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Comparing deliantra/server/include/object.h (file contents):
Revision 1.146 by root, Mon Aug 27 06:29:17 2007 UTC vs.
Revision 1.189 by root, Tue Dec 23 00:39:48 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 faceidx ACC (RW, sound_destroy); /* played on destroy */
192 living ACC (RO, stats); /* Str, Con, Dex, etc */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
193 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
194 224
195 /* Following mostly refers to fields only used for monsters */ 225 /* Following mostly refers to fields only used for monsters */
196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197 226
198 /* allows different movement patterns for attackers */ 227 /* allows different movement patterns for attackers */
199 sint32 ACC (RW, move_status); /* What stage in attack mode */ 228 sint32 ACC (RW, move_status); /* What stage in attack mode */
200 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
201 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. */
207 * only used in spells. 236 * only used in spells.
208 */ 237 */
209 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
210 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
211 240
212 uint16 ACC (RW, start_holding);
213 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
214 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 */
215
216 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
217 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
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block);/* What movement types this blocks */ 247 MoveType ACC (RW, move_block);/* What movement types this blocks */
220
221 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
222 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
223 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 */
224 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
225 253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
226 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 */
227
228 char *ACC (RW, spellarg); 258 char *ACC (RW, spellarg);
229 259
230 /* Following are values used by any object */ 260 /* Following are values used by any object */
231 /* this objects turns into or what this object creates */ 261 /* this objects turns into or what this object creates */
232 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
233 flags_t flag; /* various flags */ 263
234#if FOR_PERL
235 bool ACC (RW, flag[NUM_FLAGS]);
236#endif
237 uint16 ACC (RW, animation_id);/* An index into the animation array */ 264 uint16 ACC (RW, animation_id);/* An index into the animation array */
238 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
239 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
240 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 267
241 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 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 */
243}; 281};
244 282
245struct object : zero_initialised, object_copy 283struct object : zero_initialised, object_copy
246{ 284{
247 // These variables are not changed by ->copy_to 285 // These variables are not changed by ->copy_to
248 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 */
249 287
250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 int ACC (RO, count); 289 int ACC (RO, count);
252 object_vector_index ACC (RO, index); // index into objects 290 object_vector_index ACC (RO, index); // index into objects
253 object_vector_index ACC (RO, active); // index into actives 291 object_vector_index ACC (RO, active); // index into actives
269 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 */
270 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
271 client_container *seen_by; // seen by which player/container currently? 309 client_container *seen_by; // seen by which player/container currently?
272 key_value *key_values; /* Fields not explictly known by the loader. */ 310 key_value *key_values; /* Fields not explictly known by the loader. */
273 311
312 // privates / perl
313 const shstr &kv_get (const shstr &key) const;
314 void kv_del (const shstr &key);
315 void kv_set (const shstr &key, const shstr &value);
316
317 // custom extra fields management
318 struct key_value_access_proxy
319 {
320 object &ob;
321 shstr key;
322
323 key_value_access_proxy (object &ob, const shstr &key)
324 : ob (ob), key (key)
325 {
326 }
327
328 const key_value_access_proxy &operator =(const shstr &value) const
329 {
330 ob.kv_set (key, value);
331 return *this;
332 }
333
334 operator const shstr &() 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 (const shstr &key)
343 {
344 return key_value_access_proxy (*this, key);
345 }
346
274 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
275 void post_load_check (); // do some adjustments after parsing 348 MTH void post_load_check (); // do some adjustments after parsing
276 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.
