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Comparing deliantra/server/include/object.h (file contents):
Revision 1.139 by root, Tue Jul 31 17:33:14 2007 UTC vs.
Revision 1.193 by root, Wed Dec 31 18:07:41 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?
116 140
117INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
118// these are being copied 142// these are being copied
119struct object_copy : attachable 143struct object_copy : attachable
120{ 144{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124 146
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */ 148 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 153 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 154 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 156 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */ 157 /* If this is an exit, this is the filename */
158
159 typedef bitset<NUM_FLAGS> flags_t;
160 flags_t flag; /* various flags */
161#if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]);
163#endif
164
165 shstr ACC (RW, materialname); /* specific material name */
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 166 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 */ 167// 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 */ 168 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 */ 169 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 */ 170 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 */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
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
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185
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 */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190
165 uint16 ACC (RW, materials); /* What materials this object consists of */ 191 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
169 /* Note that the last_.. values are sometimes used for non obvious 196 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp. 197 * meanings by some objects, eg, sp penalty, permanent exp.
171 */ 198 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */ 202 sint16 ACC (RW, last_eat); /* How long since we last ate */
176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 sint16 ACC (RW, level); /* Level of creature or object */ 204 sint16 ACC (RW, level); /* Level of creature or object */
205
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 206 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) */ 207 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 */ 208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 uint8 ACC (RW, weapontype); /* type of weapon */
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
216 body_slot slot [NUM_BODY_LOCATIONS];
217
182 sint32 ACC (RW, weight); /* Attributes of the object */ 218 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
184 sint32 ACC (RW, carrying); /* How much weight this object contains */ 220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 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); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
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 */
196 226
197 /* allows different movement patterns for attackers */ 227 /* allows different movement patterns for attackers */
198 sint32 ACC (RW, move_status); /* What stage in attack mode */ 228 sint32 ACC (RW, move_status); /* What stage in attack mode */
199 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 229 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. */ 230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 * only used in spells. 236 * only used in spells.
207 */ 237 */
208 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
209 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210 240
211 uint16 ACC (RW, start_holding);
212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
215 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245
217 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
218 MoveType ACC (RW, move_block);/* What movement types this blocks */ 247 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
226
227 char *ACC (RW, spellarg); 258 char *ACC (RW, spellarg);
228 259
229 /* Following are values used by any object */ 260 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */ 261 /* this objects turns into or what this object creates */
231 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 flags_t flag; /* various flags */ 263
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 */ 264 uint16 ACC (RW, animation_id);/* An index into the animation array */
237 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 267
240 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
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
244struct object : zero_initialised, object_copy 283struct object : zero_initialised, object_copy
245{ 284{
246 // These variables are not changed by ->copy_to 285 // These variables are not changed by ->copy_to
247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
248 287
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count); 289 int ACC (RO, count);
251 object_vector_index ACC (RO, index); // index into objects 290 object_vector_index ACC (RO, index); // index into objects
252 object_vector_index ACC (RO, active); // index into actives 291 object_vector_index ACC (RO, active); // index into actives
253 292
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 293 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
255 294
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 295 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 */ 296 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */ 297 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */ 298 object *inv; /* Pointer to the first object in the inventory */
268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 307 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 308 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? 309 client_container *seen_by; // seen by which player/container currently?
