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Comparing deliantra/server/include/object.h (file contents):
Revision 1.124 by root, Fri May 18 12:13:02 2007 UTC vs.
Revision 1.173 by root, Sun May 4 08:25:33 2008 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 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};
137 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
138 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
139 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
141 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
142 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 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 */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
144 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
145 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
146 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
158 177
159 float ACC (RW, speed); /* The overall speed of this object */ 178 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 */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
161 uint32 ACC (RW, nrof); /* How many of the objects */ 180 uint32 ACC (RW, nrof); /* How many of the objects */
162 181
163 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165 184
166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
185 sint8 ACC (RW, item_power); /* power rating of the object */ 204 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) */ 205 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 */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
188 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 body_slot slot [NUM_BODY_LOCATIONS]; 213 body_slot slot [NUM_BODY_LOCATIONS];
195 faceidx ACC (RW, face); /* Face with colors */ 214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
198 219
199 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
251 // These variables are not changed by ->copy_to 272 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
253 274
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 276 int ACC (RO, count);
256 int ACC (RO, index); // index into objects 277 object_vector_index ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives 278 object_vector_index ACC (RO, active); // index into actives
258 279
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260 281
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 282 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 */ 283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */ 284 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 285 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 */ 294 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 295 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? 296 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */ 297 key_value *key_values; /* Fields not explictly known by the loader. */
277 298
299 // privates / perl
300 const shstr &kv_get (const shstr &key) const;
301 void kv_del (const shstr &key);
302 void kv_set (const shstr &key, const shstr &value);
303
304 // custom extra fields management
305 struct key_value_access_proxy
306 {
307 object &ob;
308 shstr key;
309
310 key_value_access_proxy (object &ob, const shstr &key)
311 : ob (ob), key (key)
312 {
313 }
314
315 const key_value_access_proxy &operator =(const shstr &value) const
316 {
317 ob.kv_set (key, value);
318 return *this;
319 }
320
321 operator const shstr &() const { return ob.kv_get (key); }
322 operator const char *() const { return ob.kv_get (key); }
323
324 private:
325 void operator =(int);
326 };
327
328 // operator [] is too annoying to use
329 const key_value_access_proxy kv (const shstr &key)
330 {
331 return key_value_access_proxy (*this, key);
332 }
333
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 334 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 335 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. 336 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f); 337 bool write (object_freezer &f);
282 338
283 MTH int slottype () const; 339 MTH int slottype () const;
284 MTH static object *create (); 340 MTH static object *create ();
285 object &operator =(const object &src); 341 const mapxy &operator =(const mapxy &pos);
286 MTH void copy_to (object *dst); 342 MTH void copy_to (object *dst);
287 MTH object *clone (); // create + copy_to 343 MTH object *clone (); // create + copy_to a single object
344 MTH object *deep_clone (); // copy whole more chain and inventory
288 void do_destroy (); 345 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const; 346 void gather_callbacks (AV *&callbacks, event_type event) const;
290 MTH void destroy (bool destroy_inventory = false); 347 MTH void destroy (bool destroy_inventory = false);
291 348
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 349 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false); 350 MTH void destroy_inv (bool drop_to_ground = false);
294 MTH object *insert (object *item); // insert into inventory 351 MTH object *insert (object *item); // insert into inventory
352 MTH void play_sound (faceidx sound);
353
295 void do_remove (); 354 void do_remove ();
296 MTH void remove () 355 MTH void remove ()
297 { 356 {
298 if (!flag [FLAG_REMOVED]) 357 if (!flag [FLAG_REMOVED])
299 do_remove (); 358 do_remove ();
359 }
360
361 MTH bool blocked (maptile *m, int x, int y) const;
362
363 void move_to (const mapxy &pos)
364 {
365 remove ();
366 *this = pos;
367 insert_at (this, this);
300 } 368 }
301 369
302 static bool can_merge_slow (object *op1, object *op2); 370 static bool can_merge_slow (object *op1, object *op2);
303 371
304 // this is often used in time-critical code, so optimise 372 // this is often used in time-critical code, so optimise
316 384
317 MTH void open_container (object *new_container); 385 MTH void open_container (object *new_container);
318 MTH void close_container () 386 MTH void close_container ()
319 { 387 {
320 open_container (0); 388 open_container (0);
389 }
390
