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Comparing deliantra/server/include/object.h (file contents):
Revision 1.81 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.154 by root, Wed Apr 9 14:36:47 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program 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 2 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
28#include <bitset> 27#include <bitset>
29 28
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 33
35#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};
36 58
37/* See common/item.c */ 59/* See common/item.c */
38 60
39typedef struct Body_Locations 61typedef struct Body_Locations
40{ 62{
41 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
42 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 */
43 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 */
44} Body_Locations; 66} Body_Locations;
45 67
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
47 72
48/* 73/*
49 * 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
50 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
51 * 76 *
84#define WILL_APPLY_TREASURE 0x02 109#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 110#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 111#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 112#define WILL_APPLY_FOOD 0x10
88 113
89/* However, if you're keeping a pointer of some sort, you probably 114struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 115{
91 * e.g. ->copy_to () 116 signed char info:4; /* body info as loaded from the file */
92 */ 117 signed char used:4; /* Calculated value based on items equipped */
118};
93 119
94INTERFACE_CLASS (object) 120INTERFACE_CLASS (object)
95// these are being copied 121// these are being copied
96struct object_copy : attachable 122struct object_copy : attachable
97{ 123{
98 typedef bitset<NUM_FLAGS> flags_t; 124 typedef bitset<NUM_FLAGS> flags_t;
99 125
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 126 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
127
128 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
129 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 130 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 131 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
132
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 133 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 134 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 135 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 136 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 137 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */ 138 /* If this is an exit, this is the filename */
139 shstr ACC (RW, tag); // a tag used to tracking this object
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 140 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 141 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 142 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 143 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 144 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 145 shstr ACC (RW, custom_name); /* Custom name assigned by player */
146// materialtype_t *ACC (RW, material); /* What material this object consists of */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 147 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 148 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 149 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 150 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 151 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 152 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 153 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 154 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 155 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 156
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 157 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 159 uint32 ACC (RW, nrof); /* How many of the objects */
129 160
130 /* This next big block are basically used for monsters and equipment */ 161 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 162 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 164 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 169 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 173 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 174 * meanings by some objects, eg, sp penalty, permanent exp.
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 188 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 192 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 193 faceidx ACC (RW, face); /* the graphical face */
194 faceidx ACC (RW, sound); /* the sound face */
195 faceidx ACC (RW, sound_destroy); /* played on destroy */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
166 198
167 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
178 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
179 * only used in spells. 211 * only used in spells.
180 */ 212 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
183 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
186 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196 231
197 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
198 233
199 /* Following are values used by any object */ 234 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 235 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 236 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */ 237 flags_t flag; /* various flags */
204#if FOR_PERL 238#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 239 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 240#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 241 uint16 ACC (RW, animation_id);/* An index into the animation array */
216{ 250{
217 // These variables are not changed by ->copy_to 251 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219 253
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); // index into objects 255 int ACC (RO, count);
256 object_vector_index ACC (RO, index); // index into objects
222 int ACC (RO, active); // index into actives 257 object_vector_index ACC (RO, active); // index into actives
223 258
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
225 260
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
228 /* Note: stacked in the *same* environment */ 263 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
265
266 //TODO: container must move into client
230 object *ACC (RW, container); /* Current container being used. I think this 267 object_ptr ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now. 268 * is only used by the player right now.
232 */ 269 */
233 object *ACC (RW, env); /* Pointer to the object which is the environment. 270 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in. 271 * This is typically the container that the object is in.
