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Comparing deliantra/server/include/object.h (file contents):
Revision 1.137 by root, Sat Jul 14 14:57:16 2007 UTC vs.
Revision 1.197 by root, Thu Jan 8 19:23:44 2009 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?
112{ 136{
113 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
115}; 139};
116 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
117INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
118// these are being copied 155// these are being copied
119struct object_copy : attachable 156struct object_copy : attachable
120{ 157{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124 159
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152 190
153 float ACC (RW, speed); /* The overall speed of this object */ 191 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 */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
155 uint32 ACC (RW, nrof); /* How many of the objects */ 193 sint32 ACC (RW, nrof); /* How many of the objects */
156 194
157 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
165 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
169 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
171 */ 211 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 sint16 ACC (RW, level); /* Level of creature or object */ 217 sint16 ACC (RW, level); /* Level of creature or object */
218
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 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) */ 220 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 */ 221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */
223
224 faceidx ACC (RW, face); /* the graphical face */
225
226 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */
228
229 body_slot slot [NUM_BODY_LOCATIONS];
230
182 sint32 ACC (RW, weight); /* Attributes of the object */ 231 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
184 sint32 ACC (RW, carrying); /* How much weight this object contains */ 233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 234 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* Face with colors */
190 living ACC (RO, stats); /* Str, Con, Dex, etc */ 235 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the pod/objects.pod for more info about body locations */ 236 /* See the pod/objects.pod for more info about body locations */
192 237
193 /* Following mostly refers to fields only used for monsters */ 238 /* Following mostly refers to fields only used for monsters */
194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
195 239
196 /* allows different movement patterns for attackers */ 240 /* allows different movement patterns for attackers */
197 sint32 ACC (RW, move_status); /* What stage in attack mode */ 241 sint32 ACC (RW, move_status); /* What stage in attack mode */
198 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
199 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
205 * only used in spells. 249 * only used in spells.
206 */ 250 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 251 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
209 253
210 uint16 ACC (RW, start_holding);
211 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
212 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
213
214 sint8 ACC (RW, range); /* Range of the spell */ 256 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
258
216 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
217 MoveType ACC (RW, move_block);/* What movement types this blocks */ 260 MoveType ACC (RW, move_block);/* What movement types this blocks */
218
219 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
220 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
221 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
222 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
223 266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
225
226 char *ACC (RW, spellarg); 271 char *ACC (RW, spellarg);
227 272
228 /* Following are values used by any object */ 273 /* Following are values used by any object */
229 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
230 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
231 flags_t flag; /* various flags */ 276
232#if FOR_PERL
233 bool ACC (RW, flag[NUM_FLAGS]);
234#endif
235 uint16 ACC (RW, animation_id);/* An index into the animation array */ 277 uint16 ACC (RW, animation_id);/* An index into the animation array */
236 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
237 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
238 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 280
239 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 282 uint8 ACC (RW, will_apply); /* See crossfire.doc */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287
288 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */
241}; 294};
242 295
243struct object : zero_initialised, object_copy 296struct object : zero_initialised, object_copy
244{ 297{
245 // These variables are not changed by ->copy_to 298 // These variables are not changed by ->copy_to
246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
247 300
248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
249 int ACC (RO, count); 302 int ACC (RO, count);
250 object_vector_index ACC (RO, index); // index into objects 303 object_vector_index ACC (RO, index); // index into objects
251 object_vector_index ACC (RO, active); // index into actives 304 object_vector_index ACC (RO, active); // index into actives
252 305
253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 306 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
254 307
255 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 308 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 */ 309 object *ACC (RW, above); /* Pointer to the object stacked above this one */
257 /* Note: stacked in the *same* environment */ 310 /* Note: stacked in the *same* environment */
258 object *inv; /* Pointer to the first object in the inventory */ 311 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 */ 320 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 321 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? 322 client_container *seen_by; // seen by which player/container currently?
