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Comparing deliantra/server/include/object.h (file contents):
Revision 1.126 by root, Sat May 26 15:44:04 2007 UTC vs.
Revision 1.244 by root, Wed Apr 14 21:36:32 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset>
29
30#include "cfperl.h" 28#include "cfperl.h"
31#include "shstr.h" 29#include "shstr.h"
32 30
31//+GPL
32
33typedef int tag_t; 33typedef int tag_t;
34 34
35// also see common/item.C
35enum { 36enum
37{
36 body_skill, 38 body_skill,
37 body_combat, 39 body_combat,
38 body_range, 40 body_range,
39 body_shield, 41 body_shield,
40 body_arm, 42 body_arm,
48 body_wrist, 50 body_wrist,
49 body_waist, 51 body_waist,
50 NUM_BODY_LOCATIONS 52 NUM_BODY_LOCATIONS
51}; 53};
52 54
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
59
60/* See common/item.c */ 55/* See common/item.c */
61 56
62typedef struct Body_Locations 57typedef struct Body_Locations
63{ 58{
64 const char *save_name; /* Name used to load/save it to disk */ 59 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 */ 60 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 */ 61 const char *nonuse_name; /* Name to describe objects we can't use */
67} Body_Locations; 62} Body_Locations;
68 63
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
65
66#define NUM_COINS 4 /* number of coin types */
67extern const char *const coins[NUM_COINS + 1];
70 68
71/* 69/*
72 * Each object (this also means archetypes!) could have a few of these 70 * Each object (this also means archetypes!) could have a few of these
73 * "dangling" from it; this could also end up containing 'parse errors'. 71 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 72 *
75 * key and value are shared-strings. 73 * key and value are shared-strings.
76 * 74 *
77 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 75 * Please use kv_get/kv_set/kv_del from object rather than
78 * accessing the list directly. 76 * accessing the list directly.
79 * Exception is if you want to walk this list for some reason. 77 * Exception is if you want to walk this list for some reason.
80 */ 78 */
81struct key_value 79struct key_value : slice_allocated
82{ 80{
83 key_value *next; 81 key_value *next;
84 shstr key, value; 82 shstr key, value;
85}; 83};
86 84
85//-GPL
86
87struct UUID 87struct UUID
88{ 88{
89 uint64 seq; 89 uint64 seq;
90
91 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
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 bool parse (const char *s);
103 char *append (char *buf) const;
104 char *c_str () const;
95}; 105};
96 106
97extern void init_uuid (); 107//+GPL
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
100 108
101/* Definition for WILL_APPLY values. Replaces having harcoded values 109/* Definition for WILL_APPLY values. Replaces having harcoded values
102 * sprinkled in the code. Note that some of these also replace fields 110 * 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 111 * that were in the can_apply area. What is the point of having both
104 * can_apply and will_apply? 112 * can_apply and will_apply?
109#define WILL_APPLY_DOOR 0x08 117#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 118#define WILL_APPLY_FOOD 0x10
111 119
112struct body_slot 120struct body_slot
113{ 121{
122 signed char used:4; /* Calculated value based on items equipped */
114 signed char info:4; /* body info as loaded from the file */ 123 signed char info:4; /* body info as loaded from the file */
115 signed char used:4; /* Calculated value based on items equipped */
116}; 124};
125
126typedef struct oblnk
127{ /* Used to link together several objects */
128 object_ptr ob;
129 struct oblnk *next;
130} objectlink;
131
132typedef struct oblinkpt
133{ /* Used to link together several object links */
134 struct oblnk *link;
135 struct oblinkpt *next;
136 shstr id; /* Used as connected value in buttons/gates */
137} oblinkpt;
117 138
118INTERFACE_CLASS (object) 139INTERFACE_CLASS (object)
119// these are being copied 140// these are being copied
120struct object_copy : attachable 141struct object_copy : attachable
121{ 142{
122 typedef bitset<NUM_FLAGS> flags_t;
123
124 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
125 144
126 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127 uint8 ACC (RW, subtype); /* subtype of object */ 146 uint8 ACC (RW, subtype); /* subtype of object */
128 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 151 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 152 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 153 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 154 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 155 /* If this is an exit, this is the filename */
156
157 typedef bitset<NUM_FLAGS> flags_t;
158 flags_t flag; /* various flags */
159#if FOR_PERL
160 bool ACC (RW, flag[NUM_FLAGS]);
161#endif
162
163 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 164 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// materialtype_t *ACC (RW, material); /* What material this object consists of */
144 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 165 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
145 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 166 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
146 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 167 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
147 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 168 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
148 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 169 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
151 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 172 arch_ptr ACC (RW, arch); /* Pointer to archetype */
152 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 173 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
153 174
154 float ACC (RW, speed); /* The overall speed of this object */ 175 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 176 float ACC (RW, speed_left); /* How much speed is left to spend this round */
177
156 uint32 ACC (RW, nrof); /* How many of the objects */ 178 sint32 ACC (RW, nrof); /* How many of the objects */
157
158 /* This next big block are basically used for monsters and equipment */ 179 /* This next big block is basically used for monsters and equipment */
159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 180 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 181 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
182
162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 183 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 184 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 185 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 186 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
187
166 uint16 ACC (RW, materials); /* What materials this object consists of */ 188 uint16 ACC (RW, materials); /* What materials this object consists of */
167 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 189 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
168 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 190 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
169 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 191 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
192
170 /* Note that the last_.. values are sometimes used for non obvious 193 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp. 194 * meanings by some objects, eg, sp penalty, permanent exp.