235 */ 272 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 client_container *seen_by; // seen by which player/container currently? 275 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */
239 277
240 //static vector active_list; // active objects, not yet used 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
241 //static vector object_list; // not used yet, use first->next->... 279 MTH void post_load_check (); // do some adjustments after parsing
242 static object *first; // will be replaced by "objects" 280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f);
243 282
283 MTH int slottype () const;
244 MTH static object *create (); 284 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos);
286 object &operator =(const object &src);
245 MTH void copy_to (object *dst); 287 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 288 MTH object *clone (); // create + copy_to
247 void do_destroy (); 289 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 290 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false); 291 MTH void destroy (bool destroy_inventory = false);
250 292
251 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 293 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
252 MTH void destroy_inv (bool drop_to_ground = false); 294 MTH void destroy_inv (bool drop_to_ground = false);
253 MTH void remove ();
254 MTH object *insert (object *item); // insert into inventory 295 MTH object *insert (object *item); // insert into inventory
296 MTH void play_sound (faceidx sound) const;
297
298 void do_remove ();
299 MTH void remove ()
300 {
301 if (!flag [FLAG_REMOVED])
302 do_remove ();
303 }
304
305 MTH bool blocked (maptile *m, int x, int y) const;
306
307 void move_to (const mapxy &pos)
308 {
309 remove ();
310 *this = pos;
311 insert_at (this, this);
312 }
255 313
256 static bool can_merge_slow (object *op1, object *op2); 314 static bool can_merge_slow (object *op1, object *op2);
257 315
258 // this is often used in time-critical code, so optimise 316 // this is often used in time-critical code, so optimise
259 MTH static bool can_merge (object *op1, object *op2) 317 MTH static bool can_merge (object *op1, object *op2)
263 && can_merge_slow (op1, op2); 321 && can_merge_slow (op1, op2);
264 } 322 }
265 323
266 MTH void set_owner (object *owner); 324 MTH void set_owner (object *owner);
267 MTH void set_speed (float speed); 325 MTH void set_speed (float speed);
326 MTH bool change_weapon (object *ob);
327 MTH bool change_skill (object *ob);
268 328
329 MTH void open_container (object *new_container);
330 MTH void close_container ()
331 {
332 open_container (0);
333 }
334
335 MTH object *force_find (const shstr name);
336 MTH void force_add (const shstr name, int duration = 0);
337
338 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
339 bool should_invoke (event_type event)
340 {
341 return ev_want_event [event] || ev_want_type [type] || cb;
342 }
343
269 MTH void instantiate () 344 MTH void instantiate ();
270 {
271 if (!uuid.seq) // HACK
272 uuid = gen_uuid ();
273
274 attachable::instantiate ();
275 }
276 345
277 // recalculate all stats 346 // recalculate all stats
278 MTH void update_stats (); 347 MTH void update_stats ();
279 MTH void roll_stats (); 348 MTH void roll_stats ();
280 MTH void swap_stats (int a, int b); 349 MTH void swap_stats (int a, int b);
284 MTH void drain_specific_stat (int deplete_stats); 353 MTH void drain_specific_stat (int deplete_stats);
285 MTH void change_luck (int value); 354 MTH void change_luck (int value);
286 355
287 // info must hold 256 * 3 bytes currently 356 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 357 const char *debug_desc (char *info) const;
289 MTH const char *debug_desc () const; 358 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
290 const char *flag_desc (char *desc, int len) const; 359 const char *flag_desc (char *desc, int len) const;
360
361 int number_of () const
362 {
363 return nrof ? nrof : 1;
364 }
365
366 uint64 total_weight () const
367 {
368 return weight * number_of ();
369 }
370
371 // return the dominant material of this item, always return something
372 const materialtype_t *dominant_material () const;
373
374 // return the volume of this object in cm³
375 uint64 volume () const
376 {
377 return total_weight ()
378 * 1000
379 * (type == CONTAINER ? 1000 : 1)
380 / dominant_material ()->density;
381 }
291 382
292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 383 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 384 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
294 || type == CLOAK || type == BOOTS || type == GLOVES 385 || type == CLOAK || type == BOOTS || type == GLOVES
295 || type == BRACERS || type == GIRDLE; } 386 || type == BRACERS || type == GIRDLE; }
298 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 389 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
299 && !flag [FLAG_IS_A_TEMPLATE]; } 390 && !flag [FLAG_IS_A_TEMPLATE]; }
300 MTH bool is_arrow () const { return type == ARROW 391 MTH bool is_arrow () const { return type == ARROW
301 || (type == SPELL_EFFECT 392 || (type == SPELL_EFFECT
302 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 393 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
394 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
303 395
304 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 396 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
305 397
306 // temporary: wether the object can be saved in a map file 398 // temporary: wether the object can be saved in a map file
307 // contr => is a player 399 // contr => is a player
308 // head => only save head of a multitile object 400 // head => only save head of a multitile object
309 // owner => can not reference owner yet 401 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner; } 402 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
311 403
312 /* This return true if object has still randomitems which 404 /* This return true if object has still randomitems which
313 * could be expanded. 405 * could be expanded.