270 key_value *key_values; /* Fields not explictly known by the loader. */ 323 key_value *key_values; /* Fields not explictly known by the loader. */
271 324
325 // privates / perl
326 shstr_tmp kv_get (shstr_tmp key) const;
327 void kv_del (shstr_tmp key);
328 void kv_set (shstr_tmp key, shstr_tmp value);
329
330 // custom extra fields management
331 struct key_value_access_proxy
332 {
333 object &ob;
334 shstr_tmp key;
335
336 key_value_access_proxy (object &ob, shstr_tmp key)
337 : ob (ob), key (key)
338 {
339 }
340
341 const key_value_access_proxy &operator =(shstr_tmp value) const
342 {
343 ob.kv_set (key, value);
344 return *this;
345 }
346
347 operator const shstr_tmp () const { return ob.kv_get (key); }
348 operator const char *() const { return ob.kv_get (key); }
349
350 private:
351 void operator =(int);
352 };
353
354 // operator [] is too annoying to use
355 const key_value_access_proxy kv (shstr_tmp key)
356 {
357 return key_value_access_proxy (*this, key);
358 }
359
272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 360 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 361 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. 362 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
275 bool write (object_freezer &f); 363 bool write (object_freezer &f);
276 364
277 MTH int slottype () const; 365 MTH int slottype () const;
278 MTH static object *create (); 366 MTH static object *create ();
279 object &operator =(const object &src); 367 const mapxy &operator =(const mapxy &pos);
280 MTH void copy_to (object *dst); 368 MTH void copy_to (object *dst);
281 MTH object *clone (); // create + copy_to 369 MTH object *clone (); // create + copy_to a single object
370 MTH object *deep_clone (); // copy whole more chain and inventory
282 void do_destroy (); 371 void do_destroy ();
283 void gather_callbacks (AV *&callbacks, event_type event) const; 372 void gather_callbacks (AV *&callbacks, event_type event) const;
284 MTH void destroy (bool destroy_inventory = false); 373 MTH void destroy ();
374 MTH void drop_and_destroy ()
375 {
376 destroy_inv (true);
377 destroy ();
378 }
285 379
286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
287 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
288 MTH object *insert (object *item); // insert into inventory 382 MTH object *insert (object *item); // insert into inventory
383 MTH void play_sound (faceidx sound) const;
384 MTH void say_msg (const char *msg) const;
385
289 void do_remove (); 386 void do_remove ();
290 MTH void remove () 387 MTH void remove ()
291 { 388 {
292 if (!flag [FLAG_REMOVED]) 389 if (!flag [FLAG_REMOVED])
293 do_remove (); 390 do_remove ();
391 }
392
393 MTH bool blocked (maptile *m, int x, int y) const;
394
395 void move_to (const mapxy &pos)
396 {
397 remove ();
398 *this = pos;
399 insert_at (this, this);
400 }
401
402 // high-level move functions, return true if successful
403 int move (int dir, object *originator);
404
405 int move (int dir)
406 {
407 return move (dir, this);
294 } 408 }
295 409
296 static bool can_merge_slow (object *op1, object *op2); 410 static bool can_merge_slow (object *op1, object *op2);
297 411
298 // this is often used in time-critical code, so optimise 412 // this is often used in time-critical code, so optimise
312 MTH void close_container () 426 MTH void close_container ()
313 { 427 {
314 open_container (0); 428 open_container (0);
315 } 429 }
316 430
317 MTH object *force_find (const shstr name); 431 MTH object *force_find (shstr_tmp name);
318 MTH void force_add (const shstr name, int duration = 0); 432 MTH object *force_add (shstr_tmp name, int duration = 0);
433
434 oblinkpt *find_link () const;
435 MTH void add_link (maptile *map, shstr_tmp id);
436 MTH void remove_link ();
319 437
320 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 438 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
321 bool should_invoke (event_type event) 439 bool should_invoke (event_type event)
322 { 440 {
323 return ev_want_event [event] || ev_want_type [type] || cb; 441 return ev_want_event [event] || ev_want_type [type] || cb;
338 // info must hold 256 * 3 bytes currently 456 // info must hold 256 * 3 bytes currently
339 const char *debug_desc (char *info) const; 457 const char *debug_desc (char *info) const;
340 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 458 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