172 */ 195 */
173 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 196 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
174 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 197 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
175 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 198 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
176 sint16 ACC (RW, last_eat); /* How long since we last ate */ 199 sint16 ACC (RW, last_eat); /* How long since we last ate */
200
177 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
178 sint16 ACC (RW, level); /* Level of creature or object */ 202 sint16 ACC (RW, level); /* Level of creature or object */
203
179 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 204 uint8 ACC (RW, pick_up); /* See crossfire.doc */
180 sint8 ACC (RW, item_power); /* power rating of the object */
181 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) */
182 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 */
207 uint8 ACC (RW, weapontype); /* type of weapon */
208
209 body_slot slot [NUM_BODY_LOCATIONS];
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
183 sint32 ACC (RW, weight); /* Attributes of the object */ 216 sint32 ACC (RW, weight); /* Attributes of the object */
184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 217 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
218
185 sint32 ACC (RW, carrying); /* How much weight this object contains */ 219 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
220
186 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 sint64 ACC (RW, perm_exp); /* Permanent exp */
187 uint32 ACC (RW, weapontype); /* type of weapon */
188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 body_slot slot [NUM_BODY_LOCATIONS];
190 faceidx ACC (RW, face); /* Face with colors */
191 living ACC (RO, stats); /* Str, Con, Dex, etc */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
192 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
193 224
194 /* Following mostly refers to fields only used for monsters */ 225 /* Following mostly refers to fields only used for monsters */
195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
196
197 /* allows different movement patterns for attackers */
198 sint32 ACC (RW, move_status); /* What stage in attack mode */
199 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
200 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
202 /* races/classes can need less/more exp to gain levels */
203 226
204 /* Spell related information, may be useful elsewhere 227 /* Spell related information, may be useful elsewhere
205 * Note that other fields are used - these files are basically 228 * Note that other fields are used - these files are basically
206 * only used in spells. 229 * only used in spells.
