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Comparing deliantra/server/include/object.h (file contents):
Revision 1.76 by root, Sat Dec 30 21:18:29 2006 UTC vs.
Revision 1.144 by root, Thu Aug 16 11:34:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset> 27#include <bitset>
28 28
29#include "cfperl.h" 29#include "cfperl.h"
30#include "shstr.h" 30#include "shstr.h"
31 31
32typedef uint32 tag_t; 32typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 33
34#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
35 58
36/* See common/item.c */ 59/* See common/item.c */
37 60
38typedef struct Body_Locations 61typedef struct Body_Locations
39{ 62{
40 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
41 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
42 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 */
43} Body_Locations; 66} Body_Locations;
44 67
45extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
83#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
87 110
88/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C, 112{
90 * e.g. ->copy_to () 113 signed char info:4; /* body info as loaded from the file */
91 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
92 116
93INTERFACE_CLASS (object) 117INTERFACE_CLASS (object)
94// these are being copied 118// these are being copied
95struct object_copy : attachable 119struct object_copy : attachable
96{ 120{
97 typedef bitset<NUM_FLAGS> flags_t; 121 typedef bitset<NUM_FLAGS> flags_t;
98 122
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
102 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
103 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
104 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
105 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
106 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 152
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 153 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
128 156
129 /* This next big block are basically used for monsters and equipment */ 157 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 165 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 169 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 170 * meanings by some objects, eg, sp penalty, permanent exp.
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 188 body_slot slot [NUM_BODY_LOCATIONS];
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
191 faceidx ACC (RW, sound_destroy); /* played on destroy */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 192 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 193 /* See the pod/objects.pod for more info about body locations */
165 194
166 /* Following mostly refers to fields only used for monsters */ 195 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
177 * Note that other fields are used - these files are basically 206 * Note that other fields are used - these files are basically
178 * only used in spells. 207 * only used in spells.
179 */ 208 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */ 209 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 210 sint16 ACC (RW, casting_time);/* time left before spell goes off */
211
182 uint16 ACC (RW, start_holding); 212 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 213 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 214 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
215
185 sint8 ACC (RW, range); /* Range of the spell */ 216 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 218 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */ 219 MoveType ACC (RW, move_block);/* What movement types this blocks */
220
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 221 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 222 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 223 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 224 MoveType ACC (RW, move_slow); /* Movement types this slows down */
225
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 226 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195 227
196 char *ACC (RW, spellarg); 228 char *ACC (RW, spellarg);
197 229
198 /* Following are values used by any object */ 230 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 231 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 232 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */ 233 flags_t flag; /* various flags */
203#if FOR_PERL 234#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]); 235 bool ACC (RW, flag[NUM_FLAGS]);
205#endif 236#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */ 237 uint16 ACC (RW, animation_id);/* An index into the animation array */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 242 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 243};
213 244
214struct object : zero_initialised, object_copy 245struct object : zero_initialised, object_copy
215{ 246{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 247 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 248 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 249
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 int ACC (RO, count);
252 object_vector_index ACC (RO, index); // index into objects
253 object_vector_index ACC (RO, active); // index into actives
223 254
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 255 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 256
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 257 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 258 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 259 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 260 object *inv; /* Pointer to the first object in the inventory */
261
262 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 263 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 264 * is only used by the player right now.
237 */ 265 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 266 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 267 * This is typically the container that the object is in.
240 */ 268 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 269 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 270 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently? 271 client_container *seen_by; // seen by which player/container currently?
272 key_value *key_values; /* Fields not explictly known by the loader. */
244 273
245 static vector active; // active objects, not yet used 274 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
246 static vector objects; // not used yet, use first->next->... 275 void post_load_check (); // do some adjustments after parsing
247 static object *first; // will be replaced by "objects" 276 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
277 bool write (object_freezer &f);
248 278
279 MTH int slottype () const;
249 MTH static object *create (); 280 MTH static object *create ();
281 object &operator =(const object &src);
250 MTH void copy_to (object *dst); 282 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 283 MTH object *clone (); // create + copy_to
252 void do_destroy (); 284 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 285 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 286 MTH void destroy (bool destroy_inventory = false);
255 287