341 const char *flag_desc (char *desc, int len) const; 459 const char *flag_desc (char *desc, int len) const;
342 460
461 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
462 MTH object *split (sint32 nr = 1); // return 0 on failure
463
343 int number_of () const 464 MTH int number_of () const
344 { 465 {
345 return nrof ? nrof : 1; 466 return nrof ? nrof : 1;
346 } 467 }
347 468
348 uint64 total_weight () const 469 MTH sint32 total_weight () const
349 { 470 {
350 return weight * number_of (); 471 return (weight + carrying) * number_of ();
351 } 472 }
473
474 MTH void update_weight ();
352 475
353 // return the dominant material of this item, always return something 476 // return the dominant material of this item, always return something
354 const materialtype_t *dominant_material () const; 477 const materialtype_t *dominant_material () const;
355 478
356 // return the volume of this object in cm³ 479 // return the volume of this object in cm³
357 uint64 volume () const 480 MTH uint64 volume () const
358 { 481 {
359 return total_weight () 482 return (uint64)total_weight ()
360 * 1000 483 * 1000
361 * (type == CONTAINER ? 1000 : 1) 484 * (type == CONTAINER ? 1000 : 1)
362 / dominant_material ()->density; 485 / dominant_material ()->density;
363 } 486 }
364 487
488 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
365 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 489 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 490 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
367 || type == CLOAK || type == BOOTS || type == GLOVES 491 || type == CLOAK || type == BOOTS || type == GLOVES
368 || type == BRACERS || type == GIRDLE; } 492 || type == BRACERS || type == GIRDLE; }
369 MTH bool is_alive () const { return (type == PLAYER 493 MTH bool is_alive () const { return (type == PLAYER
379 503
380 // temporary: wether the object can be saved in a map file 504 // temporary: wether the object can be saved in a map file
381 // contr => is a player 505 // contr => is a player
382 // head => only save head of a multitile object 506 // head => only save head of a multitile object
383 // owner => can not reference owner yet 507 // owner => can not reference owner yet
384 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 508 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
385 509
386 /* This return true if object has still randomitems which 510 /* This return true if object has still randomitems which
387 * could be expanded. 511 * could be expanded.
388 */ 512 */
389 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 513 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
390 514
515 MTH bool has_dialogue () const { return *&msg == '@'; }
516
517 // returns the outermost owner, never returns 0
518 MTH object *outer_owner ()
519 {
520 object *op;
521
522 for (op = this; op->owner; op = op->owner)
523 ;
524
525 return op;
526 }
527
528 // returns the outermost environment, never returns 0
529 MTH object *outer_env () const
530 {
531 const object *op;
532
533 for (op = this; op->env; op = op->env)
534 ;
535
536 return const_cast<object *>(op);
537 }
538
391 // returns the player that has this object in his inventory, or 0 539 // returns the player that has this object in his inventory, or 0
540 // we assume the player is always the outer env
392 MTH object *in_player () const 541 MTH object *in_player () const
393 { 542 {
394 for (object *op = env; op; op = op->env) 543 object *op = outer_env ();
395 if (op->type == PLAYER)
396 return op;
397 544
398 return 0; 545 return op->type == PLAYER ? op : 0;
399 } 546 }
400 547
401 // "temporary" helper function 548 // "temporary" helper function
402 MTH object *head_ () 549 MTH object *head_ () const
403 { 550 {
404 return head ? head : this; 551 return head ? head : const_cast<object *>(this);
405 } 552 }
406 553
407 MTH bool is_head () 554 MTH bool is_head () const
408 { 555 {
409 return head_ () == this; 556 return head_ () == this;
410 } 557 }
558
559 MTH bool is_on_map () const
560 {
561 return !env && !flag [FLAG_REMOVED];
562 }
563
564 MTH bool is_inserted () const
565 {
566 return !flag [FLAG_REMOVED];
567 }
568
569 MTH bool is_player () const
570 {
571 return !!contr;
572 }
573
574 MTH bool affects_los () const
575 {
576 return glow_radius || flag [FLAG_BLOCKSVIEW];
577 }
578