314 */ 406 */
315 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 407 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
328 MTH object *head_ () 420 MTH object *head_ ()
329 { 421 {
330 return head ? head : this; 422 return head ? head : this;
331 } 423 }
332 424
425 MTH bool is_head ()
426 {
427 return head_ () == this;
428 }
429
430 MTH std::string long_desc (object *who = 0);
431 MTH std::string describe_monster (object *who = 0);
432 MTH std::string describe_item (object *who = 0);
433 MTH std::string describe (object *who = 0);
434
435 // If this object has no extra parts but should have them,
436 // add them, effectively expanding heads into multipart
437 // objects. This method only works on objects not inserted
438 // anywhere.
439 MTH void expand_tail ();
440
441 MTH void create_treasure (treasurelist *tl, int flags = 0);
442
333 // insert object at same map position as 'where' 443 // insert object at same map position as 'where'
334 // handles both inventory and map "positions" 444 // handles both inventory and map "positions"
335 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 445 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
446 MTH void drop_unpaid_items ();
336 447
337 MTH void activate (); 448 MTH void activate ();
338 MTH void deactivate (); 449 MTH void deactivate ();
339 MTH void activate_recursive (); 450 MTH void activate_recursive ();
340 MTH void deactivate_recursive (); 451 MTH void deactivate_recursive ();
341 452
342 // set the givne flag on all objects in the inventory recursively 453 // set the givne flag on all objects in the inventory recursively
343 MTH void set_flag_inv (int flag, int value = 1); 454 MTH void set_flag_inv (int flag, int value = 1);
344 455
345 void enter_exit (object *exit);//PERL 456 void enter_exit (object *exit);//Perl
346 MTH void enter_map (maptile *newmap, int x, int y); 457 MTH void enter_map (maptile *newmap, int x, int y);
347 458
348 // returns the mapspace this object is in 459 // returns the mapspace this object is in
349 mapspace &ms () const; 460 mapspace &ms () const;
350 461
386 object *end () 497 object *end ()
387 { 498 {
388 return this; 499 return this;
389 } 500 }
390 501
502 /* This returns TRUE if the object is something that
503 * should be displayed in the floorbox/inventory window
504 */
505 MTH bool client_visible () const
506 {
507 return !invisible && type != PLAYER;
508 }
509
510 MTH struct region *region () const;
511
512 void statusmsg (const char *msg, int color = NDI_BLACK);
513 void failmsg (const char *msg, int color = NDI_RED);
514
515 const char *query_inventory (object *who = 0, const char *indent = "");
516
517 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
518 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
519
391protected: 520protected:
392 friend struct archetype;
393
394 void link (); 521 void link ();
395 void unlink (); 522 void unlink ();
396 523
397 object (); 524 object ();
398 ~object (); 525 ~object ();
399}; 526};
400 527
401typedef object_vector<object, &object::count > objectvec; 528// move this object to the top of its env's inventory to speed up
402typedef object_vector<object, &object::active> activevec; 529// searches for it.
530static object *
531splay (object *ob)
532{
533 if (ob->env && ob->env->inv != ob)
534 {
535 if (ob->above) ob->above->below = ob->below;
536 if (ob->below) ob->below->above = ob->above;
403 537
404extern objectvec objects; 538 ob->above = 0;
405extern activevec actives; 539 ob->below = ob->env->inv;
540 ob->below->above = ob;
541 ob->env->inv = ob;
542 }
406 543
407#define for_all_objects(var) \ 544 return ob;
408 for (int _i = 0; _i < objects.size (); ++_i) \ 545}
409 declvar (object *, var, objects [_i])
410
411#define for_all_actives(var) \
412 for (int _i = 0; _i < actives.size (); ++_i) \
413 declvar (object *, var, actives [_i])
414 546
415typedef struct oblnk 547typedef struct oblnk
416{ /* Used to link together several objects */ 548{ /* Used to link together several objects */
417 object_ptr ob; 549 object_ptr ob;
418 struct oblnk *next; 550 struct oblnk *next;
422{ /* Used to link together several object links */ 554{ /* Used to link together several object links */
423 struct oblnk *link; 555 struct oblnk *link;
424 long value; /* Used as connected value in buttons/gates */ 556 long value; /* Used as connected value in buttons/gates */
425 struct oblinkpt *next; 557 struct oblinkpt *next;
426} oblinkpt; 558} oblinkpt;
559
560object *find_skill_by_name (object *who, const char *name);
561object *find_skill_by_name (object *who, const shstr &sh);
562object *find_skill_by_number (object *who, int skillno);
427 563
428/* 564/*
429 * The archetype structure is a set of rules on how to generate and manipulate 565 * The archetype structure is a set of rules on how to generate and manipulate
430 * objects which point to archetypes. 566 * objects which point to archetypes.