207 */ 230 */
208 sint16 ACC (RW, duration); /* How long the spell lasts */ 231 sint16 ACC (RW, duration); /* How long the spell lasts */
209 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 232 uint8 ACC (RW, casting_time); /* time left before spell goes off */
210
211 uint16 ACC (RW, start_holding);
212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 233 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
234
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 235 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
215 sint8 ACC (RW, range); /* Range of the spell */ 236 sint8 ACC (RW, range); /* Range of the spell */
216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 237 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
238 sint8 ACC (RW, item_power); /* power rating of the object */
239
240 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
217 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 241 MoveType ACC (RW, move_type); /* Type of movement this object uses */
218 MoveType ACC (RW, move_block);/* What movement types this blocks */ 242 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 243 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
244
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 245 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 246 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 247 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 248
249 // 8 free bits
250
251 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
252 // /* races/classes can need less/more exp to gain levels */
253 static const float expmul = 1.0;//D
225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 254 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
226
227 char *ACC (RW, spellarg);
228 255
229 /* Following are values used by any object */ 256 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */ 257 /* this objects turns into or what this object creates */
231 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 258 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 flags_t flag; /* various flags */ 259
233#if FOR_PERL
234 bool ACC (RW, flag[NUM_FLAGS]);
235#endif
236 uint16 ACC (RW, animation_id);/* An index into the animation array */
237 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 260 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
240 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 261 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 262 uint8 ACC (RW, will_apply); /* See crossfire.doc */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
266
267 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
268 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
269 /* allows different movement patterns for attackers */
270 uint8 ACC (RW, move_status); /* What stage in attack mode */
271 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
272
273 //16+ free bits
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
242}; 281};
243 282
283const_utf8_string query_weight (const object *op);
284const_utf8_string query_short_name (const object *op);
285const_utf8_string query_name (const object *op);
286const_utf8_string query_base_name (const object *op, int plural);
287sint64 query_cost (const object *tmp, object *who, int flag);
288const char *query_cost_string (const object *tmp, object *who, int flag);
289
290int change_ability_duration (object *spell, object *caster);
291int min_casting_level (object *caster, object *spell);
292int casting_level (object *caster, object *spell);
293sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
294int SP_level_dam_adjust (object *caster, object *spob);
295int SP_level_duration_adjust (object *caster, object *spob);
296int SP_level_range_adjust (object *caster, object *spob);
297
298struct freelist_item
299{
300 freelist_item *next;
301 uint32_t count;
302};
303
244struct object : zero_initialised, object_copy 304struct object : object_copy
245{ 305{
246 // These variables are not changed by ->copy_to 306 // These variables are not changed by ->copy_to
247 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 */
248 308
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count); 310 uint32_t ACC (RO, count);
251 int ACC (RO, index); // index into objects 311 object_vector_index ACC (RO, index); // index into objects
252 int ACC (RO, active); // index into actives 312 object_vector_index ACC (RO, active); // index into actives
253 313
254 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 */
255 315
256 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 */
257 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 */
258 /* Note: stacked in the *same* environment */ 318 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */ 319 object *inv; /* Pointer to the first object in the inventory */
260 320
261 //TODO: container must move into client 321 //TODO: container must move into client
262 object_ptr ACC (RW, container); /* Current container being used. I think this 322 object_ptr ACC (RW, container);/* Currently opened container. I think this
263 * is only used by the player right now. 323 * is only used by the player right now.
264 */ 324 */
265 object *ACC (RW, env); /* Pointer to the object which is the environment. 325 object *ACC (RW, env); /* Pointer to the object which is the environment.
266 * This is typically the container that the object is in. 326 * This is typically the container that the object is in.
267 */ 327 */