579 MTH bool has_carried_lights () const
580 {
581 return glow_radius;
582 }
583
584 // returns the player that cna see this object, if any
585 MTH object *visible_to () const;
411 586
412 MTH std::string long_desc (object *who = 0); 587 MTH std::string long_desc (object *who = 0);
413 MTH std::string describe_monster (object *who = 0); 588 MTH std::string describe_monster (object *who = 0);
414 MTH std::string describe_item (object *who = 0); 589 MTH std::string describe_item (object *who = 0);
415 MTH std::string describe (object *who = 0); 590 MTH std::string describe (object *who = 0);
430 MTH void activate (); 605 MTH void activate ();
431 MTH void deactivate (); 606 MTH void deactivate ();
432 MTH void activate_recursive (); 607 MTH void activate_recursive ();
433 MTH void deactivate_recursive (); 608 MTH void deactivate_recursive ();
434 609
435 // set the givne flag on all objects in the inventory recursively 610 // set the given flag on all objects in the inventory recursively
436 MTH void set_flag_inv (int flag, int value = 1); 611 MTH void set_flag_inv (int flag, int value = 1);
437 612
438 void enter_exit (object *exit);//Perl 613 void enter_exit (object *exit);//Perl
439 MTH void enter_map (maptile *newmap, int x, int y); 614 MTH void enter_map (maptile *newmap, int x, int y);
615 void player_goto (const char *path, int x, int y); // only for players
440 616
441 // returns the mapspace this object is in 617 // returns the mapspace this object is in
442 mapspace &ms () const; 618 mapspace &ms () const;
443 619
444 // fully recursive iterator 620 // fully recursive iterator
480 { 656 {
481 return this; 657 return this;
482 } 658 }
483 659
484 /* This returns TRUE if the object is something that 660 /* This returns TRUE if the object is something that
485 * should be displayed in the floorbox/inventory window 661 * a client might want to know about.
486 */ 662 */
487 MTH bool client_visible () const 663 MTH bool client_visible () const
488 { 664 {
489 return !invisible && type != PLAYER; 665 return !invisible && type != PLAYER;
490 } 666 }
491 667
668 // the client does nrof * this weight
669 MTH sint32 client_weight () const
670 {
671 return weight + carrying;
672 }
673
492 MTH struct region *region () const; 674 MTH struct region *region () const;
675
676 void statusmsg (const char *msg, int color = NDI_BLACK);
677 void failmsg (const char *msg, int color = NDI_RED);
678
679 const char *query_inventory (object *who = 0, const char *indent = "");
680
681 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
682 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
683
684 // make some noise with given item into direction dir,
685 // currently only used for players to make them temporarily visible
686 // when they are invisible.
687 MTH void make_noise ();
493 688
494protected: 689protected:
495 void link (); 690 void link ();
496 void unlink (); 691 void unlink ();
497 692
498 object (); 693 object ();
499 ~object (); 694 ~object ();
695
696private:
697 object &operator =(const object &);
698 object (const object &);
500}; 699};
501 700
502// move this object to the top of its env's inventory to speed up 701// move this object to the top of its env's inventory to speed up
503// searches for it. 702// searches for it.
504static object * 703static object *
516 } 715 }
517 716
518 return ob; 717 return ob;
519} 718}
520 719
521typedef struct oblnk
522{ /* Used to link together several objects */
523 object_ptr ob;
524 struct oblnk *next;
525} objectlink;
526
527typedef struct oblinkpt
528{ /* Used to link together several object links */
529 struct oblnk *link;
530 long value; /* Used as connected value in buttons/gates */
531 struct oblinkpt *next;
532} oblinkpt;
533
534object *find_skill_by_name (object *who, const char *name); 720object *find_skill_by_name_fuzzy (object *who, const char *name);
535object *find_skill_by_name (object *who, const shstr &sh); 721object *find_skill_by_name (object *who, shstr_cmp sh);
536object *find_skill_by_number (object *who, int skillno); 722object *find_skill_by_number (object *who, int skillno);
537 723
538/* 724/*
539 * The archetype structure is a set of rules on how to generate and manipulate 725 * The archetype structure is a set of rules on how to generate and manipulate
540 * objects which point to archetypes. 726 * objects which point to archetypes.
