ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.149 by root, Mon Sep 10 12:44:06 2007 UTC vs.
Revision 1.202 by root, Sat Jun 27 08:25:36 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
65 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 66} Body_Locations;
67 67
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
72
70/* 73/*
71 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
72 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
73 * 76 *
74 * key and value are shared-strings. 77 * key and value are shared-strings.
75 * 78 *
76 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
77 * accessing the list directly. 80 * accessing the list directly.
78 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
79 */ 82 */
80struct key_value 83struct key_value : slice_allocated
81{ 84{
82 key_value *next; 85 key_value *next;
83 shstr key, value; 86 shstr key, value;
84}; 87};
85 88
86struct UUID 89struct UUID
87{ 90{
88 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
89 96
90 UUID () { } 97 UUID () { }
91 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; } 99 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
94}; 122};
95
96extern void init_uuid ();
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
99 123
100/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
101 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
102 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
103 * can_apply and will_apply? 127 * can_apply and will_apply?
112{ 136{
113 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
115}; 139};
116 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
117INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
118// these are being copied 155// these are being copied
119struct object_copy : attachable 156struct object_copy : attachable
120{ 157{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124 159
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
136 shstr ACC (RW, tag); // a tag used to tracking this object 171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
144 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
145 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
146 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
147 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
151 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
152 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
153 190
154 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193
156 uint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
157
158 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
166 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
167 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
168 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
169 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
170 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
172 */ 211 */
173 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
174 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
175 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
176 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
177 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
178 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
219
179 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
180 sint8 ACC (RW, item_power); /* power rating of the object */
181 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
182 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 222 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 uint8 ACC (RW, weapontype); /* type of weapon */
224
225 faceidx ACC (RW, face); /* the graphical face */
226
227 faceidx ACC (RW, sound); /* the sound face */
228 faceidx ACC (RW, sound_destroy); /* played on destroy */
229
230 body_slot slot [NUM_BODY_LOCATIONS];
231
183 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
185 sint32 ACC (RW, carrying); /* How much weight this object contains */ 235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
186 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
187 uint32 ACC (RW, weapontype); /* type of weapon */
188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 body_slot slot [NUM_BODY_LOCATIONS];
190 faceidx ACC (RW, face); /* the graphical face */
191 faceidx ACC (RW, sound); /* the sound face */
192 faceidx ACC (RW, sound_destroy); /* played on destroy */
193 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
194 /* See the pod/objects.pod for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
195 240
196 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
197 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
198
199 /* allows different movement patterns for attackers */
200 sint32 ACC (RW, move_status); /* What stage in attack mode */
201 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
202 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
203 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
204 /* races/classes can need less/more exp to gain levels */
205 242
206 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
207 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
208 * only used in spells. 245 * only used in spells.
209 */ 246 */
210 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
211 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
212
213 uint16 ACC (RW, start_holding);
214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216
217 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
218 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 sint8 ACC (RW, item_power); /* power rating of the object */
255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
219 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
220 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
221
222 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
223 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
224 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
225 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
226 264
265 // 8 free bits
266
267 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
268 /* races/classes can need less/more exp to gain levels */
227 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 269 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
228
229 char *ACC (RW, spellarg);
230 270
231 /* Following are values used by any object */ 271 /* Following are values used by any object */
232 /* this objects turns into or what this object creates */ 272 /* this objects turns into or what this object creates */
233 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 273 treasurelist *ACC (RW, randomitems); /* Items to be generated */
234 flags_t flag; /* various flags */ 274
235#if FOR_PERL
236 bool ACC (RW, flag[NUM_FLAGS]);
237#endif
238 uint16 ACC (RW, animation_id);/* An index into the animation array */
239 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
240 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 275 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
241 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
242 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 276 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
243 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 277 uint8 ACC (RW, will_apply); /* See crossfire.doc */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint16 ACC (RW, animation_id);/* An index into the animation array */
280 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
281
282 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284 /* allows different movement patterns for attackers */
285 uint8 ACC (RW, move_status); /* What stage in attack mode */
286 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
287
288 //16+ free bits
289
290 // rarely-accessed members should be at the end
291 shstr ACC (RW, tag); // a tag used to tracking this object
292 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
293 shstr ACC (RW, lore); /* Obscure information about this object, */
294 /* To get put into books and the like. */
295 shstr ACC (RW, custom_name); /* Custom name assigned by player */
244}; 296};
245 297
298const char *query_weight (const object *op);
299const char *query_short_name (const object *op);
300const char *query_name (const object *op);
301const char *query_base_name (const object *op, int plural);
302
246struct object : zero_initialised, object_copy 303struct object : zero_initialised, object_copy
247{ 304{
248 // These variables are not changed by ->copy_to 305 // These variables are not changed by ->copy_to
249 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 306 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
250 307
251 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 308 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
252 int ACC (RO, count); 309 int ACC (RO, count);
253 object_vector_index ACC (RO, index); // index into objects 310 object_vector_index ACC (RO, index); // index into objects
254 object_vector_index ACC (RO, active); // index into actives 311 object_vector_index ACC (RO, active); // index into actives
270 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 327 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
271 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 328 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
272 client_container *seen_by; // seen by which player/container currently? 329 client_container *seen_by; // seen by which player/container currently?