277 bool write (object_freezer &f); 350 bool write (object_freezer &f);
278 351
279 MTH int slottype () const; 352 MTH int slottype () const;
280 MTH static object *create (); 353 MTH static object *create ();
281 const mapxy &operator =(const mapxy &pos); 354 const mapxy &operator =(const mapxy &pos);
282 object &operator =(const object &src);
283 MTH void copy_to (object *dst); 355 MTH void copy_to (object *dst);
284 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
285 void do_destroy (); 358 void do_destroy ();
286 void gather_callbacks (AV *&callbacks, event_type event) const; 359 void gather_callbacks (AV *&callbacks, event_type event) const;
287 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 }
288 366
289 // 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
290 MTH void destroy_inv (bool drop_to_ground = false); 368 MTH void destroy_inv (bool drop_to_ground = false);
291 MTH object *insert (object *item); // insert into inventory 369 MTH object *insert (object *item); // insert into inventory
292 MTH void play_sound (faceidx sound) const; 370 MTH void play_sound (faceidx sound);
293 371
294 void do_remove (); 372 void do_remove ();
295 MTH void remove () 373 MTH void remove ()
296 { 374 {
297 if (!flag [FLAG_REMOVED]) 375 if (!flag [FLAG_REMOVED])
298 do_remove (); 376 do_remove ();
299 } 377 }
378
379 MTH bool blocked (maptile *m, int x, int y) const;
300 380
301 void move_to (const mapxy &pos) 381 void move_to (const mapxy &pos)
302 { 382 {
303 remove (); 383 remove ();
304 *this = pos; 384 *this = pos;
325 { 405 {
326 open_container (0); 406 open_container (0);
327 } 407 }
328 408
329 MTH object *force_find (const shstr name); 409 MTH object *force_find (const shstr name);
330 MTH void force_add (const shstr name, int duration = 0); 410 MTH object *force_add (const shstr name, int duration = 0);
331 411
332 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 412 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
333 bool should_invoke (event_type event) 413 bool should_invoke (event_type event)
334 { 414 {
335 return ev_want_event [event] || ev_want_type [type] || cb; 415 return ev_want_event [event] || ev_want_type [type] || cb;
350 // info must hold 256 * 3 bytes currently 430 // info must hold 256 * 3 bytes currently
351 const char *debug_desc (char *info) const; 431 const char *debug_desc (char *info) const;
352 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 432 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
353 const char *flag_desc (char *desc, int len) const; 433 const char *flag_desc (char *desc, int len) const;
354 434
435 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
436 MTH object *split (sint32 nr = 1); // return 0 on failure
437
355 int number_of () const 438 MTH int number_of () const
356 { 439 {
357 return nrof ? nrof : 1; 440 return nrof ? nrof : 1;
358 } 441 }
359 442
360 uint64 total_weight () const 443 MTH sint32 total_weight () const
361 { 444 {
362 return weight * number_of (); 445 return (weight + carrying) * number_of ();
363 } 446 }
447
448 MTH void update_weight ();
364 449
365 // return the dominant material of this item, always return something 450 // return the dominant material of this item, always return something
366 const materialtype_t *dominant_material () const; 451 const materialtype_t *dominant_material () const;
367 452
368 // return the volume of this object in cm³ 453 // return the volume of this object in cm³
369 uint64 volume () const 454 MTH uint64 volume () const
370 { 455 {
371 return total_weight () 456 return total_weight ()
372 * 1000 457 * 1000
373 * (type == CONTAINER ? 1000 : 1) 458 * (type == CONTAINER ? 1000 : 1)
374 / dominant_material ()->density; 459 / dominant_material ()->density;
375 } 460 }
376 461
462 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
377 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 463 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
378 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 464 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
379 || type == CLOAK || type == BOOTS || type == GLOVES 465 || type == CLOAK || type == BOOTS || type == GLOVES
380 || type == BRACERS || type == GIRDLE; } 466 || type == BRACERS || type == GIRDLE; }
381 MTH bool is_alive () const { return (type == PLAYER 467 MTH bool is_alive () const { return (type == PLAYER
398 /* This return true if object has still randomitems which 484 /* This return true if object has still randomitems which
399 * could be expanded. 485 * could be expanded.
400 */ 486 */
401 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 487 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
402 488
489 MTH bool has_dialogue () const { return *&msg == '@'; }