391 MTH object *force_find (const shstr name);
392 MTH void force_add (const shstr name, int duration = 0);
393
394 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
395 bool should_invoke (event_type event)
396 {
397 return ev_want_event [event] || ev_want_type [type] || cb;
321 } 398 }
322 399
323 MTH void instantiate (); 400 MTH void instantiate ();
324 401
325 // recalculate all stats 402 // recalculate all stats
335 // info must hold 256 * 3 bytes currently 412 // info must hold 256 * 3 bytes currently
336 const char *debug_desc (char *info) const; 413 const char *debug_desc (char *info) const;
337 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 414 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
338 const char *flag_desc (char *desc, int len) const; 415 const char *flag_desc (char *desc, int len) const;
339 416
417 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
418 MTH object *split (sint32 nr = 1); // return 0 on failure
419
340 int number_of () const 420 MTH int number_of () const
341 { 421 {
342 return nrof ? nrof : 1; 422 return nrof ? nrof : 1;
343 } 423 }
344 424
345 uint64 total_weight () const 425 MTH sint32 total_weight () const
346 { 426 {
347 return weight * number_of (); 427 return (weight + carrying) * number_of ();
348 } 428 }
429
430 MTH void update_weight ();
349 431
350 // return the dominant material of this item, always return something 432 // return the dominant material of this item, always return something
351 const materialtype_t *dominant_material () const; 433 const materialtype_t *dominant_material () const;
352 434
353 // return the volume of this object in cm³ 435 // return the volume of this object in cm³
354 uint64 volume () const 436 MTH uint64 volume () const
355 { 437 {
356 return total_weight () 438 return total_weight ()
357 * 1000 439 * 1000
358 * (type == CONTAINER ? 1000 : 1) 440 * (type == CONTAINER ? 1000 : 1)
359 / dominant_material ()->density; 441 / dominant_material ()->density;
376 458
377 // temporary: wether the object can be saved in a map file 459 // temporary: wether the object can be saved in a map file
378 // contr => is a player 460 // contr => is a player
379 // head => only save head of a multitile object 461 // head => only save head of a multitile object
380 // owner => can not reference owner yet 462 // owner => can not reference owner yet
381 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 463 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
382 464
383 /* This return true if object has still randomitems which 465 /* This return true if object has still randomitems which
384 * could be expanded. 466 * could be expanded.
385 */ 467 */
386 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 468 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
387 469
470 // returns the outermost owner, never returns 0
471 MTH object *outer_owner ()
472 {
473 for (object *op = this; ; op = op->owner)
474 if (!op->owner)
475 return op;
476 }
477
478 // returns the outermost environment, never returns 0
479 MTH object *outer_env ()
480 {
481 for (object *op = this; ; op = op->env)
482 if (!op->env)
483 return op;
484 }
485
388 // returns the player that has this object in his inventory, or 0 486 // returns the player that has this object in his inventory, or 0
487 // we assume the player is always the outer env
389 MTH object *in_player () const 488 MTH object *in_player ()
390 { 489 {
391 for (object *op = env; op; op = op->env) 490 object *op = outer_env ();
392 if (op->type == PLAYER)
393 return op;
394 491
395 return 0; 492 return op->type == PLAYER ? op : 0;
396 } 493 }
397 494
398 // "temporary" helper function 495 // "temporary" helper function
399 MTH object *head_ () 496 MTH object *head_ ()
400 { 497 {
401 return head ? head : this; 498 return head ? head : this;
402 } 499 }
500
501 MTH bool is_head ()
502 {
503 return head_ () == this;
504 }
505
506 MTH bool is_on_map () const
507 {
508 return !env && !flag [FLAG_REMOVED];
509 }
510
511 // returns the player that cna see this object, if any
512 MTH object *visible_to () const;
403 513
404 MTH std::string long_desc (object *who = 0); 514 MTH std::string long_desc (object *who = 0);
405 MTH std::string describe_monster (object *who = 0); 515 MTH std::string describe_monster (object *who = 0);
406 MTH std::string describe_item (object *who = 0); 516 MTH std::string describe_item (object *who = 0);
407 MTH std::string describe (object *who = 0); 517 MTH std::string describe (object *who = 0);
415 MTH void create_treasure (treasurelist *tl, int flags = 0); 525 MTH void create_treasure (treasurelist *tl, int flags = 0);
416 526
417 // insert object at same map position as 'where' 527 // insert object at same map position as 'where'
418 // handles both inventory and map "positions" 528 // handles both inventory and map "positions"
419 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 529 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
530 MTH void drop_unpaid_items ();
420 531
421 MTH void activate (); 532 MTH void activate ();
422 MTH void deactivate (); 533 MTH void deactivate ();
423 MTH void activate_recursive (); 534 MTH void activate_recursive ();
424 MTH void deactivate_recursive (); 535 MTH void deactivate_recursive ();
425 536
426 // set the givne flag on all objects in the inventory recursively 537 // set the given flag on all objects in the inventory recursively
427 MTH void set_flag_inv (int flag, int value = 1); 538 MTH void set_flag_inv (int flag, int value = 1);
428 539
429 void enter_exit (object *exit);//Perl 540 void enter_exit (object *exit);//Perl
430 MTH void enter_map (maptile *newmap, int x, int y); 541 MTH void enter_map (maptile *newmap, int x, int y);
431 542
471 { 582 {
472 return this; 583 return this;
473 } 584 }
474 585
475 /* This returns TRUE if the object is something that 586 /* This returns TRUE if the object is something that
476 * should be displayed in the floorbox/inventory window 587 * a client might want to know about.