273 key_value *key_values; /* Fields not explictly known by the loader. */ 330 key_value *key_values; /* Fields not explictly known by the loader. */
274 331
332 // privates / perl
333 shstr_tmp kv_get (shstr_tmp key) const;
334 void kv_del (shstr_tmp key);
335 void kv_set (shstr_tmp key, shstr_tmp value);
336
337 // custom extra fields management
338 struct key_value_access_proxy
339 {
340 object &ob;
341 shstr_tmp key;
342
343 key_value_access_proxy (object &ob, shstr_tmp key)
344 : ob (ob), key (key)
345 {
346 }
347
348 const key_value_access_proxy &operator =(shstr_tmp value) const
349 {
350 ob.kv_set (key, value);
351 return *this;
352 }
353
354 operator const shstr_tmp () const { return ob.kv_get (key); }
355 operator const char *() const { return ob.kv_get (key); }
356
357 private:
358 void operator =(int);
359 };
360
361 // operator [] is too annoying to use
362 const key_value_access_proxy kv (shstr_tmp key)
363 {
364 return key_value_access_proxy (*this, key);
365 }
366
275 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 367 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
276 MTH void post_load_check (); // do some adjustments after parsing 368 MTH void post_load_check (); // do some adjustments after parsing
277 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 369 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
278 bool write (object_freezer &f); 370 bool write (object_freezer &f);
279 371
280 MTH int slottype () const; 372 MTH int slottype () const;
281 MTH static object *create (); 373 MTH static object *create ();
282 const mapxy &operator =(const mapxy &pos); 374 const mapxy &operator =(const mapxy &pos);
283 object &operator =(const object &src);
284 MTH void copy_to (object *dst); 375 MTH void copy_to (object *dst);
285 MTH object *clone (); // create + copy_to 376 MTH object *clone (); // create + copy_to a single object
377 MTH object *deep_clone (); // copy whole more chain and inventory
286 void do_destroy (); 378 void do_destroy ();
287 void gather_callbacks (AV *&callbacks, event_type event) const; 379 void gather_callbacks (AV *&callbacks, event_type event) const;
288 MTH void destroy (bool destroy_inventory = false); 380 MTH void destroy ();
381 MTH void drop_and_destroy ()
382 {
383 destroy_inv (true);
384 destroy ();
385 }
289 386
290 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 387 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
291 MTH void destroy_inv (bool drop_to_ground = false); 388 MTH void destroy_inv (bool drop_to_ground = false);
292 MTH object *insert (object *item); // insert into inventory 389 MTH object *insert (object *item); // insert into inventory
293 MTH void play_sound (faceidx sound) const; 390 MTH void play_sound (faceidx sound) const;
391 MTH void say_msg (const char *msg) const;
294 392
295 void do_remove (); 393 void do_remove ();
296 MTH void remove () 394 MTH void remove ()
297 { 395 {
298 if (!flag [FLAG_REMOVED]) 396 if (!flag [FLAG_REMOVED])
299 do_remove (); 397 do_remove ();
300 } 398 }
399
400 MTH bool blocked (maptile *m, int x, int y) const;
301 401
302 void move_to (const mapxy &pos) 402 void move_to (const mapxy &pos)
303 { 403 {
304 remove (); 404 remove ();
305 *this = pos; 405 *this = pos;
306 insert_at (this, this); 406 insert_at (this, this);
307 } 407 }
308 408
409 // high-level move functions, return true if successful
410 int move (int dir, object *originator);
411
412 int move (int dir)
413 {
414 return move (dir, this);
415 }
416
309 static bool can_merge_slow (object *op1, object *op2); 417 static bool can_merge_slow (object *op1, object *op2);
310 418
311 // this is often used in time-critical code, so optimise 419 // this is often used in time-critical code, so optimise
312 MTH static bool can_merge (object *op1, object *op2) 420 MTH static bool can_merge (object *op1, object *op2)
