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Comparing deliantra/server/include/object.h (file contents):
Revision 1.136 by root, Thu Jul 5 08:10:30 2007 UTC vs.
Revision 1.185 by root, Mon Sep 29 10:35:36 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
65 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 */
66} Body_Locations; 66} Body_Locations;
67 67
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
72
70/* 73/*
71 * 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
72 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
73 * 76 *
74 * key and value are shared-strings. 77 * key and value are shared-strings.
75 * 78 *
76 * 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
77 * accessing the list directly. 80 * accessing the list directly.
78 * 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.
79 */ 82 */
80struct key_value 83struct key_value : slice_allocated
81{ 84{
82 key_value *next; 85 key_value *next;
83 shstr key, value; 86 shstr key, value;
84}; 87};
85 88
86struct UUID 89struct UUID
87{ 90{
88 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
89 96
90 UUID () { } 97 UUID () { }
91 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; } 99 operator uint64() { return seq; }
93 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 }
94}; 122};
95
96extern void init_uuid ();
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
99 123
100/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
101 * 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
102 * 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
103 * can_apply and will_apply? 127 * can_apply and will_apply?
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* 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
136 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 */
137 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 */
138 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152 177
153 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
154 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 */
155 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
156 181
157 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
158 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 */
159 184
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
179 sint8 ACC (RW, item_power); /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
180 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) */
181 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 */
182 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
184 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 */
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS]; 213 body_slot slot [NUM_BODY_LOCATIONS];
189 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 */
190 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
192 219
193 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
233 bool ACC (RW, flag[NUM_FLAGS]); 260 bool ACC (RW, flag[NUM_FLAGS]);
234#endif 261#endif
235 uint16 ACC (RW, animation_id);/* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
236 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
237 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
238 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
239 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 266 uint8 ACC (RW, will_apply); /* See crossfire.doc */
267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
241}; 270};
242 271
243struct object : zero_initialised, object_copy 272struct object : zero_initialised, object_copy
244{ 273{
245 // These variables are not changed by ->copy_to 274 // These variables are not changed by ->copy_to
246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 275 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
247 276
248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
249 int ACC (RO, count); 278 int ACC (RO, count);
250 object_vector_index ACC (RO, index); // index into objects 279 object_vector_index ACC (RO, index); // index into objects
251 object_vector_index ACC (RO, active); // index into actives 280 object_vector_index ACC (RO, active); // index into actives
252 281
253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 282 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
254 283
255 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 284 object *ACC (RW, below); /* Pointer to the object stacked below this one */
256 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 285 object *ACC (RW, above); /* Pointer to the object stacked above this one */
257 /* Note: stacked in the *same* environment */ 286 /* Note: stacked in the *same* environment */
258 object *inv; /* Pointer to the first object in the inventory */ 287 object *inv; /* Pointer to the first object in the inventory */
267 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 296 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
268 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
269 client_container *seen_by; // seen by which player/container currently? 298 client_container *seen_by; // seen by which player/container currently?
270 key_value *key_values; /* Fields not explictly known by the loader. */ 299 key_value *key_values; /* Fields not explictly known by the loader. */
271 300
301 // privates / perl
302 const shstr &kv_get (const shstr &key) const;
303 void kv_del (const shstr &key);
304 void kv_set (const shstr &key, const shstr &value);
305
306 // custom extra fields management
307 struct key_value_access_proxy
308 {
309 object &ob;
310 shstr key;
311