477 */ 588 */
478 MTH bool client_visible () const 589 MTH bool client_visible () const
479 { 590 {
480 return !invisible && type != PLAYER; 591 return !invisible && type != PLAYER;
481 } 592 }
482 593
594 // the client does nrof * this weight
595 MTH sint32 client_weight () const
596 {
597 return weight + carrying;
598 }
599
483 MTH struct region *region () const; 600 MTH struct region *region () const;
484 601
602 void statusmsg (const char *msg, int color = NDI_BLACK);
603 void failmsg (const char *msg, int color = NDI_RED);
604
605 const char *query_inventory (object *who = 0, const char *indent = "");
606
607 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
608 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
609
485protected: 610protected:
486 friend struct archetype;
487
488 void link (); 611 void link ();
489 void unlink (); 612 void unlink ();
490 613
491 object (); 614 object ();
492 ~object (); 615 ~object ();
616
617private:
618 object &operator =(const object &);
619 object (const object &);
493}; 620};
494 621
495// move this object to the top of its env's inventory to speed up 622// move this object to the top of its env's inventory to speed up
496// searches for it. 623// searches for it.
497static object * 624static object *
509 } 636 }
510 637
511 return ob; 638 return ob;
512} 639}
513 640
514typedef object_vector<object, &object::index > objectvec;
515typedef object_vector<object, &object::active> activevec;
516
517extern objectvec objects;
518extern activevec actives;
519
520#define for_all_objects(var) \
521 for (unsigned _i = 0; _i < objects.size (); ++_i) \
522 declvar (object *, var, objects [_i])
523
524#define for_all_actives(var) \
525 for (unsigned _i = 0; _i < actives.size (); ++_i) \
526 declvar (object *, var, actives [_i])
527
528typedef struct oblnk 641typedef struct oblnk
529{ /* Used to link together several objects */ 642{ /* Used to link together several objects */
530 object_ptr ob; 643 object_ptr ob;
531 struct oblnk *next; 644 struct oblnk *next;
532} objectlink; 645} objectlink;
533 646
534typedef struct oblinkpt 647typedef struct oblinkpt
535{ /* Used to link together several object links */ 648{ /* Used to link together several object links */
536 struct oblnk *link; 649 struct oblnk *link;
537 long value; /* Used as connected value in buttons/gates */ 650 sint32 value; /* Used as connected value in buttons/gates */
538 struct oblinkpt *next; 651 struct oblinkpt *next;
539} oblinkpt; 652} oblinkpt;
540 653
541object *find_skill_by_name (object *who, const char *name); 654object *find_skill_by_name (object *who, const char *name);
542object *find_skill_by_name (object *who, const shstr &sh); 655object *find_skill_by_name (object *who, const shstr &sh);
550 * object and pointers. This structure should get removed, and just replaced 663 * object and pointers. This structure should get removed, and just replaced
551 * by the object structure 664 * by the object structure
552 */ 665 */
553 666
554INTERFACE_CLASS (archetype) 667INTERFACE_CLASS (archetype)
555struct archetype : zero_initialised, attachable 668struct archetype : object
556{ 669{
557 archetype (); 670 static arch_ptr empty; // the empty_archetype
671 MTH static void gc ();
672
673 archetype (const char *name);
558 ~archetype (); 674 ~archetype ();
559 void gather_callbacks (AV *&callbacks, event_type event) const; 675 void gather_callbacks (AV *&callbacks, event_type event) const;
560 676
677 MTH static archetype *find (const_utf8_string name);
678
679 MTH void link ();
680 MTH void unlink ();
681
682 MTH static object *get (const char *name); // find()->instance()
683 MTH object *instance ();
684
685 object_vector_index ACC (RW, archid); // index in archvector
686 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
687
688 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
689 sint8 ACC (RW, max_x), ACC (RW, max_y);
690
691 // support for archetype loading
561 static archetype *read (object_thawer &f); 692 static archetype *read (object_thawer &f);