268 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 */
269 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
270 client_container *seen_by; // seen by which player/container currently?
271 key_value *key_values; /* Fields not explictly known by the loader. */ 330 key_value *key_values; /* Fields not explictly known by the loader. */
272 331
332 MTH void set_flag (int flagnum)
333 {
334 flag [flagnum] = true;
335 }
336
337 MTH void clr_flag (int flagnum)
338 {
339 flag [flagnum] = false;
340 }
341
342 // privates / perl
343 shstr_tmp kv_get (shstr_tmp key) const;
344 void kv_del (shstr_tmp key);
345 void kv_set (shstr_tmp key, shstr_tmp value);
346
347//-GPL
348
349 // custom extra fields management
350 struct key_value_access_proxy
351 {
352 object &ob;
353 shstr_tmp key;
354
355 key_value_access_proxy (object &ob, shstr_tmp key)
356 : ob (ob), key (key)
357 {
358 }
359
360 const key_value_access_proxy &operator =(shstr_tmp value) const
361 {
362 ob.kv_set (key, value);
363 return *this;
364 }
365
366 operator const shstr_tmp () const { return ob.kv_get (key); }
367 operator const char *() const { return ob.kv_get (key); }
368
369 private:
370 void operator =(int);
371 };
372
373 // operator [] is too annoying to use
374 const key_value_access_proxy kv (shstr_tmp key)
375 {
376 return key_value_access_proxy (*this, key);
377 }
378
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 379 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing 380 MTH void post_load_check (); // do some adjustments after parsing
275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 381 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f); 382 bool write (object_freezer &f);
277 383
278 MTH int slottype () const;
279 MTH static object *create (); 384 MTH static object *create ();
280 object &operator =(const object &src); 385 const mapxy &operator =(const mapxy &pos);
281 MTH void copy_to (object *dst); 386 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to 387 MTH object *clone (); // create + copy_to a single object
388 MTH object *deep_clone (); // copy whole more chain and inventory
283 void do_destroy (); 389 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const; 390 void gather_callbacks (AV *&callbacks, event_type event) const;
285 MTH void destroy (bool destroy_inventory = false); 391 MTH void destroy ();
392 MTH void drop_and_destroy ()
393 {
394 destroy_inv (true);
395 destroy ();
396 }
286 397
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 398 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false); 399 MTH void destroy_inv (bool drop_to_ground = false);
400 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
289 MTH object *insert (object *item); // insert into inventory 401 MTH object *insert (object *item); // insert into inventory
402 MTH void play_sound (faceidx sound) const;
403 MTH void say_msg (const_utf8_string msg) const;
404
290 void do_remove (); 405 void do_remove ();
291 MTH void remove () 406 MTH void remove ()
292 { 407 {
293 if (!flag [FLAG_REMOVED]) 408 if (!flag [FLAG_REMOVED])
294 do_remove (); 409 do_remove ();
295 } 410 }
411
412 MTH bool blocked (maptile *m, int x, int y) const;
413
414 void move_to (const mapxy &pos)
415 {
416 remove ();
417 *this = pos;
418 insert_at (this, this);
419 }
420
421 // high-level move method.
422 // object op is trying to move in direction dir.
423 // originator is typically the same as op, but
424 // can be different if originator is causing op to
425 // move (originator is pushing op)
426 // returns 0 if the object is not able to move to the
427 // desired space, 1 otherwise (in which case we also
428 // move the object accordingly. This function is
429 // very similiar to move_object.
430 int move (int dir, object *originator);
431
432 int move (int dir)
433 {
434 return move (dir, this);
435 }
436
437 // changes move_type to a new value - handles move_on/move_off effects
438 MTH void change_move_type (MoveType mt);
296 439
297 static bool can_merge_slow (object *op1, object *op2); 440 static bool can_merge_slow (object *op1, object *op2);
298 441
299 // this is often used in time-critical code, so optimise 442 // this is often used in time-critical code, so optimise
300 MTH static bool can_merge (object *op1, object *op2) 443 MTH static bool can_merge (object *op1, object *op2)
304 && can_merge_slow (op1, op2); 447 && can_merge_slow (op1, op2);
305 } 448 }
306 449
307 MTH void set_owner (object *owner); 450 MTH void set_owner (object *owner);
308 MTH void set_speed (float speed); 451 MTH void set_speed (float speed);
309 MTH bool change_weapon (object *ob); 452 MTH void set_glow_radius (sint8 rad);
310 MTH bool change_skill (object *ob);
311 453
312 MTH void open_container (object *new_container); 454 MTH void open_container (object *new_container);
313 MTH void close_container () 455 MTH void close_container ()
314 { 456 {
315 open_container (0); 457 open_container (0);
316 } 458 }
459
460 // potential future accessor for "container"
461 MTH object *container_ () const
462 {
463 return container;
464 }
465
466 MTH bool is_open_container () const
467 {
468 // strangely enough, using ?: here causes code to inflate
469 return type == CONTAINER
470 && ((env && env->container_ () == this)
471 || (!env && flag [FLAG_APPLIED]));
472 }
473
474 MTH object *force_find (shstr_tmp name);
475 MTH void force_set_timer (int duration);
476 MTH object *force_add (shstr_tmp name, int duration = 0);
477
478 oblinkpt *find_link () const;