312 key_value_access_proxy (object &ob, const shstr &key)
313 : ob (ob), key (key)
314 {
315 }
316
317 const key_value_access_proxy &operator =(const shstr &value) const
318 {
319 ob.kv_set (key, value);
320 return *this;
321 }
322
323 operator const shstr &() const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); }
325
326 private:
327 void operator =(int);
328 };
329
330 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key)
332 {
333 return key_value_access_proxy (*this, key);
334 }
335
272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 336 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
273 void post_load_check (); // do some adjustments after parsing 337 MTH void post_load_check (); // do some adjustments after parsing
274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 338 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
275 bool write (object_freezer &f); 339 bool write (object_freezer &f);
276 340
277 MTH int slottype () const; 341 MTH int slottype () const;
278 MTH static object *create (); 342 MTH static object *create ();
279 object &operator =(const object &src); 343 const mapxy &operator =(const mapxy &pos);
280 MTH void copy_to (object *dst); 344 MTH void copy_to (object *dst);
281 MTH object *clone (); // create + copy_to 345 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory
282 void do_destroy (); 347 void do_destroy ();
283 void gather_callbacks (AV *&callbacks, event_type event) const; 348 void gather_callbacks (AV *&callbacks, event_type event) const;
284 MTH void destroy (bool destroy_inventory = false); 349 MTH void destroy ();
350 MTH void drop_and_destroy ()
351 {
352 destroy_inv (true);
353 destroy ();
354 }
285 355
286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 356 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
287 MTH void destroy_inv (bool drop_to_ground = false); 357 MTH void destroy_inv (bool drop_to_ground = false);
288 MTH object *insert (object *item); // insert into inventory 358 MTH object *insert (object *item); // insert into inventory
359 MTH void play_sound (faceidx sound);
360
289 void do_remove (); 361 void do_remove ();
290 MTH void remove () 362 MTH void remove ()
291 { 363 {
292 if (!flag [FLAG_REMOVED]) 364 if (!flag [FLAG_REMOVED])
293 do_remove (); 365 do_remove ();
366 }
367
368 MTH bool blocked (maptile *m, int x, int y) const;
369
370 void move_to (const mapxy &pos)
371 {
372 remove ();
373 *this = pos;
374 insert_at (this, this);
294 } 375 }
295 376
296 static bool can_merge_slow (object *op1, object *op2); 377 static bool can_merge_slow (object *op1, object *op2);
297 378
298 // this is often used in time-critical code, so optimise 379 // this is often used in time-critical code, so optimise
338 // info must hold 256 * 3 bytes currently 419 // info must hold 256 * 3 bytes currently
339 const char *debug_desc (char *info) const; 420 const char *debug_desc (char *info) const;
340 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 421 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
341 const char *flag_desc (char *desc, int len) const; 422 const char *flag_desc (char *desc, int len) const;
342 423
424 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
425 MTH object *split (sint32 nr = 1); // return 0 on failure
426
343 int number_of () const 427 MTH int number_of () const
344 { 428 {
345 return nrof ? nrof : 1; 429 return nrof ? nrof : 1;
346 } 430 }
347 431
348 uint64 total_weight () const 432 MTH sint32 total_weight () const
349 { 433 {
350 return weight * number_of (); 434 return (weight + carrying) * number_of ();
351 } 435 }
436
437 MTH void update_weight ();
352 438
353 // return the dominant material of this item, always return something 439 // return the dominant material of this item, always return something
354 const materialtype_t *dominant_material () const; 440 const materialtype_t *dominant_material () const;
355 441
356 // return the volume of this object in cm³ 442 // return the volume of this object in cm³
357 uint64 volume () const 443 MTH uint64 volume () const
358 { 444 {
359 return total_weight () 445 return total_weight ()
360 * 1000 446 * 1000
361 * (type == CONTAINER ? 1000 : 1) 447 * (type == CONTAINER ? 1000 : 1)
362 / dominant_material ()->density; 448 / dominant_material ()->density;
363 } 449 }
364 450
451 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
365 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 452 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
366 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 453 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
367 || type == CLOAK || type == BOOTS || type == GLOVES 454 || type == CLOAK || type == BOOTS || type == GLOVES
368 || type == BRACERS || type == GIRDLE; } 455 || type == BRACERS || type == GIRDLE; }
369 MTH bool is_alive () const { return (type == PLAYER 456 MTH bool is_alive () const { return (type == PLAYER
379 466
380 // temporary: wether the object can be saved in a map file 467 // temporary: wether the object can be saved in a map file
381 // contr => is a player 468 // contr => is a player
382 // head => only save head of a multitile object 469 // head => only save head of a multitile object
383 // owner => can not reference owner yet 470 // owner => can not reference owner yet
384 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 471 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
385 472
386 /* This return true if object has still randomitems which 473 /* This return true if object has still randomitems which
387 * could be expanded. 474 * could be expanded.