313 { 421 {
316 && can_merge_slow (op1, op2); 424 && can_merge_slow (op1, op2);
317 } 425 }
318 426
319 MTH void set_owner (object *owner); 427 MTH void set_owner (object *owner);
320 MTH void set_speed (float speed); 428 MTH void set_speed (float speed);
429 MTH void set_glow_radius (sint8 rad);
321 MTH bool change_weapon (object *ob); 430 MTH bool change_weapon (object *ob);
322 MTH bool change_skill (object *ob); 431 MTH bool change_skill (object *ob);
323 432
324 MTH void open_container (object *new_container); 433 MTH void open_container (object *new_container);
325 MTH void close_container () 434 MTH void close_container ()
326 { 435 {
327 open_container (0); 436 open_container (0);
328 } 437 }
329 438
330 MTH object *force_find (const shstr name); 439 MTH object *force_find (shstr_tmp name);
331 MTH void force_add (const shstr name, int duration = 0); 440 MTH object *force_add (shstr_tmp name, int duration = 0);
441
442 oblinkpt *find_link () const;
443 MTH void add_link (maptile *map, shstr_tmp id);
444 MTH void remove_link ();
332 445
333 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 446 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
334 bool should_invoke (event_type event) 447 bool should_invoke (event_type event)
335 { 448 {
336 return ev_want_event [event] || ev_want_type [type] || cb; 449 return ev_want_event [event] || ev_want_type [type] || cb;
351 // info must hold 256 * 3 bytes currently 464 // info must hold 256 * 3 bytes currently
352 const char *debug_desc (char *info) const; 465 const char *debug_desc (char *info) const;
353 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 466 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
354 const char *flag_desc (char *desc, int len) const; 467 const char *flag_desc (char *desc, int len) const;
355 468
469 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
470 MTH object *split (sint32 nr = 1); // return 0 on failure
471
356 int number_of () const 472 MTH int number_of () const
357 { 473 {
358 return nrof ? nrof : 1; 474 return nrof ? nrof : 1;
359 } 475 }
360 476
361 uint64 total_weight () const 477 MTH sint32 total_weight () const
362 { 478 {
363 return weight * number_of (); 479 return (weight + carrying) * number_of ();
364 } 480 }
481
482 MTH void update_weight ();
365 483
366 // return the dominant material of this item, always return something 484 // return the dominant material of this item, always return something
367 const materialtype_t *dominant_material () const; 485 const materialtype_t *dominant_material () const;
368 486
369 // return the volume of this object in cm³ 487 // return the volume of this object in cm³
370 uint64 volume () const 488 MTH uint64 volume () const
371 { 489 {
372 return total_weight () 490 return (uint64)total_weight ()
373 * 1000 491 * 1000
374 * (type == CONTAINER ? 1000 : 1) 492 * (type == CONTAINER ? 1000 : 1)
375 / dominant_material ()->density; 493 / dominant_material ()->density;
376 } 494 }
377 495
496 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
378 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 497 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
379 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 498 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
380 || type == CLOAK || type == BOOTS || type == GLOVES 499 || type == CLOAK || type == BOOTS || type == GLOVES
381 || type == BRACERS || type == GIRDLE; } 500 || type == BRACERS || type == GIRDLE; }
382 MTH bool is_alive () const { return (type == PLAYER 501 MTH bool is_alive () const { return (type == PLAYER
399 /* This return true if object has still randomitems which 518 /* This return true if object has still randomitems which
400 * could be expanded. 519 * could be expanded.