479 MTH void add_link (maptile *map, shstr_tmp id);
480 MTH void remove_link ();
317 481
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 482 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event) 483 bool should_invoke (event_type event)
320 { 484 {
321 return ev_want_event [event] || ev_want_type [type] || cb; 485 return ev_want_event [event] || ev_want_type [type] || cb;
332 MTH void drain_stat (); 496 MTH void drain_stat ();
333 MTH void drain_specific_stat (int deplete_stats); 497 MTH void drain_specific_stat (int deplete_stats);
334 MTH void change_luck (int value); 498 MTH void change_luck (int value);
335 499
336 // info must hold 256 * 3 bytes currently 500 // info must hold 256 * 3 bytes currently
337 const char *debug_desc (char *info) const; 501 const_utf8_string debug_desc (char *info) const;
338 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 502 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
339 const char *flag_desc (char *desc, int len) const; 503 const_utf8_string flag_desc (char *desc, int len) const;
340 504
505 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
506 MTH object *split (sint32 nr = 1); // return 0 on failure
507
341 int number_of () const 508 MTH int number_of () const
342 { 509 {
343 return nrof ? nrof : 1; 510 return nrof ? nrof : 1;
344 } 511 }
345 512
346 uint64 total_weight () const 513 MTH sint32 total_weight () const
347 { 514 {
348 return weight * number_of (); 515 return (weight + carrying) * number_of ();
349 } 516 }
517
518 MTH void update_weight ();
350 519
351 // return the dominant material of this item, always return something 520 // return the dominant material of this item, always return something
352 const materialtype_t *dominant_material () const; 521 const materialtype_t *dominant_material () const
522 {
523 return material;
524 }
353 525
354 // return the volume of this object in cm³ 526 // return the volume of this object in cm³
355 uint64 volume () const 527 MTH uint64 volume () const
356 { 528 {
357 return total_weight () 529 return (uint64)total_weight ()
358 * 1000 530 * 1024 // 1000 actually
359 * (type == CONTAINER ? 1000 : 1) 531 * (type == CONTAINER ? 128 : 1)
360 / dominant_material ()->density; 532 / dominant_material ()->density; // ugh, division
361 } 533 }
362 534
535 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
536
537 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
363 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 538 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
364 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 539 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
365 || type == CLOAK || type == BOOTS || type == GLOVES 540 || type == CLOAK || type == BOOTS || type == GLOVES
366 || type == BRACERS || type == GIRDLE; } 541 || type == BRACERS || type == GIRDLE; }
367 MTH bool is_alive () const { return (type == PLAYER 542 MTH bool is_alive () const { return (type == PLAYER
371 MTH bool is_arrow () const { return type == ARROW 546 MTH bool is_arrow () const { return type == ARROW
372 || (type == SPELL_EFFECT 547 || (type == SPELL_EFFECT
373 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 548 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
374 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 549 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
375 550
551 MTH bool is_dragon () const;
552
553 MTH bool is_immunity () const { return invisible && type == SIGN; }
554
376 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 555 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
377 556
378 // temporary: wether the object can be saved in a map file 557 // temporary: wether the object can be saved in a map file
379 // contr => is a player 558 // contr => is a player
380 // head => only save head of a multitile object 559 // head => only save head of a multitile object
381 // owner => can not reference owner yet 560 // owner => can not reference owner yet
382 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 561 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
383 562
384 /* This return true if object has still randomitems which 563 /* This return true if object has still randomitems which
385 * could be expanded. 564 * could be expanded.
386 */ 565 */
387 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 566 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
388 567
568 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
569
570 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
571
572 // returns the outermost owner, never returns 0
573 MTH object *outer_owner ()
574 {
575 object *op;
576
577 for (op = this; op->owner; op = op->owner)
578 ;
579
580 return op;
581 }
582
583 // returns the outermost environment, never returns 0
584 MTH object *outer_env_or_self () const
585 {
586 const object *op;
587
588 for (op = this; op->env; op = op->env)
589 ;
590
591 return const_cast<object *>(op);
592 }
593
594 // returns the outermost environment, may return 0
595 MTH object *outer_env () const
596 {
597 return env ? outer_env_or_self () : 0;
598 }
599
389 // returns the player that has this object in his inventory, or 0 600 // returns the player that has this object in his inventory, or 0
601 // we assume the player is always the outer env
390 MTH object *in_player () const 602 MTH object *in_player () const
391 { 603 {
392 for (object *op = env; op; op = op->env) 604 object *op = outer_env_or_self ();
393 if (op->type == PLAYER)