490
491 // returns the outermost owner, never returns 0
492 MTH object *outer_owner ()
493 {
494 object *op;
495
496 for (op = this; op->owner; op = op->owner)
497 ;
498
499 return op;
500 }
501
502 // returns the outermost environment, never returns 0
503 MTH object *outer_env ()
504 {
505 object *op;
506
507 for (op = this; op->env; op = op->env)
508 ;
509
510 return op;
511 }
512
403 // returns the player that has this object in his inventory, or 0 513 // returns the player that has this object in his inventory, or 0
514 // we assume the player is always the outer env
404 MTH object *in_player () const 515 MTH object *in_player ()
405 { 516 {
406 for (object *op = env; op; op = op->env) 517 object *op = outer_env ();
407 if (op->type == PLAYER)
408 return op;
409 518
410 return 0; 519 return op->type == PLAYER ? op : 0;
411 } 520 }
412 521
413 // "temporary" helper function 522 // "temporary" helper function
414 MTH object *head_ () 523 MTH object *head_ ()
415 { 524 {
418 527
419 MTH bool is_head () 528 MTH bool is_head ()
420 { 529 {
421 return head_ () == this; 530 return head_ () == this;
422 } 531 }
532
533 MTH bool is_on_map () const
534 {
535 return !env && !flag [FLAG_REMOVED];
536 }
537
538 MTH bool is_inserted () const
539 {
540 return !flag [FLAG_REMOVED];
541 }
542
543 MTH bool affects_los () const
544 {
545 return glow_radius || flag [FLAG_BLOCKSVIEW];
546 }
547
548 // returns the player that cna see this object, if any
549 MTH object *visible_to () const;
423 550
424 MTH std::string long_desc (object *who = 0); 551 MTH std::string long_desc (object *who = 0);
425 MTH std::string describe_monster (object *who = 0); 552 MTH std::string describe_monster (object *who = 0);
426 MTH std::string describe_item (object *who = 0); 553 MTH std::string describe_item (object *who = 0);
427 MTH std::string describe (object *who = 0); 554 MTH std::string describe (object *who = 0);
442 MTH void activate (); 569 MTH void activate ();
443 MTH void deactivate (); 570 MTH void deactivate ();
444 MTH void activate_recursive (); 571 MTH void activate_recursive ();
445 MTH void deactivate_recursive (); 572 MTH void deactivate_recursive ();
446 573
447 // set the givne flag on all objects in the inventory recursively 574 // set the given flag on all objects in the inventory recursively
448 MTH void set_flag_inv (int flag, int value = 1); 575 MTH void set_flag_inv (int flag, int value = 1);
449 576
450 void enter_exit (object *exit);//Perl 577 void enter_exit (object *exit);//Perl
451 MTH void enter_map (maptile *newmap, int x, int y); 578 MTH void enter_map (maptile *newmap, int x, int y);
579 void player_goto (const char *path, int x, int y); // only for players
452 580
453 // returns the mapspace this object is in 581 // returns the mapspace this object is in
454 mapspace &ms () const; 582 mapspace &ms () const;
455 583
456 // fully recursive iterator 584 // fully recursive iterator
492 { 620 {
493 return this; 621 return this;
494 } 622 }
495 623
496 /* This returns TRUE if the object is something that 624 /* This returns TRUE if the object is something that
497 * should be displayed in the floorbox/inventory window 625 * a client might want to know about.
498 */ 626 */
499 MTH bool client_visible () const 627 MTH bool client_visible () const
500 { 628 {
501 return !invisible && type != PLAYER; 629 return !invisible && type != PLAYER;
502 } 630 }
503 631
632 // the client does nrof * this weight
633 MTH sint32 client_weight () const
634 {
635 return weight + carrying;
636 }
637
504 MTH struct region *region () const; 638 MTH struct region *region () const;
505 639
506 void statusmsg (const char *msg, int color = NDI_BLACK); 640 void statusmsg (const char *msg, int color = NDI_BLACK);
507 void failmsg (const char *msg, int color = NDI_RED); 641 void failmsg (const char *msg, int color = NDI_RED);
642
643 const char *query_inventory (object *who = 0, const char *indent = "");
644
645 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
646 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
647
648 // make some noise with given item into direction dir,
649 // currently only used for players to make them temporarily visible
650 // when they are invisible.
651 MTH void make_noise ();
508 652
509protected: 653protected:
510 void link (); 654 void link ();
511 void unlink (); 655 void unlink ();
512 656
513 object (); 657 object ();
514 ~object (); 658 ~object ();
659
660private:
661 object &operator =(const object &);
662 object (const object &);
515}; 663};
516 664
517// move this object to the top of its env's inventory to speed up 665// move this object to the top of its env's inventory to speed up
518// searches for it. 666// searches for it.