401 */ 520 */
402 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 521 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
403 522
523 MTH bool has_dialogue () const { return *&msg == '@'; }
524
525 // returns the outermost owner, never returns 0
526 MTH object *outer_owner ()
527 {
528 object *op;
529
530 for (op = this; op->owner; op = op->owner)
531 ;
532
533 return op;
534 }
535
536 // returns the outermost environment, never returns 0
537 MTH object *outer_env () const
538 {
539 const object *op;
540
541 for (op = this; op->env; op = op->env)
542 ;
543
544 return const_cast<object *>(op);
545 }
546
404 // returns the player that has this object in his inventory, or 0 547 // returns the player that has this object in his inventory, or 0
548 // we assume the player is always the outer env
405 MTH object *in_player () const 549 MTH object *in_player () const
406 { 550 {
407 for (object *op = env; op; op = op->env) 551 object *op = outer_env ();
408 if (op->type == PLAYER)
409 return op;
410 552
411 return 0; 553 return op->type == PLAYER ? op : 0;
412 } 554 }
413 555
414 // "temporary" helper function 556 // "temporary" helper function
415 MTH object *head_ () 557 MTH object *head_ () const
416 { 558 {
417 return head ? head : this; 559 return head ? head : const_cast<object *>(this);
418 } 560 }
419 561
420 MTH bool is_head () 562 MTH bool is_head () const
421 { 563 {
422 return head_ () == this; 564 return head_ () == this;
423 } 565 }
566
567 MTH bool is_on_map () const
568 {
569 return !env && !flag [FLAG_REMOVED];
570 }
571
572 MTH bool is_inserted () const
573 {
574 return !flag [FLAG_REMOVED];
575 }
576
577 MTH bool is_player () const
578 {
579 return !!contr;
580 }
581
582 MTH bool affects_los () const
583 {
584 return glow_radius || flag [FLAG_BLOCKSVIEW];
585 }
586
587 MTH bool has_carried_lights () const
588 {
589 return glow_radius;
590 }
591
592 // returns the player that cna see this object, if any
593 MTH object *visible_to () const;
424 594
425 MTH std::string long_desc (object *who = 0); 595 MTH std::string long_desc (object *who = 0);
426 MTH std::string describe_monster (object *who = 0); 596 MTH std::string describe_monster (object *who = 0);
427 MTH std::string describe_item (object *who = 0); 597 MTH std::string describe_item (object *who = 0);
428 MTH std::string describe (object *who = 0); 598 MTH std::string describe (object *who = 0);
599
600 MTH const char *query_weight () { return ::query_weight (this); }
601 MTH const char *query_name () { return ::query_name (this); }
602 MTH const char *query_short_name () { return ::query_short_name (this); }
603 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
429 604
430 // If this object has no extra parts but should have them, 605 // If this object has no extra parts but should have them,
431 // add them, effectively expanding heads into multipart 606 // add them, effectively expanding heads into multipart
432 // objects. This method only works on objects not inserted 607 // objects. This method only works on objects not inserted
433 // anywhere. 608 // anywhere.
443 MTH void activate (); 618 MTH void activate ();
444 MTH void deactivate (); 619 MTH void deactivate ();
445 MTH void activate_recursive (); 620 MTH void activate_recursive ();
446 MTH void deactivate_recursive (); 621 MTH void deactivate_recursive ();
447 622
448 // set the givne flag on all objects in the inventory recursively 623 // set the given flag on all objects in the inventory recursively
449 MTH void set_flag_inv (int flag, int value = 1); 624 MTH void set_flag_inv (int flag, int value = 1);
450 625
451 void enter_exit (object *exit);//Perl 626 void enter_exit (object *exit);//Perl
452 MTH void enter_map (maptile *newmap, int x, int y); 627 MTH void enter_map (maptile *newmap, int x, int y);
628 void player_goto (const char *path, int x, int y); // only for players
453 629
454 // returns the mapspace this object is in 630 // returns the mapspace this object is in
455 mapspace &ms () const; 631 mapspace &ms () const;
456 632
457 // fully recursive iterator 633 // fully recursive iterator
493 { 669 {
494 return this; 670 return this;
495 } 671 }
496 672
497 /* This returns TRUE if the object is something that 673 /* This returns TRUE if the object is something that
498 * should be displayed in the floorbox/inventory window 674 * a client might want to know about.