394 return op;
395 605
396 return 0; 606 return op->type == PLAYER ? op : 0;
397 } 607 }
398 608
399 // "temporary" helper function 609 // "temporary" helper function
400 MTH object *head_ () 610 MTH object *head_ () const
401 { 611 {
402 return head ? head : this; 612 return head ? head : const_cast<object *>(this);
403 } 613 }
404 614
615 MTH bool is_head () const
616 {
617 return head_ () == this;
618 }
619
620 MTH bool is_on_map () const
621 {
622 return !env && !flag [FLAG_REMOVED];
623 }
624
625 MTH bool is_inserted () const
626 {
627 return !flag [FLAG_REMOVED];
628 }
629
630 MTH bool is_player () const
631 {
632 return !!contr;
633 }
634
635 /* elmex: this method checks whether the object is in a shop */
636 MTH bool is_in_shop () const;
637
638 MTH bool affects_los () const
639 {
640 return glow_radius || flag [FLAG_BLOCKSVIEW];
641 }
642
643 MTH bool has_carried_lights () const
644 {
645 return glow_radius;
646 }
647
648 // returns the player that cna see this object, if any
649 MTH object *visible_to () const;
650
405 MTH std::string long_desc (object *who = 0); 651 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
406 MTH std::string describe_monster (object *who = 0); 652 MTH std::string describe_monster (object *who = 0);
407 MTH std::string describe_item (object *who = 0); 653 MTH std::string describe_item (object *who = 0);
408 MTH std::string describe (object *who = 0); 654 MTH std::string describe (object *who = 0); // long description, without name
655
656 MTH const_utf8_string query_weight () { return ::query_weight (this); }
657 MTH const_utf8_string query_name () { return ::query_name (this); }
658 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
659 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
409 660
410 // If this object has no extra parts but should have them, 661 // If this object has no extra parts but should have them,
411 // add them, effectively expanding heads into multipart 662 // add them, effectively expanding heads into multipart
412 // objects. This method only works on objects not inserted 663 // objects. This method only works on objects not inserted
413 // anywhere. 664 // anywhere.
414 MTH void expand_tail (); 665 MTH void expand_tail ();
415 666
416 MTH void create_treasure (treasurelist *tl, int flags = 0); 667 MTH void create_treasure (treasurelist *tl, int flags = 0);
417 668
669 // makes sure the player has the named skill,
670 // and also makes it innate if can_use is true.
671 // returns the new skill or 0 if no such skill exists.
672 MTH object *give_skill (shstr_cmp name, bool can_use = false);
673 MTH void become_follower (object *new_god);
674
418 // insert object at same map position as 'where' 675 // insert object at same map position as 'where'
419 // handles both inventory and map "positions" 676 // handles both inventory and map "positions"
420 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 677 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
678 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
679 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
680 MTH void drop_unpaid_items ();
421 681
422 MTH void activate (); 682 MTH void activate ();
423 MTH void deactivate (); 683 MTH void deactivate ();
424 MTH void activate_recursive (); 684 MTH void activate_recursive ();
425 MTH void deactivate_recursive (); 685 MTH void deactivate_recursive ();
426 686
427 // set the givne flag on all objects in the inventory recursively 687 // set the given flag on all objects in the inventory recursively
428 MTH void set_flag_inv (int flag, int value = 1); 688 MTH void set_flag_inv (int flag, int value = 1);
429 689
430 void enter_exit (object *exit);//Perl 690 void enter_exit (object *exit);//Perl
431 MTH void enter_map (maptile *newmap, int x, int y); 691 MTH void enter_map (maptile *newmap, int x, int y);
692 void player_goto (const_utf8_string path, int x, int y); // only for players
693 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
694
695 MTH object *mark () const;
432 696
433 // returns the mapspace this object is in 697 // returns the mapspace this object is in
434 mapspace &ms () const; 698 mapspace &ms () const;
435 699
436 // fully recursive iterator 700 // fully recursive iterator
472 { 736 {
473 return this; 737 return this;
474 } 738 }
475 739
476 /* This returns TRUE if the object is something that 740 /* This returns TRUE if the object is something that
477 * should be displayed in the floorbox/inventory window 741 * a client might want to know about.
478 */ 742 */
479 MTH bool client_visible () const 743 MTH bool client_visible () const
480 { 744 {
481 return !invisible && type != PLAYER; 745 return !invisible && type != PLAYER;
482 } 746 }
483 747
748 // the client does nrof * this weight
749 MTH sint32 client_weight () const
750 {
751 return weight + carrying;
752 }
753
484 MTH struct region *region () const; 754 MTH struct region *region () const;
485 755
756 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
757 void failmsg (const_utf8_string msg, int color = NDI_RED);
758 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
759
760 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
761
762 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
763 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
764
765 // make some noise with given item into direction dir,
766 // currently only used for players to make them temporarily visible
767 // when they are invisible.