271 key_value *key_values; /* Fields not explictly known by the loader. */ 310 key_value *key_values; /* Fields not explictly known by the loader. */
272 311
312 // privates / perl
313 shstr_tmp kv_get (shstr_tmp key) const;
314 void kv_del (shstr_tmp key);
315 void kv_set (shstr_tmp key, shstr_tmp value);
316
317 // custom extra fields management
318 struct key_value_access_proxy
319 {
320 object &ob;
321 shstr_tmp key;
322
323 key_value_access_proxy (object &ob, shstr_tmp key)
324 : ob (ob), key (key)
325 {
326 }
327
328 const key_value_access_proxy &operator =(const shstr_tmp &value) const
329 {
330 ob.kv_set (key, value);
331 return *this;
332 }
333
334 operator const shstr_tmp () const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); }
336
337 private:
338 void operator =(int);
339 };
340
341 // operator [] is too annoying to use
342 const key_value_access_proxy kv (shstr_tmp key)
343 {
344 return key_value_access_proxy (*this, key);
345 }
346
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 347 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 348 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. 349 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f); 350 bool write (object_freezer &f);
277 351
278 MTH int slottype () const; 352 MTH int slottype () const;
279 MTH static object *create (); 353 MTH static object *create ();
280 object &operator =(const object &src); 354 const mapxy &operator =(const mapxy &pos);
281 MTH void copy_to (object *dst); 355 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to 356 MTH object *clone (); // create + copy_to a single object
357 MTH object *deep_clone (); // copy whole more chain and inventory
283 void do_destroy (); 358 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const; 359 void gather_callbacks (AV *&callbacks, event_type event) const;
285 MTH void destroy (bool destroy_inventory = false); 360 MTH void destroy ();
361 MTH void drop_and_destroy ()
362 {
363 destroy_inv (true);
364 destroy ();
365 }
286 366
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false); 368 MTH void destroy_inv (bool drop_to_ground = false);
289 MTH object *insert (object *item); // insert into inventory 369 MTH object *insert (object *item); // insert into inventory
290 MTH void play_sound (faceidx sound) const; 370 MTH void play_sound (faceidx sound);
291 371
292 void do_remove (); 372 void do_remove ();
293 MTH void remove () 373 MTH void remove ()
294 { 374 {
295 if (!flag [FLAG_REMOVED]) 375 if (!flag [FLAG_REMOVED])
296 do_remove (); 376 do_remove ();
377 }
378
379 MTH bool blocked (maptile *m, int x, int y) const;
380
381 void move_to (const mapxy &pos)
382 {
383 remove ();
384 *this = pos;
385 insert_at (this, this);
386 }
387
388 // high-level move functions, return true if successful
389 int move (int dir, object *originator);
390
391 int move (int dir)
392 {
393 return move (dir, this);
297 } 394 }
298 395
299 static bool can_merge_slow (object *op1, object *op2); 396 static bool can_merge_slow (object *op1, object *op2);
300 397
301 // this is often used in time-critical code, so optimise 398 // this is often used in time-critical code, so optimise
315 MTH void close_container () 412 MTH void close_container ()
316 { 413 {
317 open_container (0); 414 open_container (0);
318 } 415 }
319 416
320 MTH object *force_find (const shstr name); 417 MTH object *force_find (shstr_tmp name);
321 MTH void force_add (const shstr name, int duration = 0); 418 MTH object *force_add (shstr_tmp name, int duration = 0);
322 419
323 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 420 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
324 bool should_invoke (event_type event) 421 bool should_invoke (event_type event)
325 { 422 {
326 return ev_want_event [event] || ev_want_type [type] || cb; 423 return ev_want_event [event] || ev_want_type [type] || cb;
341 // info must hold 256 * 3 bytes currently 438 // info must hold 256 * 3 bytes currently
342 const char *debug_desc (char *info) const; 439 const char *debug_desc (char *info) const;
343 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 440 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
344 const char *flag_desc (char *desc, int len) const; 441 const char *flag_desc (char *desc, int len) const;
345 442
443 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
444 MTH object *split (sint32 nr = 1); // return 0 on failure
445
346 int number_of () const 446 MTH int number_of () const
347 { 447 {
348 return nrof ? nrof : 1; 448 return nrof ? nrof : 1;
349 } 449 }
350 450
351 uint64 total_weight () const 451 MTH sint32 total_weight () const
352 { 452 {
353 return weight * number_of (); 453 return (weight + carrying) * number_of ();
354 } 454 }
455
456 MTH void update_weight ();
355 457
356 // return the dominant material of this item, always return something 458 // return the dominant material of this item, always return something
357 const materialtype_t *dominant_material () const; 459 const materialtype_t *dominant_material () const;
358 460
359 // return the volume of this object in cm³ 461 // return the volume of this object in cm³
360 uint64 volume () const 462 MTH uint64 volume () const
361 { 463 {
362 return total_weight () 464 return (uint64)total_weight ()
363 * 1000 465 * 1000
364 * (type == CONTAINER ? 1000 : 1) 466 * (type == CONTAINER ? 1000 : 1)
365 / dominant_material ()->density; 467 / dominant_material ()->density;
366 } 468 }
367 469
470 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
368 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 471 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
369 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 472 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
370 || type == CLOAK || type == BOOTS || type == GLOVES 473 || type == CLOAK || type == BOOTS || type == GLOVES
371 || type == BRACERS || type == GIRDLE; } 474 || type == BRACERS || type == GIRDLE; }
372 MTH bool is_alive () const { return (type == PLAYER 475 MTH bool is_alive () const { return (type == PLAYER
382 485
383 // temporary: wether the object can be saved in a map file 486 // temporary: wether the object can be saved in a map file
384 // contr => is a player 487 // contr => is a player
385 // head => only save head of a multitile object 488 // head => only save head of a multitile object
386 // owner => can not reference owner yet 489 // owner => can not reference owner yet
387 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 490 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
388 491
389 /* This return true if object has still randomitems which 492 /* This return true if object has still randomitems which
390 * could be expanded. 493 * could be expanded.
391 */ 494 */
392 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 495 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
393 496
497 MTH bool has_dialogue () const { return *&msg == '@'; }
498
499 // returns the outermost owner, never returns 0
500 MTH object *outer_owner ()
501 {
502 object *op;
503
504 for (op = this; op->owner; op = op->owner)
505 ;
506
507 return op;
508 }
509
510 // returns the outermost environment, never returns 0
511 MTH object *outer_env ()
512 {
513 object *op;
514
515 for (op = this; op->env; op = op->env)
516 ;
517
518 return op;
519 }
520
394 // returns the player that has this object in his inventory, or 0 521 // returns the player that has this object in his inventory, or 0
522 // we assume the player is always the outer env
395 MTH object *in_player () const 523 MTH object *in_player ()
396 { 524 {
397 for (object *op = env; op; op = op->env) 525 object *op = outer_env ();
398 if (op->type == PLAYER)
399 return op;
400 526
401 return 0; 527 return op->type == PLAYER ? op : 0;
402 } 528 }
403 529
404 // "temporary" helper function 530 // "temporary" helper function
405 MTH object *head_ () 531 MTH object *head_ ()
406 { 532 {
409 535
410 MTH bool is_head () 536 MTH bool is_head ()
411 { 537 {
412 return head_ () == this; 538 return head_ () == this;
413 } 539 }
540
541 MTH bool is_on_map () const
542 {
543 return !env && !flag [FLAG_REMOVED];
544 }
545
546 MTH bool is_inserted () const
547 {
548 return !flag [FLAG_REMOVED];
549 }
550
551 MTH bool is_player () const
552 {
553 return !!contr;
554 }
555
556 MTH bool affects_los () const
557 {
558 return glow_radius || flag [FLAG_BLOCKSVIEW];
559 }
560
561 // returns the player that cna see this object, if any
562 MTH object *visible_to () const;
414 563
415 MTH std::string long_desc (object *who = 0); 564 MTH std::string long_desc (object *who = 0);
416 MTH std::string describe_monster (object *who = 0); 565 MTH std::string describe_monster (object *who = 0);
417 MTH std::string describe_item (object *who = 0); 566 MTH std::string describe_item (object *who = 0);
418 MTH std::string describe (object *who = 0); 567 MTH std::string describe (object *who = 0);
433 MTH void activate (); 582 MTH void activate ();
434 MTH void deactivate (); 583 MTH void deactivate ();
435 MTH void activate_recursive (); 584 MTH void activate_recursive ();
436 MTH void deactivate_recursive (); 585 MTH void deactivate_recursive ();
437 586
438 // set the givne flag on all objects in the inventory recursively 587 // set the given flag on all objects in the inventory recursively
439 MTH void set_flag_inv (int flag, int value = 1); 588 MTH void set_flag_inv (int flag, int value = 1);
440 589
441 void enter_exit (object *exit);//Perl 590 void enter_exit (object *exit);//Perl
442 MTH void enter_map (maptile *newmap, int x, int y); 591 MTH void enter_map (maptile *newmap, int x, int y);
592 void player_goto (const char *path, int x, int y); // only for players
443 593
444 // returns the mapspace this object is in 594 // returns the mapspace this object is in
445 mapspace &ms () const; 595 mapspace &ms () const;
446 596
447 // fully recursive iterator 597 // fully recursive iterator
483 { 633 {
484 return this; 634 return this;
485 } 635 }
486 636
487 /* This returns TRUE if the object is something that 637 /* This returns TRUE if the object is something that
488 * should be displayed in the floorbox/inventory window 638 * a client might want to know about.
489 */ 639 */
490 MTH bool client_visible () const 640 MTH bool client_visible () const
491 { 641 {
492 return !invisible && type != PLAYER; 642 return !invisible && type != PLAYER;
493 } 643 }
494 644
645 // the client does nrof * this weight
646 MTH sint32 client_weight () const
647 {
648 return weight + carrying;
649 }
650
495 MTH struct region *region () const; 651 MTH struct region *region () const;
652
653 void statusmsg (const char *msg, int color = NDI_BLACK);
654 void failmsg (const char *msg, int color = NDI_RED);
655
656 const char *query_inventory (object *who = 0, const char *indent = "");
657
658 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
659 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
660
661 // make some noise with given item into direction dir,
662 // currently only used for players to make them temporarily visible
663 // when they are invisible.
664 MTH void make_noise ();
496 665
497protected: 666protected:
498 void link (); 667 void link ();
499 void unlink (); 668 void unlink ();
500 669
501 object (); 670 object ();
502 ~object (); 671 ~object ();
672
673private:
674 object &operator =(const object &);
675 object (const object &);
503}; 676};
504 677
505// move this object to the top of its env's inventory to speed up 678// move this object to the top of its env's inventory to speed up
506// searches for it. 679// searches for it.
507static object * 680static object *
528} objectlink; 701} objectlink;
529 702
530typedef struct oblinkpt 703typedef struct oblinkpt
531{ /* Used to link together several object links */ 704{ /* Used to link together several object links */
532 struct oblnk *link; 705 struct oblnk *link;
533 long value; /* Used as connected value in buttons/gates */ 706 sint32 value; /* Used as connected value in buttons/gates */
534 struct oblinkpt *next; 707 struct oblinkpt *next;
535} oblinkpt; 708} oblinkpt;
536 709
537object *find_skill_by_name (object *who, const char *name); 710object *find_skill_by_name (object *who, const char *name);
538object *find_skill_by_name (object *who, const shstr &sh); 711object *find_skill_by_name (object *who, shstr_tmp sh);
539object *find_skill_by_number (object *who, int skillno); 712object *find_skill_by_number (object *who, int skillno);
540 713
541/* 714/*
542 * The archetype structure is a set of rules on how to generate and manipulate 715 * The archetype structure is a set of rules on how to generate and manipulate
543 * objects which point to archetypes. 716 * objects which point to archetypes.
548 */ 721 */
549 722
550INTERFACE_CLASS (archetype) 723INTERFACE_CLASS (archetype)
551struct archetype : object 724struct archetype : object
552{ 725{
726 static arch_ptr empty; // the empty_archetype
727 MTH static void gc ();
728
553 archetype (const char *name); 729 archetype (const char *name);
554 ~archetype (); 730 ~archetype ();
555 void gather_callbacks (AV *&callbacks, event_type event) const; 731 void gather_callbacks (AV *&callbacks, event_type event) const;
556 732
557 static archetype *read (object_thawer &f);
558 static archetype *get (const char *name); // find or create
559 static archetype *find (const char *name); 733 MTH static archetype *find (const_utf8_string name);
560 734
561 void link (); 735 MTH void link ();
562 void unlink (); 736 MTH void unlink ();
737
738 MTH static object *get (const char *name); // (find() || singularity)->instance()
739 MTH object *instance ();
563 740
564 object_vector_index ACC (RW, archid); // index in archvector 741 object_vector_index ACC (RW, archid); // index in archvector
565 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 742 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
566 bool ACC (RW, stub); // if true, this is an invalid archetype
567 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
568 743
569 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 744 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
570 sint8 ACC (RW, max_x), ACC (RW, max_y); 745 sint8 ACC (RW, max_x), ACC (RW, max_y);
746
747 // support for archetype loading
748 static archetype *read (object_thawer &f);
749 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
750 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
571}; 751};
752
753// compatbiility, remove once replaced by ->instance
754inline object *
755arch_to_object (archetype *at)
756{
757 return at->instance ();
758}
572 759
573inline void 760inline void
574object_freezer::put (keyword k, archetype *v) 761object_freezer::put (keyword k, archetype *v)
575{ 762{
576 put (k, v ? &v->archname : (const char *)0); 763 put (k, v ? &v->archname : (const char *)0);
582 769
583extern objectvec objects; 770extern objectvec objects;
584extern activevec actives; 771extern activevec actives;
585extern archvec archetypes; 772extern archvec archetypes;
586 773
774// "safely" iterate over inv in a way such that the current item is removable
775// quite horrible, that's why its hidden in some macro
776#define for_inv_removable(op,var) \
777 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
778
587#define for_all_objects(var) \ 779#define for_all_objects(var) \
588 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 780 for (unsigned _i = 0; _i < objects.size (); ++_i) \
589 statementvar (object *, var, objects [_i]) 781 statementvar (object *, var, objects [_i])
590 782
591#define for_all_actives(var) \ 783#define for_all_actives(var) \
592 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 784 for (unsigned _i = 0; _i < actives.size (); ++_i) \
593 statementvar (object *, var, actives [_i]) 785 statementvar (object *, var, actives [_i])
594 786
595#define for_all_archetypes(var) \ 787#define for_all_archetypes(var) \
596 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 788 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
597 statementvar (archetype *, var, archetypes [_i]) 789 statementvar (archetype *, var, archetypes [_i])
598 790
599/* Used by update_object to know if the object being passed is 791/* Used by update_object to know if the object being passed is
600 * being added or removed. 792 * being added or removed.
619 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 811 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
620 * Use for treasure chests so the new object is the highest thing 812 * Use for treasure chests so the new object is the highest thing
621 * beneath the player, but not actually above it. Note - the 813 * beneath the player, but not actually above it. Note - the
622 * map and x,y coordinates for the object to be inserted must 814 * map and x,y coordinates for the object to be inserted must
623 * match the originator. 815 * match the originator.
624 * INS_MAP_LOAD: disable lots of checkings done at insertion to
625 * speed up map loading process, as we assume the ordering in
626 * loaded map is correct.
627 * 816 *
628 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 817 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
629 * are mutually exclusive. The behaviour for passing more than one 818 * are mutually exclusive. The behaviour for passing more than one
630 * should be considered undefined - while you may notice what happens 819 * should be considered undefined - while you may notice what happens
631 * right now if you pass more than one, that could very well change 820 * right now if you pass more than one, that could very well change
634#define INS_NO_MERGE 0x0001 823#define INS_NO_MERGE 0x0001
635#define INS_ABOVE_FLOOR_ONLY 0x0002 824#define INS_ABOVE_FLOOR_ONLY 0x0002
636#define INS_NO_WALK_ON 0x0004 825#define INS_NO_WALK_ON 0x0004
637#define INS_ON_TOP 0x0008 826#define INS_ON_TOP 0x0008
638#define INS_BELOW_ORIGINATOR 0x0010 827#define INS_BELOW_ORIGINATOR 0x0010
639#define INS_MAP_LOAD 0x0020
640 828
641#define ARCH_DEPLETION "depletion" 829#define ARCH_DEPLETION "depletion"
642 830
643#endif 831#endif
644 832

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