ORIGINATOR 0x0010 877#define INS_BELOW_ORIGINATOR 0x0010
612#define INS_MAP_LOAD 0x0020
613 878
614#define ARCH_SINGULARITY "singularity"
615#define ARCH_DETECT_MAGIC "detect_magic"
616#define ARCH_DEPLETION "depletion" 879#define ARCH_DEPLETION "depletion"
617#define ARCH_SYMPTOM "symptom"
618 880
619#endif 881#endif
620 882

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