768 MTH void make_noise ();
769
770 /* animation */
771 MTH bool has_anim () const { return animation_id; }
772 const animation &anim () const { return animations [animation_id]; }
773 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
774 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
775 /* anim_frames () returns the number of animations allocated. The last
776 * usuable animation will be anim_frames () - 1 (for example, if an object
777 * has 8 animations, anim_frames () will return 8, but the values will
778 * range from 0 through 7.
779 */
780 MTH int anim_frames () const { return anim ().num_animations; }
781 MTH int anim_facings () const { return anim ().facings; }
782
783 MTH utf8_string as_string ();
784
785 // low-level management, statistics, ...
786 static uint32_t ACC (RW, object_count);
787 static uint32_t ACC (RW, free_count);
788 static uint32_t ACC (RW, create_count);
789 static uint32_t ACC (RW, destroy_count);
790 static freelist_item *freelist;
791 MTH static void freelist_free (int count);
792
486protected: 793protected:
487 friend struct archetype;
488
489 void link (); 794 void link ();
490 void unlink (); 795 void unlink ();
796
797 void do_delete ();
491 798
492 object (); 799 object ();
493 ~object (); 800 ~object ();
801
802private:
803 object &operator =(const object &);
804 object (const object &);
494}; 805};
495 806
496// move this object to the top of its env's inventory to speed up 807// move this object to the top of its env's inventory to speed up
497// searches for it. 808// searches for it.
498static object * 809static inline object *
499splay (object *ob) 810splay (object *ob)
500{ 811{
501 if (ob->env && ob->env->inv != ob) 812 if (ob->above && ob->env)
502 { 813 {
503 if (ob->above) ob->above->below = ob->below; 814 if (ob->above) ob->above->below = ob->below;
504 if (ob->below) ob->below->above = ob->above; 815 if (ob->below) ob->below->above = ob->above;
505 816
506 ob->above = 0; 817 ob->above = 0;
510 } 821 }
511 822
512 return ob; 823 return ob;
513} 824}
514 825
515typedef object_vector<object, &object::index > objectvec; 826//+GPL
516typedef object_vector<object, &object::active> activevec;
517 827
518extern objectvec objects;
519extern activevec actives;
520
521#define for_all_objects(var) \
522 for (unsigned _i = 0; _i < objects.size (); ++_i) \
523 declvar (object *, var, objects [_i])
524
525#define for_all_actives(var) \
526 for (unsigned _i = 0; _i < actives.size (); ++_i) \
527 declvar (object *, var, actives [_i])
528
529typedef struct oblnk
530{ /* Used to link together several objects */
531 object_ptr ob;
532 struct oblnk *next;
533} objectlink;
534
535typedef struct oblinkpt
536{ /* Used to link together several object links */
537 struct oblnk *link;
538 long value; /* Used as connected value in buttons/gates */
539 struct oblinkpt *next;
540} oblinkpt;
541
542object *find_skill_by_name (object *who, const char *name); 828object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
543object *find_skill_by_name (object *who, const shstr &sh); 829object *find_skill_by_name (object *who, shstr_cmp sh);
544object *find_skill_by_number (object *who, int skillno); 830object *find_skill_by_number (object *who, int skillno);
545 831
546/* 832/*
547 * The archetype structure is a set of rules on how to generate and manipulate 833 * The archetype structure is a set of rules on how to generate and manipulate
548 * objects which point to archetypes. 834 * objects which point to archetypes.