562 static archetype *get (const char *name); // find or create 693 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
563 static archetype *find (const char *name); 694 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
564
565 void hash_add (); // add to hashtable
566 void hash_del (); // remove from hashtable
567
568 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
569 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
570 struct archetype *ACC (RW, head); /* The main part of a linked object */
571 struct archetype *ACC (RW, more); /* Next part of a linked object */
572 object ACC (RO, clone); /* An object from which to do ->copy_to () */
573 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
574 bool ACC (RW, linked); // linked into list of heads
575 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
576 * in comparison to the head.
577 */
578}; 695};
696
697inline void
698object_freezer::put (keyword k, archetype *v)
699{
700 put (k, v ? &v->archname : (const char *)0);
701}
702
703typedef object_vector<object, &object::index > objectvec;
704typedef object_vector<object, &object::active> activevec;
705typedef object_vector<archetype, &archetype::archid> archvec;
706
707extern objectvec objects;
708extern activevec actives;
709extern archvec archetypes;
710
711#define for_all_objects(var) \
712 for (unsigned _i = 0; _i < objects.size (); ++_i) \
713 statementvar (object *, var, objects [_i])
714
715#define for_all_actives(var) \
716 for (unsigned _i = 0; _i < actives.size (); ++_i) \
717 statementvar (object *, var, actives [_i])
718
719#define for_all_archetypes(var) \
720 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
721 statementvar (archetype *, var, archetypes [_i])
579 722
580/* Used by update_object to know if the object being passed is 723/* Used by update_object to know if the object being passed is
581 * being added or removed. 724 * being added or removed.
582 */ 725 */
583#define UP_OBJ_INSERT 1 726#define UP_OBJ_INSERT 1
600 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 743 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
601 * Use for treasure chests so the new object is the highest thing 744 * Use for treasure chests so the new object is the highest thing
602 * beneath the player, but not actually above it. Note - the 745 * beneath the player, but not actually above it. Note - the
603 * map and x,y coordinates for the object to be inserted must 746 * map and x,y coordinates for the object to be inserted must
604 * match the originator. 747 * match the originator.
605 * INS_MAP_LOAD: disable lots of checkings done at insertion to
606 * speed up map loading process, as we assume the ordering in
607 * loaded map is correct.
608 * 748 *
609 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 749 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
610 * are mutually exclusive. The behaviour for passing more than one 750 * are mutually exclusive. The behaviour for passing more than one
611 * should be considered undefined - while you may notice what happens 751 * should be considered undefined - while you may notice what happens
612 * right now if you pass more than one, that could very well change 752 * right now if you pass more than one, that could very well change
615#define INS_NO_MERGE 0x0001 755#define INS_NO_MERGE 0x0001
616#define INS_ABOVE_FLOOR_ONLY 0x0002 756#define INS_ABOVE_FLOOR_ONLY 0x0002
617#define INS_NO_WALK_ON 0x0004 757#define INS_NO_WALK_ON 0x0004
618#define INS_ON_TOP 0x0008 758#define INS_ON_TOP 0x0008
619#define INS_BELOW_ORIGINATOR 0x0010 759#define INS_BELOW_ORIGINATOR 0x0010
620#define INS_MAP_LOAD 0x0020
621 760
622#define ARCH_SINGULARITY "singularity"
623#define ARCH_DETECT_MAGIC "detect_magic"
624#define ARCH_DEPLETION "depletion" 761#define ARCH_DEPLETION "depletion"
625#define ARCH_SYMPTOM "symptom"
626 762
627#endif 763#endif
628 764

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