499 */ 675 */
500 MTH bool client_visible () const 676 MTH bool client_visible () const
501 { 677 {
502 return !invisible && type != PLAYER; 678 return !invisible && type != PLAYER;
503 } 679 }
504 680
681 // the client does nrof * this weight
682 MTH sint32 client_weight () const
683 {
684 return weight + carrying;
685 }
686
505 MTH struct region *region () const; 687 MTH struct region *region () const;
506 688
507 void statusmsg (const char *msg, int color = NDI_BLACK); 689 void statusmsg (const char *msg, int color = NDI_BLACK);
508 void failmsg (const char *msg, int color = NDI_RED); 690 void failmsg (const char *msg, int color = NDI_RED);
509 691
692 const char *query_inventory (object *who = 0, const char *indent = "");
693
510 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 694 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
511 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 695 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
696
697 // make some noise with given item into direction dir,
698 // currently only used for players to make them temporarily visible
699 // when they are invisible.
700 MTH void make_noise ();
701
702 /* animation */
703 bool has_anim () { return animation_id; }
704 const animation &anim () const { return animations [animation_id]; }
705 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
706 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
707 /* anim_frames () returns the number of animations allocated. The last
708 * usuable animation will be anim_frames () - 1 (for example, if an object
709 * has 8 animations, anim_frames () will return 8, but the values will
710 * range from 0 through 7.
711 */
712 int anim_frames () const { return anim ().num_animations; }
713 int anim_facings () const { return anim ().facings; }
512 714
513protected: 715protected:
514 void link (); 716 void link ();
515 void unlink (); 717 void unlink ();
516 718
517 object (); 719 object ();
518 ~object (); 720 ~object ();
721
722private:
723 object &operator =(const object &);
724 object (const object &);
519}; 725};
520 726
521// move this object to the top of its env's inventory to speed up 727// move this object to the top of its env's inventory to speed up
522// searches for it. 728// searches for it.
523static object * 729static object *
535 } 741 }
536 742
537 return ob; 743 return ob;
538} 744}
539 745
540typedef struct oblnk
541{ /* Used to link together several objects */
542 object_ptr ob;
543 struct oblnk *next;
544} objectlink;
545
546typedef struct oblinkpt
547{ /* Used to link together several object links */
548 struct oblnk *link;
549 long value; /* Used as connected value in buttons/gates */
550 struct oblinkpt *next;
551} oblinkpt;
552
553object *find_skill_by_name (object *who, const char *name); 746object *find_skill_by_name_fuzzy (object *who, const char *name);
554object *find_skill_by_name (object *who, const shstr &sh); 747object *find_skill_by_name (object *who, shstr_cmp sh);
555object *find_skill_by_number (object *who, int skillno); 748object *find_skill_by_number (object *who, int skillno);
556 749
557/* 750/*
558 * The archetype structure is a set of rules on how to generate and manipulate 751 * The archetype structure is a set of rules on how to generate and manipulate
559 * objects which point to archetypes. 752 * objects which point to archetypes.