550 * be much left in the archetype - all it really is is a holder for the 836 * be much left in the archetype - all it really is is a holder for the
551 * object and pointers. This structure should get removed, and just replaced 837 * object and pointers. This structure should get removed, and just replaced
552 * by the object structure 838 * by the object structure
553 */ 839 */
554 840
841//-GPL
842
555INTERFACE_CLASS (archetype) 843INTERFACE_CLASS (archetype)
556struct archetype : zero_initialised, attachable 844struct archetype : object, zero_initialised
557{ 845{
558 archetype (); 846 static arch_ptr empty; // the empty_archetype
847 MTH static void gc ();
848
849 archetype (const_utf8_string name);
559 ~archetype (); 850 ~archetype ();
560 void gather_callbacks (AV *&callbacks, event_type event) const; 851 void gather_callbacks (AV *&callbacks, event_type event) const;
561 852
853 MTH static archetype *find (const_utf8_string name);
854
855 MTH void link ();
856 MTH void unlink ();
857
858 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
859 MTH object *instance ();
860
861 MTH void post_load_check (); // do some adjustments after parsing
862
863 object_vector_index ACC (RW, archid); // index in archvector
864 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
865
866 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
867
868 // support for archetype loading
562 static archetype *read (object_thawer &f); 869 static archetype *read (object_thawer &f);
563 static archetype *get (const char *name); // find or create 870 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
564 static archetype *find (const char *name); 871 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
565 872
566 void hash_add (); // add to hashtable 873protected:
567 void hash_del (); // remove from hashtable 874 void do_delete ();
568
569 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
570 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
571 struct archetype *ACC (RW, head); /* The main part of a linked object */
572 struct archetype *ACC (RW, more); /* Next part of a linked object */
573 object ACC (RO, clone); /* An object from which to do ->copy_to () */
574 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
575 bool ACC (RW, linked); // linked into list of heads
576 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
577 * in comparison to the head.
578 */
579}; 875};
876
877// returns whether the object is a dragon player, which are often specialcased
878inline bool
879object::is_dragon () const
880{
881 return arch->race == shstr_dragon && is_player ();
882}
883
884inline void
885object_freezer::put (const keyword_string k, archetype *v)
886{
887 if (expect_true (v))
888 put (k, v->archname);
889 else
890 put (k);
891}
892
893typedef object_vector<object, &object::index > objectvec;
894typedef object_vector<object, &object::active> activevec;
895typedef object_vector<archetype, &archetype::archid> archvec;
896
897extern objectvec objects;
898extern activevec actives;
899extern archvec archetypes;
900
901// "safely" iterate over inv in a way such that the current item is removable
902// quite horrible, that's why its hidden in some macro
903#define for_inv_removable(op,var) \
904 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
905
906#define for_all_objects(var) \
907 for (unsigned _i = 0; _i < objects.size (); ++_i) \
908 statementvar (object *, var, objects [_i])
909
910#define for_all_actives(var) \
911 for (unsigned _i = 0; _i < actives.size (); ++_i) \
912 statementvar (object *, var, actives [_i])
913
914#define for_all_archetypes(var) \
915 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
916 statementvar (archetype *, var, archetypes [_i])
917
918//+GPL
580 919
581/* Used by update_object to know if the object being passed is 920/* Used by update_object to know if the object being passed is
582 * being added or removed. 921 * being added or removed.
583 */ 922 */
584#define UP_OBJ_INSERT 1 923#define UP_OBJ_INSERT 1
601 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 940 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
602 * Use for treasure chests so the new object is the highest thing 941 * Use for treasure chests so the new object is the highest thing
603 * beneath the player, but not actually above it. Note - the 942 * beneath the player, but not actually above it. Note - the
604 * map and x,y coordinates for the object to be inserted must 943 * map and x,y coordinates for the object to be inserted must
605 * match the originator. 944 * match the originator.
606 * INS_MAP_LOAD: disable lots of checkings done at insertion to
607 * speed up map loading process, as we assume the ordering in
608 * loaded map is correct.
609 * 945 *
610 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 946 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
611 * are mutually exclusive. The behaviour for passing more than one 947 * are mutually exclusive. The behaviour for passing more than one
612 * should be considered undefined - while you may notice what happens 948 * should be considered undefined - while you may notice what happens
613 * right now if you pass more than one, that could very well change 949 * right now if you pass more than one, that could very well change
616#define INS_NO_MERGE 0x0001 952#define INS_NO_MERGE 0x0001
617#define INS_ABOVE_FLOOR_ONLY 0x0002 953#define INS_ABOVE_FLOOR_ONLY 0x0002
618#define INS_NO_WALK_ON 0x0004 954#define INS_NO_WALK_ON 0x0004
619#define INS_ON_TOP 0x0008 955#define INS_ON_TOP 0x0008
620#define INS_BELOW_ORIGINATOR 0x0010 956#define INS_BELOW_ORIGINATOR 0x0010
621#define INS_MAP_LOAD 0x0020
622 957
623#define ARCH_SINGULARITY "singularity" 958//-GPL
624#define ARCH_DETECT_MAGIC "detect_magic"
625#define ARCH_DEPLETION "depletion"
626#define ARCH_SYMPTOM "symptom"
627 959
628#endif 960#endif
629 961

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