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 288 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 289 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory 290 MTH object *insert (object *item); // insert into inventory
291 MTH void play_sound (faceidx sound) const;
292
293 void do_remove ();
294 MTH void remove ()
295 {
296 if (!flag [FLAG_REMOVED])
297 do_remove ();
298 }
260 299
261 static bool can_merge_slow (object *op1, object *op2); 300 static bool can_merge_slow (object *op1, object *op2);
262 301
263 // this is often used in time-critical code, so optimise 302 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 303 MTH static bool can_merge (object *op1, object *op2)
268 && can_merge_slow (op1, op2); 307 && can_merge_slow (op1, op2);
269 } 308 }
270 309
271 MTH void set_owner (object *owner); 310 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 311 MTH void set_speed (float speed);
312 MTH bool change_weapon (object *ob);
313 MTH bool change_skill (object *ob);
273 314
315 MTH void open_container (object *new_container);
316 MTH void close_container ()
317 {
318 open_container (0);
319 }
320
321 MTH object *force_find (const shstr name);
322 MTH void force_add (const shstr name, int duration = 0);
323
324 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
325 bool should_invoke (event_type event)
326 {
327 return ev_want_event [event] || ev_want_type [type] || cb;
328 }
329
274 MTH void instantiate () 330 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 331
282 // recalculate all stats 332 // recalculate all stats
283 MTH void update_stats (); 333 MTH void update_stats ();
284 MTH void roll_stats (); 334 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 335 MTH void swap_stats (int a, int b);
289 MTH void drain_specific_stat (int deplete_stats); 339 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 340 MTH void change_luck (int value);
291 341
292 // info must hold 256 * 3 bytes currently 342 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 343 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 344 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
295 const char *flag_desc (char *desc, int len) const; 345 const char *flag_desc (char *desc, int len) const;
346
347 int number_of () const
348 {
349 return nrof ? nrof : 1;
350 }
351
352 uint64 total_weight () const
353 {
354 return weight * number_of ();
355 }
356
357 // return the dominant material of this item, always return something
358 const materialtype_t *dominant_material () const;
359
360 // return the volume of this object in cm³
361 uint64 volume () const
362 {
363 return total_weight ()
364 * 1000
365 * (type == CONTAINER ? 1000 : 1)
366 / dominant_material ()->density;
367 }
296 368
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 369 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 370 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 371 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 372 || type == BRACERS || type == GIRDLE; }
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 375 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 376 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 377 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 378 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 379 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
380 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 381
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 382 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 383
311 // temporary: wether the object can be saved in a map file 384 // temporary: wether the object can be saved in a map file
312 // contr => is a player 385 // contr => is a player
313 // head => only save head of a multitile object 386 // head => only save head of a multitile object
314 // owner => can not reference owner yet 387 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; } 388 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316 389
317 /* This return true if object has still randomitems which 390 /* This return true if object has still randomitems which
318 * could be expanded. 391 * could be expanded.
319 */ 392 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH object *head_ () 406 MTH object *head_ ()
334 { 407 {
335 return head ? head : this; 408 return head ? head : this;
336 } 409 }
337 410
411 MTH bool is_head ()
412 {
413 return head_ () == this;
414 }
415
416 MTH std::string long_desc (object *who = 0);
417 MTH std::string describe_monster (object *who = 0);
418 MTH std::string describe_item (object *who = 0);
419 MTH std::string describe (object *who = 0);
420
421 // If this object has no extra parts but should have them,
422 // add them, effectively expanding heads into multipart
423 // objects. This method only works on objects not inserted
424 // anywhere.
425 MTH void expand_tail ();
426
427 MTH void create_treasure (treasurelist *tl, int flags = 0);
428
338 // insert object at same map position as 'where' 429 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 430 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 431 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
432 MTH void drop_unpaid_items ();
341 433
434 MTH void activate ();
435 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 436 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 437 MTH void deactivate_recursive ();
344 438
439 // set the givne flag on all objects in the inventory recursively
440 MTH void set_flag_inv (int flag, int value = 1);
441
345 void enter_exit (object *exit);//PERL 442 void enter_exit (object *exit);//Perl
346 MTH void enter_map (maptile *newmap, int x, int y); 443 MTH void enter_map (maptile *newmap, int x, int y);
347 444
348 // returns the mapspace this object is in 445 // returns the mapspace this object is in
349 mapspace &ms () const; 446 mapspace &ms () const;
350 447
361 operator object *() const { return item; } 458 operator object *() const { return item; }
362 459
363 object *operator ->() const { return item; } 460 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 461 object &operator * () const { return *item; }
365 }; 462 };
463
464 MTH unsigned int random_seed () const
465 {
466 return (unsigned int)uuid.seq;
467 }
366 468
367 // depth-first recursive iterator 469 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 470 struct depth_iterator : iterator_base
369 { 471 {
370 depth_iterator (object *container); 472 depth_iterator (object *container);
381 object *end () 483 object *end ()
382 { 484 {
383 return this; 485 return this;
384 } 486 }
385 487
488 /* This returns TRUE if the object is something that
489 * should be displayed in the floorbox/inventory window
490 */
491 MTH bool client_visible () const
492 {
493 return !invisible && type != PLAYER;
494 }
495
496 MTH struct region *region () const;
497
498 void statusmsg (const char *msg, int color = NDI_BLACK);
499 void failmsg (const char *msg, int color = NDI_RED);
500
386protected: 501protected:
387 friend struct archetype;
388
389 void link (); 502 void link ();
390 void unlink (); 503 void unlink ();
391 504
392 object (); 505 object ();
393 ~object (); 506 ~object ();
394}; 507};
508
509// move this object to the top of its env's inventory to speed up
510// searches for it.
511static object *
512splay (object *ob)
513{
514 if (ob->env && ob->env->inv != ob)
515 {
516 if (ob->above) ob->above->below = ob->below;
517 if (ob->below) ob->below->above = ob->above;
518
519 ob->above = 0;
520 ob->below = ob->env->inv;
521 ob->below->above = ob;
522 ob->env->inv = ob;
523 }
524
525 return ob;
526}
395 527
396typedef struct oblnk 528typedef struct oblnk
397{ /* Used to link together several objects */ 529{ /* Used to link together several objects */
398 object_ptr ob; 530 object_ptr ob;
399 struct oblnk *next; 531 struct oblnk *next;
403{ /* Used to link together several object links */ 535{ /* Used to link together several object links */
404 struct oblnk *link; 536 struct oblnk *link;
405 long value; /* Used as connected value in buttons/gates */ 537 long value; /* Used as connected value in buttons/gates */
406 struct oblinkpt *next; 538 struct oblinkpt *next;
407} oblinkpt; 539} oblinkpt;
540
541object *find_skill_by_name (object *who, const char *name);
542object *find_skill_by_name (object *who, const shstr &sh);
543object *find_skill_by_number (object *who, int skillno);
408 544
409/* 545/*
410 * The archetype structure is a set of rules on how to generate and manipulate 546 * The archetype structure is a set of rules on how to generate and manipulate
411 * objects which point to archetypes. 547 * objects which point to archetypes.
412 * This probably belongs in arch.h, but there really doesn't appear to 548 * This probably belongs in arch.h, but there really doesn't appear to
414 * object and pointers. This structure should get removed, and just replaced 550 * object and pointers. This structure should get removed, and just replaced
415 * by the object structure 551 * by the object structure
416 */ 552 */
417 553
418INTERFACE_CLASS (archetype) 554INTERFACE_CLASS (archetype)
419struct archetype : zero_initialised, attachable 555struct archetype : object
420{ 556{
421 archetype (); 557 archetype (const char *name);
422 ~archetype (); 558 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const; 559 void gather_callbacks (AV *&callbacks, event_type event) const;
424 560
561 static archetype *read (object_thawer &f);
562 static archetype *get (const char *name); // find or create
425 static archetype *find (const char *arch); 563 static archetype *find (const char *name);
426 564
427 void hash_add (); // add to hashtable 565 void link ();
428 void hash_del (); // remove from hashtable 566 void unlink ();
429 567
568 object_vector_index ACC (RW, archid); // index in archvector
430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 569 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 570 bool ACC (RW, stub); // if true, this is an invalid archetype
432 struct archetype *ACC (RW, head); /* The main part of a linked object */
433 struct archetype *ACC (RW, more); /* Next part of a linked object */
434 object ACC (RO, clone); /* An object from which to do ->copy_to () */
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 571 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
436 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
437 * in comparison to the head.
438 */
439};
440 572
573 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
574 sint8 ACC (RW, max_x), ACC (RW, max_y);
575};
576
577inline void
578object_freezer::put (keyword k, archetype *v)
579{
580 put (k, v ? &v->archname : (const char *)0);
581}
582
583typedef object_vector<object, &object::index > objectvec;
584typedef object_vector<object, &object::active> activevec;
585typedef object_vector<archetype, &archetype::archid> archvec;
586
441extern object *objects; 587extern objectvec objects;
442extern object *active_objects; 588extern activevec actives;
589extern archvec archetypes;
443 590
444extern int nrofallocobjects; 591#define for_all_objects(var) \
592 for (unsigned _i = 0; _i < objects.size (); ++_i) \
593 statementvar (object *, var, objects [_i])
445 594
446/* This returns TRUE if the object is something that 595#define for_all_actives(var) \
447 * should be displayed in the look window 596 for (unsigned _i = 0; _i < actives.size (); ++_i) \
448 */ 597 statementvar (object *, var, actives [_i])
449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 598
599#define for_all_archetypes(var) \
600 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
601 statementvar (archetype *, var, archetypes [_i])
450 602
451/* Used by update_object to know if the object being passed is 603/* Used by update_object to know if the object being passed is
452 * being added or removed. 604 * being added or removed.
453 */ 605 */
454#define UP_OBJ_INSERT 1 606#define UP_OBJ_INSERT 1
488#define INS_NO_WALK_ON 0x0004 640#define INS_NO_WALK_ON 0x0004
489#define INS_ON_TOP 0x0008 641#define INS_ON_TOP 0x0008
490#define INS_BELOW_ORIGINATOR 0x0010 642#define INS_BELOW_ORIGINATOR 0x0010
491#define INS_MAP_LOAD 0x0020 643#define INS_MAP_LOAD 0x0020
492 644
493#define ARCH_SINGULARITY "singularity"
494#define ARCH_SINGULARITY_LEN 11
495#define ARCH_DETECT_MAGIC "detect_magic"
496#define ARCH_DEPLETION "depletion" 645#define ARCH_DEPLETION "depletion"
497#define ARCH_SYMPTOM "symptom"
498 646
499#endif 647#endif
500 648

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