519static object * 667static object *
540} objectlink; 688} objectlink;
541 689
542typedef struct oblinkpt 690typedef struct oblinkpt
543{ /* Used to link together several object links */ 691{ /* Used to link together several object links */
544 struct oblnk *link; 692 struct oblnk *link;
545 long value; /* Used as connected value in buttons/gates */ 693 sint32 value; /* Used as connected value in buttons/gates */
546 struct oblinkpt *next; 694 struct oblinkpt *next;
547} oblinkpt; 695} oblinkpt;
548 696
549object *find_skill_by_name (object *who, const char *name); 697object *find_skill_by_name (object *who, const char *name);
550object *find_skill_by_name (object *who, const shstr &sh); 698object *find_skill_by_name (object *who, const shstr &sh);
560 */ 708 */
561 709
562INTERFACE_CLASS (archetype) 710INTERFACE_CLASS (archetype)
563struct archetype : object 711struct archetype : object
564{ 712{
713 static arch_ptr empty; // the empty_archetype
714 MTH static void gc ();
715
565 archetype (const char *name); 716 archetype (const char *name);
566 ~archetype (); 717 ~archetype ();
567 void gather_callbacks (AV *&callbacks, event_type event) const; 718 void gather_callbacks (AV *&callbacks, event_type event) const;
568 719
569 static archetype *read (object_thawer &f);
570 static archetype *get (const char *name); // find or create
571 static archetype *find (const char *name); 720 MTH static archetype *find (const_utf8_string name);
572 721
573 void link (); 722 MTH void link ();
574 void unlink (); 723 MTH void unlink ();
724
725 MTH static object *get (const char *name); // (find() || singularity)->instance()
726 MTH object *instance ();
575 727
576 object_vector_index ACC (RW, archid); // index in archvector 728 object_vector_index ACC (RW, archid); // index in archvector
577 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 729 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
578 bool ACC (RW, stub); // if true, this is an invalid archetype
579 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
580 730
581 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 731 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
582 sint8 ACC (RW, max_x), ACC (RW, max_y); 732 sint8 ACC (RW, max_x), ACC (RW, max_y);
733
734 // support for archetype loading
735 static archetype *read (object_thawer &f);
736 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
737 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
583}; 738};
739
740// compatbiility, remove once replaced by ->instance
741inline object *
742arch_to_object (archetype *at)
743{
744 return at->instance ();
745}
584 746
585inline void 747inline void
586object_freezer::put (keyword k, archetype *v) 748object_freezer::put (keyword k, archetype *v)
587{ 749{
588 put (k, v ? &v->archname : (const char *)0); 750 put (k, v ? &v->archname : (const char *)0);
594 756
595extern objectvec objects; 757extern objectvec objects;
596extern activevec actives; 758extern activevec actives;
597extern archvec archetypes; 759extern archvec archetypes;
598 760
761// "safely" iterate over inv in a way such that the current item is removable
762// quite horrible, thats why its hidden in some macro
763#define for_inv_removable(op,var) \
764 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
765
599#define for_all_objects(var) \ 766#define for_all_objects(var) \
600 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 767 for (unsigned _i = 0; _i < objects.size (); ++_i) \
601 statementvar (object *, var, objects [_i]) 768 statementvar (object *, var, objects [_i])
602 769
603#define for_all_actives(var) \ 770#define for_all_actives(var) \
604 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 771 for (unsigned _i = 0; _i < actives.size (); ++_i) \
605 statementvar (object *, var, actives [_i]) 772 statementvar (object *, var, actives [_i])
606 773
607#define for_all_archetypes(var) \ 774#define for_all_archetypes(var) \
608 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 775 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
609 statementvar (archetype *, var, archetypes [_i]) 776 statementvar (archetype *, var, archetypes [_i])
610 777
611/* Used by update_object to know if the object being passed is 778/* Used by update_object to know if the object being passed is
612 * being added or removed. 779 * being added or removed.
631 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 798 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
632 * Use for treasure chests so the new object is the highest thing 799 * Use for treasure chests so the new object is the highest thing
633 * beneath the player, but not actually above it. Note - the 800 * beneath the player, but not actually above it. Note - the
634 * map and x,y coordinates for the object to be inserted must 801 * map and x,y coordinates for the object to be inserted must
635 * match the originator. 802 * match the originator.
636 * INS_MAP_LOAD: disable lots of checkings done at insertion to
637 * speed up map loading process, as we assume the ordering in
638 * loaded map is correct.
639 * 803 *
640 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 804 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
641 * are mutually exclusive. The behaviour for passing more than one 805 * are mutually exclusive. The behaviour for passing more than one
642 * should be considered undefined - while you may notice what happens 806 * should be considered undefined - while you may notice what happens
643 * right now if you pass more than one, that could very well change 807 * right now if you pass more than one, that could very well change
646#define INS_NO_MERGE 0x0001 810#define INS_NO_MERGE 0x0001
647#define INS_ABOVE_FLOOR_ONLY 0x0002 811#define INS_ABOVE_FLOOR_ONLY 0x0002
648#define INS_NO_WALK_ON 0x0004 812#define INS_NO_WALK_ON 0x0004
649#define INS_ON_TOP 0x0008 813#define INS_ON_TOP 0x0008
650#define INS_BELOW_ORIGINATOR 0x0010 814#define INS_BELOW_ORIGINATOR 0x0010
651#define INS_MAP_LOAD 0x0020
652 815
653#define ARCH_DEPLETION "depletion" 816#define ARCH_DEPLETION "depletion"
654 817
655#endif 818#endif
656 819

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