545 */ 731 */
546 732
547INTERFACE_CLASS (archetype) 733INTERFACE_CLASS (archetype)
548struct archetype : object 734struct archetype : object
549{ 735{
736 static arch_ptr empty; // the empty_archetype
737 MTH static void gc ();
738
550 archetype (const char *name); 739 archetype (const char *name);
551 ~archetype (); 740 ~archetype ();
552 void gather_callbacks (AV *&callbacks, event_type event) const; 741 void gather_callbacks (AV *&callbacks, event_type event) const;
553 742
554 static archetype *read (object_thawer &f);
555 static archetype *get (const char *name); // find or create
556 static archetype *find (const char *name); 743 MTH static archetype *find (const_utf8_string name);
557 744
558 void link (); 745 MTH void link ();
559 void unlink (); 746 MTH void unlink ();
747
748 MTH static object *get (const char *name); // (find() || singularity)->instance()
749 MTH object *instance ();
560 750
561 object_vector_index ACC (RW, archid); // index in archvector 751 object_vector_index ACC (RW, archid); // index in archvector
562 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 752 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
563 bool ACC (RW, stub); // if true, this is an invalid archetype
564 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
565 753
566 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 754 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
567 sint8 ACC (RW, max_x), ACC (RW, max_y); 755 sint8 ACC (RW, max_x), ACC (RW, max_y);
756
757 // support for archetype loading
758 static archetype *read (object_thawer &f);
759 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
760 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
568}; 761};
762
763// compatbiility, remove once replaced by ->instance
764inline object *
765arch_to_object (archetype *at)
766{
767 return at->instance ();
768}
569 769
570inline void 770inline void
571object_freezer::put (keyword k, archetype *v) 771object_freezer::put (keyword k, archetype *v)
572{ 772{
573 put (k, v ? &v->archname : (const char *)0); 773 put (k, v ? &v->archname : (const char *)0);
579 779
580extern objectvec objects; 780extern objectvec objects;
581extern activevec actives; 781extern activevec actives;
582extern archvec archetypes; 782extern archvec archetypes;
583 783
784// "safely" iterate over inv in a way such that the current item is removable
785// quite horrible, that's why its hidden in some macro
786#define for_inv_removable(op,var) \
787 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
788
584#define for_all_objects(var) \ 789#define for_all_objects(var) \
585 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 790 for (unsigned _i = 0; _i < objects.size (); ++_i) \
586 statementvar (object *, var, objects [_i]) 791 statementvar (object *, var, objects [_i])
587 792
588#define for_all_actives(var) \ 793#define for_all_actives(var) \
589 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 794 for (unsigned _i = 0; _i < actives.size (); ++_i) \
590 statementvar (object *, var, actives [_i]) 795 statementvar (object *, var, actives [_i])
591 796
592#define for_all_archetypes(var) \ 797#define for_all_archetypes(var) \
593 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 798 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
594 statementvar (archetype *, var, archetypes [_i]) 799 statementvar (archetype *, var, archetypes [_i])
595 800
596/* Used by update_object to know if the object being passed is 801/* Used by update_object to know if the object being passed is
597 * being added or removed. 802 * being added or removed.
616 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 821 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
617 * Use for treasure chests so the new object is the highest thing 822 * Use for treasure chests so the new object is the highest thing
618 * beneath the player, but not actually above it. Note - the 823 * beneath the player, but not actually above it. Note - the
619 * map and x,y coordinates for the object to be inserted must 824 * map and x,y coordinates for the object to be inserted must
620 * match the originator. 825 * match the originator.
621 * INS_MAP_LOAD: disable lots of checkings done at insertion to
622 * speed up map loading process, as we assume the ordering in
623 * loaded map is correct.
624 * 826 *
625 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 827 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
626 * are mutually exclusive. The behaviour for passing more than one 828 * are mutually exclusive. The behaviour for passing more than one
627 * should be considered undefined - while you may notice what happens 829 * should be considered undefined - while you may notice what happens
628 * right now if you pass more than one, that could very well change 830 * right now if you pass more than one, that could very well change
631#define INS_NO_MERGE 0x0001 833#define INS_NO_MERGE 0x0001
632#define INS_ABOVE_FLOOR_ONLY 0x0002 834#define INS_ABOVE_FLOOR_ONLY 0x0002
633#define INS_NO_WALK_ON 0x0004 835#define INS_NO_WALK_ON 0x0004
634#define INS_ON_TOP 0x0008 836#define INS_ON_TOP 0x0008
635#define INS_BELOW_ORIGINATOR 0x0010 837#define INS_BELOW_ORIGINATOR 0x0010
636#define INS_MAP_LOAD 0x0020
637 838
638#define ARCH_DEPLETION "depletion" 839#define ARCH_DEPLETION "depletion"
639 840
640#endif 841#endif
641 842

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