388 */ 475 */
389 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 476 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
390 477
478 MTH bool has_dialogue () const { return *&msg == '@'; }
479
480 // returns the outermost owner, never returns 0
481 MTH object *outer_owner ()
482 {
483 object *op;
484
485 for (op = this; op->owner; op = op->owner)
486 ;
487
488 return op;
489 }
490
491 // returns the outermost environment, never returns 0
492 MTH object *outer_env ()
493 {
494 object *op;
495
496 for (op = this; op->env; op = op->env)
497 ;
498
499 return op;
500 }
501
391 // returns the player that has this object in his inventory, or 0 502 // returns the player that has this object in his inventory, or 0
503 // we assume the player is always the outer env
392 MTH object *in_player () const 504 MTH object *in_player ()
393 { 505 {
394 for (object *op = env; op; op = op->env) 506 object *op = outer_env ();
395 if (op->type == PLAYER)
396 return op;
397 507
398 return 0; 508 return op->type == PLAYER ? op : 0;
399 } 509 }
400 510
401 // "temporary" helper function 511 // "temporary" helper function
402 MTH object *head_ () 512 MTH object *head_ ()
403 { 513 {
406 516
407 MTH bool is_head () 517 MTH bool is_head ()
408 { 518 {
409 return head_ () == this; 519 return head_ () == this;
410 } 520 }
521
522 MTH bool is_on_map () const
523 {
524 return !env && !flag [FLAG_REMOVED];
525 }
526
527 // returns the player that cna see this object, if any
528 MTH object *visible_to () const;
411 529
412 MTH std::string long_desc (object *who = 0); 530 MTH std::string long_desc (object *who = 0);
413 MTH std::string describe_monster (object *who = 0); 531 MTH std::string describe_monster (object *who = 0);
414 MTH std::string describe_item (object *who = 0); 532 MTH std::string describe_item (object *who = 0);
415 MTH std::string describe (object *who = 0); 533 MTH std::string describe (object *who = 0);
423 MTH void create_treasure (treasurelist *tl, int flags = 0); 541 MTH void create_treasure (treasurelist *tl, int flags = 0);
424 542
425 // insert object at same map position as 'where' 543 // insert object at same map position as 'where'
426 // handles both inventory and map "positions" 544 // handles both inventory and map "positions"
427 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 545 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
546 MTH void drop_unpaid_items ();
428 547
429 MTH void activate (); 548 MTH void activate ();
430 MTH void deactivate (); 549 MTH void deactivate ();
431 MTH void activate_recursive (); 550 MTH void activate_recursive ();
432 MTH void deactivate_recursive (); 551 MTH void deactivate_recursive ();
433 552
434 // set the givne flag on all objects in the inventory recursively 553 // set the given flag on all objects in the inventory recursively
435 MTH void set_flag_inv (int flag, int value = 1); 554 MTH void set_flag_inv (int flag, int value = 1);
436 555
437 void enter_exit (object *exit);//Perl 556 void enter_exit (object *exit);//Perl
438 MTH void enter_map (maptile *newmap, int x, int y); 557 MTH void enter_map (maptile *newmap, int x, int y);
558 void player_goto (const char *path, int x, int y); // only for players
439 559
440 // returns the mapspace this object is in 560 // returns the mapspace this object is in
441 mapspace &ms () const; 561 mapspace &ms () const;
442 562
443 // fully recursive iterator 563 // fully recursive iterator
479 { 599 {
480 return this; 600 return this;
481 } 601 }
482 602
483 /* This returns TRUE if the object is something that 603 /* This returns TRUE if the object is something that
484 * should be displayed in the floorbox/inventory window 604 * a client might want to know about.
485 */ 605 */
486 MTH bool client_visible () const 606 MTH bool client_visible () const
487 { 607 {
488 return !invisible && type != PLAYER; 608 return !invisible && type != PLAYER;
489 } 609 }
490 610
611 // the client does nrof * this weight
612 MTH sint32 client_weight () const
613 {
614 return weight + carrying;
615 }
616
491 MTH struct region *region () const; 617 MTH struct region *region () const;
618
619 void statusmsg (const char *msg, int color = NDI_BLACK);
620 void failmsg (const char *msg, int color = NDI_RED);
621
622 const char *query_inventory (object *who = 0, const char *indent = "");
623
624 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
625 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
492 626
493protected: 627protected:
494 void link (); 628 void link ();
495 void unlink (); 629 void unlink ();
496 630
497 object (); 631 object ();
498 ~object (); 632 ~object ();
633
634private:
635 object &operator =(const object &);
636 object (const object &);
499}; 637};
500 638
501// move this object to the top of its env's inventory to speed up 639// move this object to the top of its env's inventory to speed up
502// searches for it. 640// searches for it.