564 */ 757 */
565 758
566INTERFACE_CLASS (archetype) 759INTERFACE_CLASS (archetype)
567struct archetype : object 760struct archetype : object
568{ 761{
762 static arch_ptr empty; // the empty_archetype
763 MTH static void gc ();
764
569 archetype (const char *name); 765 archetype (const char *name);
570 ~archetype (); 766 ~archetype ();
571 void gather_callbacks (AV *&callbacks, event_type event) const; 767 void gather_callbacks (AV *&callbacks, event_type event) const;
572 768
573 static archetype *read (object_thawer &f);
574
575 MTH static archetype *get (const_utf8_string name); // find or create
576 MTH static archetype *find (const_utf8_string name); 769 MTH static archetype *find (const_utf8_string name);
577 770
578 MTH void link (); 771 MTH void link ();
579 MTH void unlink (); 772 MTH void unlink ();
580 773
774 MTH static object *get (const char *name); // (find() || singularity)->instance()
775 MTH object *instance ();
776
581 object_vector_index ACC (RW, archid); // index in archvector 777 object_vector_index ACC (RW, archid); // index in archvector
582 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 778 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
583 bool ACC (RW, stub); // if true, this is an invalid archetype
584 779
585 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 780 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
586 sint8 ACC (RW, max_x), ACC (RW, max_y); 781 sint8 ACC (RW, max_x), ACC (RW, max_y);
782
783 // support for archetype loading
784 static archetype *read (object_thawer &f);
785 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
786 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
587}; 787};
788
789// compatbiility, remove once replaced by ->instance
790inline object *
791arch_to_object (archetype *at)
792{
793 return at->instance ();
794}
588 795
589inline void 796inline void
590object_freezer::put (keyword k, archetype *v) 797object_freezer::put (keyword k, archetype *v)
591{ 798{
592 put (k, v ? &v->archname : (const char *)0); 799 put (k, v ? &v->archname : (const char *)0);
598 805
599extern objectvec objects; 806extern objectvec objects;
600extern activevec actives; 807extern activevec actives;
601extern archvec archetypes; 808extern archvec archetypes;
602 809
810// "safely" iterate over inv in a way such that the current item is removable
811// quite horrible, that's why its hidden in some macro
812#define for_inv_removable(op,var) \
813 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
814
603#define for_all_objects(var) \ 815#define for_all_objects(var) \
604 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 816 for (unsigned _i = 0; _i < objects.size (); ++_i) \
605 statementvar (object *, var, objects [_i]) 817 statementvar (object *, var, objects [_i])
606 818
607#define for_all_actives(var) \ 819#define for_all_actives(var) \
608 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 820 for (unsigned _i = 0; _i < actives.size (); ++_i) \
609 statementvar (object *, var, actives [_i]) 821 statementvar (object *, var, actives [_i])
610 822
611#define for_all_archetypes(var) \ 823#define for_all_archetypes(var) \
612 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 824 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
613 statementvar (archetype *, var, archetypes [_i]) 825 statementvar (archetype *, var, archetypes [_i])
614 826
615/* Used by update_object to know if the object being passed is 827/* Used by update_object to know if the object being passed is
616 * being added or removed. 828 * being added or removed.
635 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 847 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
636 * Use for treasure chests so the new object is the highest thing 848 * Use for treasure chests so the new object is the highest thing
637 * beneath the player, but not actually above it. Note - the 849 * beneath the player, but not actually above it. Note - the
638 * map and x,y coordinates for the object to be inserted must 850 * map and x,y coordinates for the object to be inserted must
639 * match the originator. 851 * match the originator.
640 * INS_MAP_LOAD: disable lots of checkings done at insertion to
641 * speed up map loading process, as we assume the ordering in
642 * loaded map is correct.
643 * 852 *
644 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 853 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
645 * are mutually exclusive. The behaviour for passing more than one 854 * are mutually exclusive. The behaviour for passing more than one
646 * should be considered undefined - while you may notice what happens 855 * should be considered undefined - while you may notice what happens
647 * right now if you pass more than one, that could very well change 856 * right now if you pass more than one, that could very well change
650#define INS_NO_MERGE 0x0001 859#define INS_NO_MERGE 0x0001
651#define INS_ABOVE_FLOOR_ONLY 0x0002 860#define INS_ABOVE_FLOOR_ONLY 0x0002
652#define INS_NO_WALK_ON 0x0004 861#define INS_NO_WALK_ON 0x0004
653#define INS_ON_TOP 0x0008 862#define INS_ON_TOP 0x0008
654#define INS_BELOW_ORIGINATOR 0x0010 863#define INS_BELOW_ORIGINATOR 0x0010
655#define INS_MAP_LOAD 0x0020
656 864
657#define ARCH_DEPLETION "depletion" 865#define ARCH_DEPLETION "depletion"
658 866
659#endif 867#endif
660 868

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines