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Comparing deliantra/server/include/object.h (file contents):
Revision 1.123 by root, Thu May 17 20:27:01 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
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 object *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 }
316 409
317 return this; 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);
318 } 416 }
319 417
320 static bool can_merge_slow (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
321 419
322 // this is often used in time-critical code, so optimise 420 // this is often used in time-critical code, so optimise
327 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
328 } 426 }
329 427
330 MTH void set_owner (object *owner); 428 MTH void set_owner (object *owner);
331 MTH void set_speed (float speed); 429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
332 MTH bool change_weapon (object *ob); 431 MTH bool change_weapon (object *ob);
333 MTH bool change_skill (object *ob); 432 MTH bool change_skill (object *ob);
334 433
335 MTH void open_container (object *new_container); 434 MTH void open_container (object *new_container);
336 MTH void close_container () 435 MTH void close_container ()
337 { 436 {
338 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;
339 } 451 }
340 452
341 MTH void instantiate (); 453 MTH void instantiate ();
342 454
343 // recalculate all stats 455 // recalculate all stats
353 // info must hold 256 * 3 bytes currently 465 // info must hold 256 * 3 bytes currently
354 const char *debug_desc (char *info) const; 466 const char *debug_desc (char *info) const;
355 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
356 const char *flag_desc (char *desc, int len) const; 468 const char *flag_desc (char *desc, int len) const;
357 469
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
358 int number_of () const 473 MTH int number_of () const
359 { 474 {
360 return nrof ? nrof : 1; 475 return nrof ? nrof : 1;
361 } 476 }
362 477
363 uint64 total_weight () const 478 MTH sint32 total_weight () const
364 { 479 {
365 return weight * number_of (); 480 return (weight + carrying) * number_of ();
366 } 481 }
482
483 MTH void update_weight ();
367 484
368 // return the dominant material of this item, always return something 485 // return the dominant material of this item, always return something
369 const materialtype_t *dominant_material () const; 486 const materialtype_t *dominant_material () const;
370 487
371 // return the volume of this object in cm³ 488 // return the volume of this object in cm³
372 uint64 volume () const 489 MTH uint64 volume () const
373 { 490 {
374 return total_weight () 491 return (uint64)total_weight ()
375 * 1000 492 * 1000
376 * (type == CONTAINER ? 1000 : 1) 493 * (type == CONTAINER ? 1000 : 1)
377 / dominant_material ()->density; 494 / dominant_material ()->density;
378 } 495 }
379 496
497 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
498
499 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
380 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; }
381 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
382 || type == CLOAK || type == BOOTS || type == GLOVES 502 || type == CLOAK || type == BOOTS || type == GLOVES
383 || type == BRACERS || type == GIRDLE; } 503 || type == BRACERS || type == GIRDLE; }
384 MTH bool is_alive () const { return (type == PLAYER 504 MTH bool is_alive () const { return (type == PLAYER
394 514
395 // temporary: wether the object can be saved in a map file 515 // temporary: wether the object can be saved in a map file
396 // contr => is a player 516 // contr => is a player
397 // head => only save head of a multitile object 517 // head => only save head of a multitile object
398 // owner => can not reference owner yet 518 // owner => can not reference owner yet
399 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]; }
400 520
401 /* This return true if object has still randomitems which 521 /* This return true if object has still randomitems which
402 * could be expanded. 522 * could be expanded.
403 */ 523 */
404 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]; }
405 525
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
406 // 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
407 MTH object *in_player () const 560 MTH object *in_player () const
408 { 561 {
409 for (object *op = env; op; op = op->env) 562 object *op = outer_env_or_self ();
410 if (op->type == PLAYER)
411 return op;
412 563
413 return 0; 564 return op->type == PLAYER ? op : 0;
414 } 565 }
415 566
416 // "temporary" helper function 567 // "temporary" helper function
417 MTH object *head_ () 568 MTH object *head_ () const
418 { 569 {
419 return head ? head : this; 570 return head ? head : const_cast<object *>(this);
420 } 571 }
421 572
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
422 MTH std::string long_desc (object *who = 0); 606 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
423 MTH std::string describe_monster (object *who = 0); 607 MTH std::string describe_monster (object *who = 0);
424 MTH std::string describe_item (object *who = 0); 608 MTH std::string describe_item (object *who = 0);
425 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); }
426 615
427 // If this object has no extra parts but should have them, 616 // If this object has no extra parts but should have them,
428 // add them, effectively expanding heads into multipart 617 // add them, effectively expanding heads into multipart
429 // objects. This method only works on objects not inserted 618 // objects. This method only works on objects not inserted
430 // anywhere. 619 // anywhere.
433 MTH void create_treasure (treasurelist *tl, int flags = 0); 622 MTH void create_treasure (treasurelist *tl, int flags = 0);
434 623
435 // insert object at same map position as 'where' 624 // insert object at same map position as 'where'
436 // handles both inventory and map "positions" 625 // handles both inventory and map "positions"
437 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 ();
438 628
439 MTH void activate (); 629 MTH void activate ();
440 MTH void deactivate (); 630 MTH void deactivate ();
441 MTH void activate_recursive (); 631 MTH void activate_recursive ();
442 MTH void deactivate_recursive (); 632 MTH void deactivate_recursive ();
443 633
444 // set the givne flag on all objects in the inventory recursively 634 // set the given flag on all objects in the inventory recursively
445 MTH void set_flag_inv (int flag, int value = 1); 635 MTH void set_flag_inv (int flag, int value = 1);
446 636
447 void enter_exit (object *exit);//Perl 637 void enter_exit (object *exit);//Perl
448 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
449 640
450 // returns the mapspace this object is in 641 // returns the mapspace this object is in
451 mapspace &ms () const; 642 mapspace &ms () const;
452 643
453 // fully recursive iterator 644 // fully recursive iterator
489 { 680 {
490 return this; 681 return this;
491 } 682 }
492 683
493 /* This returns TRUE if the object is something that 684 /* This returns TRUE if the object is something that
494 * should be displayed in the floorbox/inventory window 685 * a client might want to know about.
495 */ 686 */
496 MTH bool client_visible () const 687 MTH bool client_visible () const
497 { 688 {
498 return !invisible && type != PLAYER; 689 return !invisible && type != PLAYER;
499 } 690 }
500 691
692 // the client does nrof * this weight
693 MTH sint32 client_weight () const
694 {
695 return weight + carrying;
696 }
697
501 MTH struct region *region () const; 698 MTH struct region *region () const;
502 699
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
503protected: 728protected:
504 friend struct archetype;
505
506 void link (); 729 void link ();
507 void unlink (); 730 void unlink ();
508 731
509 object (); 732 object ();
510 ~object (); 733 ~object ();
734
735private:
736 object &operator =(const object &);
737 object (const object &);
511}; 738};
512 739
513typedef object_vector<object, &object::index > objectvec; 740// move this object to the top of its env's inventory to speed up
514typedef 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;
515 749
516extern objectvec objects; 750 ob->above = 0;
517extern activevec actives; 751 ob->below = ob->env->inv;
752 ob->below->above = ob;
753 ob->env->inv = ob;
754 }
518 755
519#define for_all_objects(var) \ 756 return ob;
520 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 757}
521 declvar (object *, var, objects [_i])
522 758
523#define for_all_actives(var) \
524 for (unsigned _i = 0; _i < actives.size (); ++_i) \
525 declvar (object *, var, actives [_i])
526
527typedef struct oblnk
528{ /* Used to link together several objects */
529 object_ptr ob;
530 struct oblnk *next;
531} objectlink;
532
533typedef struct oblinkpt
534{ /* Used to link together several object links */
535 struct oblnk *link;
536 long value; /* Used as connected value in buttons/gates */
537 struct oblinkpt *next;
538} oblinkpt;
539
540object *find_skill_by_name (object *who, const char *name); 759object *find_skill_by_name_fuzzy (object *who, const char *name);
541object *find_skill_by_name (object *who, const shstr &sh); 760object *find_skill_by_name (object *who, shstr_cmp sh);
542object *find_skill_by_number (object *who, int skillno); 761object *find_skill_by_number (object *who, int skillno);
543 762
544/* 763/*
545 * 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
546 * objects which point to archetypes. 765 * objects which point to archetypes.
549 * object and pointers. This structure should get removed, and just replaced 768 * object and pointers. This structure should get removed, and just replaced
550 * by the object structure 769 * by the object structure
551 */ 770 */
552 771
553INTERFACE_CLASS (archetype) 772INTERFACE_CLASS (archetype)
554struct archetype : zero_initialised, attachable 773struct archetype : object
555{ 774{
556 archetype (); 775 static arch_ptr empty; // the empty_archetype
776 MTH static void gc ();
777
778 archetype (const char *name);
557 ~archetype (); 779 ~archetype ();
558 void gather_callbacks (AV *&callbacks, event_type event) const; 780 void gather_callbacks (AV *&callbacks, event_type event) const;
559 781
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
560 static archetype *read (object_thawer &f); 797 static archetype *read (object_thawer &f);
561 static archetype *get (const char *name); // find or create 798 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
562 static archetype *find (const char *name); 799 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
563
564 void hash_add (); // add to hashtable
565 void hash_del (); // remove from hashtable
566
567 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
568 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
569 struct archetype *ACC (RW, head); /* The main part of a linked object */
570 struct archetype *ACC (RW, more); /* Next part of a linked object */
571 object ACC (RO, clone); /* An object from which to do ->copy_to () */
572 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
573 bool ACC (RW, linked); // linked into list of heads
574 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
575 * in comparison to the head.
576 */
577}; 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])
578 839
579/* 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
580 * being added or removed. 841 * being added or removed.
581 */ 842 */
582#define UP_OBJ_INSERT 1 843#define UP_OBJ_INSERT 1
599 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 860 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
600 * 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
601 * beneath the player, but not actually above it. Note - the 862 * beneath the player, but not actually above it. Note - the
602 * 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
603 * match the originator. 864 * match the originator.
604 * INS_MAP_LOAD: disable lots of checkings done at insertion to
605 * speed up map loading process, as we assume the ordering in
606 * loaded map is correct.
607 * 865 *
608 * 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
609 * are mutually exclusive. The behaviour for passing more than one 867 * are mutually exclusive. The behaviour for passing more than one
610 * should be considered undefined - while you may notice what happens 868 * should be considered undefined - while you may notice what happens
611 * 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
614#define INS_NO_MERGE 0x0001 872#define INS_NO_MERGE 0x0001
615#define INS_ABOVE_FLOOR_ONLY 0x0002 873#define INS_ABOVE_FLOOR_ONLY 0x0002
616#define INS_NO_WALK_ON 0x0004 874#define INS_NO_WALK_ON 0x0004
617#define INS_ON_TOP 0x0008 875#define INS_ON_TOP 0x0008
618#define INS_BELOW_ORIGINATOR 0x0010 876#define INS_BELOW_ORIGINATOR 0x0010
619#define INS_MAP_LOAD 0x0020
620 877
621#define ARCH_SINGULARITY "singularity"
622#define ARCH_DETECT_MAGIC "detect_magic"
623#define ARCH_DEPLETION "depletion" 878#define ARCH_DEPLETION "depletion"
624#define ARCH_SYMPTOM "symptom"
625 879
626#endif 880#endif
627 881

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