503static object * 641static object *
524} objectlink; 662} objectlink;
525 663
526typedef struct oblinkpt 664typedef struct oblinkpt
527{ /* Used to link together several object links */ 665{ /* Used to link together several object links */
528 struct oblnk *link; 666 struct oblnk *link;
529 long value; /* Used as connected value in buttons/gates */ 667 sint32 value; /* Used as connected value in buttons/gates */
530 struct oblinkpt *next; 668 struct oblinkpt *next;
531} oblinkpt; 669} oblinkpt;
532 670
533object *find_skill_by_name (object *who, const char *name); 671object *find_skill_by_name (object *who, const char *name);
534object *find_skill_by_name (object *who, const shstr &sh); 672object *find_skill_by_name (object *who, const shstr &sh);
544 */ 682 */
545 683
546INTERFACE_CLASS (archetype) 684INTERFACE_CLASS (archetype)
547struct archetype : object 685struct archetype : object
548{ 686{
687 static arch_ptr empty; // the empty_archetype
688 MTH static void gc ();
689
549 archetype (const char *name); 690 archetype (const char *name);
550 ~archetype (); 691 ~archetype ();
551 void gather_callbacks (AV *&callbacks, event_type event) const; 692 void gather_callbacks (AV *&callbacks, event_type event) const;
552 693
553 static archetype *read (object_thawer &f);
554 static archetype *get (const char *name); // find or create
555 static archetype *find (const char *name); 694 MTH static archetype *find (const_utf8_string name);
556 695
557 void link (); 696 MTH void link ();
558 void unlink (); 697 MTH void unlink ();
698
699 MTH static object *get (const char *name); // (find() || singularity)->instance()
700 MTH object *instance ();
559 701
560 object_vector_index ACC (RW, archid); // index in archvector 702 object_vector_index ACC (RW, archid); // index in archvector
561 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 703 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
562 bool ACC (RW, stub); // if true, this is an invalid archetype
563 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
564 704
565 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 705 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
566 sint8 ACC (RW, max_x), ACC (RW, max_y); 706 sint8 ACC (RW, max_x), ACC (RW, max_y);
707
708 // support for archetype loading
709 static archetype *read (object_thawer &f);
710 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
711 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
567}; 712};
713
714// compatbiility, remove once replaced by ->instance
715inline object *
716arch_to_object (archetype *at)
717{
718 return at->instance ();
719}
568 720
569inline void 721inline void
570object_freezer::put (keyword k, archetype *v) 722object_freezer::put (keyword k, archetype *v)
571{ 723{
572 put (k, v ? &v->archname : (const char *)0); 724 put (k, v ? &v->archname : (const char *)0);
578 730
579extern objectvec objects; 731extern objectvec objects;
580extern activevec actives; 732extern activevec actives;
581extern archvec archetypes; 733extern archvec archetypes;
582 734
735// "safely" iterate over inv in a way such that the current item is removable
736// quite horrible, thats why its hidden in some macro
737#define for_inv_removable(op,var) \
738 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
739
583#define for_all_objects(var) \ 740#define for_all_objects(var) \
584 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 741 for (unsigned _i = 0; _i < objects.size (); ++_i) \
585 statementvar (object *, var, objects [_i]) 742 statementvar (object *, var, objects [_i])
586 743
587#define for_all_actives(var) \ 744#define for_all_actives(var) \
588 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 745 for (unsigned _i = 0; _i < actives.size (); ++_i) \
589 statementvar (object *, var, actives [_i]) 746 statementvar (object *, var, actives [_i])
590 747
591#define for_all_archetypes(var) \ 748#define for_all_archetypes(var) \
592 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 749 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
593 statementvar (archetype *, var, archetypes [_i]) 750 statementvar (archetype *, var, archetypes [_i])
594 751
595/* Used by update_object to know if the object being passed is 752/* Used by update_object to know if the object being passed is
596 * being added or removed. 753 * being added or removed.
615 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 772 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
616 * Use for treasure chests so the new object is the highest thing 773 * Use for treasure chests so the new object is the highest thing
617 * beneath the player, but not actually above it. Note - the 774 * beneath the player, but not actually above it. Note - the
618 * map and x,y coordinates for the object to be inserted must 775 * map and x,y coordinates for the object to be inserted must
619 * match the originator. 776 * match the originator.
620 * INS_MAP_LOAD: disable lots of checkings done at insertion to
621 * speed up map loading process, as we assume the ordering in
622 * loaded map is correct.
623 * 777 *
624 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 778 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
625 * are mutually exclusive. The behaviour for passing more than one 779 * are mutually exclusive. The behaviour for passing more than one
626 * should be considered undefined - while you may notice what happens 780 * should be considered undefined - while you may notice what happens
627 * right now if you pass more than one, that could very well change 781 * right now if you pass more than one, that could very well change
630#define INS_NO_MERGE 0x0001 784#define INS_NO_MERGE 0x0001
631#define INS_ABOVE_FLOOR_ONLY 0x0002 785#define INS_ABOVE_FLOOR_ONLY 0x0002
632#define INS_NO_WALK_ON 0x0004 786#define INS_NO_WALK_ON 0x0004
633#define INS_ON_TOP 0x0008 787#define INS_ON_TOP 0x0008
634#define INS_BELOW_ORIGINATOR 0x0010 788#define INS_BELOW_ORIGINATOR 0x0010
635#define INS_MAP_LOAD 0x0020
636 789
637#define ARCH_DEPLETION "depletion" 790#define ARCH_DEPLETION "depletion"
638 791
639#endif 792#endif
640 793

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