431 * This probably belongs in arch.h, but there really doesn't appear to 567 * This probably belongs in arch.h, but there really doesn't appear to
433 * object and pointers. This structure should get removed, and just replaced 569 * object and pointers. This structure should get removed, and just replaced
434 * by the object structure 570 * by the object structure
435 */ 571 */
436 572
437INTERFACE_CLASS (archetype) 573INTERFACE_CLASS (archetype)
438struct archetype : zero_initialised, attachable 574struct archetype : object
439{ 575{
440 archetype (); 576 archetype (const char *name);
441 ~archetype (); 577 ~archetype ();
442 void gather_callbacks (AV *&callbacks, event_type event) const; 578 void gather_callbacks (AV *&callbacks, event_type event) const;
443 579
444 static archetype *find (const char *arch); 580 static archetype *read (object_thawer &f);
445 581
446 void hash_add (); // add to hashtable 582 MTH static archetype *get (const_utf8_string name); // find or create
447 void hash_del (); // remove from hashtable 583 MTH static archetype *find (const_utf8_string name);
448 584
585 MTH void link ();
586 MTH void unlink ();
587
588 MTH object *instance ();
589
590 object_vector_index ACC (RW, archid); // index in archvector
449 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
450 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 592 bool ACC (RW, stub); // if true, this is an invalid archetype
451 struct archetype *ACC (RW, head); /* The main part of a linked object */
452 struct archetype *ACC (RW, more); /* Next part of a linked object */
453 object ACC (RO, clone); /* An object from which to do ->copy_to () */
454 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
455 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
456 * in comparison to the head.
457 */
458};
459 593
460/* This returns TRUE if the object is something that 594 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
461 * should be displayed in the floorbox window 595 sint8 ACC (RW, max_x), ACC (RW, max_y);
462 */ 596};
463#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 597
598inline void
599object_freezer::put (keyword k, archetype *v)
600{
601 put (k, v ? &v->archname : (const char *)0);
602}
603
604typedef object_vector<object, &object::index > objectvec;
605typedef object_vector<object, &object::active> activevec;
606typedef object_vector<archetype, &archetype::archid> archvec;
607
608extern objectvec objects;
609extern activevec actives;
610extern archvec archetypes;
611
612#define for_all_objects(var) \
613 for (unsigned _i = 0; _i < objects.size (); ++_i) \
614 statementvar (object *, var, objects [_i])
615
616#define for_all_actives(var) \
617 for (unsigned _i = 0; _i < actives.size (); ++_i) \
618 statementvar (object *, var, actives [_i])
619
620#define for_all_archetypes(var) \
621 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
622 statementvar (archetype *, var, archetypes [_i])
464 623
465/* Used by update_object to know if the object being passed is 624/* Used by update_object to know if the object being passed is
466 * being added or removed. 625 * being added or removed.
467 */ 626 */
468#define UP_OBJ_INSERT 1 627#define UP_OBJ_INSERT 1
485 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 644 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
486 * Use for treasure chests so the new object is the highest thing 645 * Use for treasure chests so the new object is the highest thing
487 * beneath the player, but not actually above it. Note - the 646 * beneath the player, but not actually above it. Note - the
488 * map and x,y coordinates for the object to be inserted must 647 * map and x,y coordinates for the object to be inserted must
489 * match the originator. 648 * match the originator.
490 * INS_MAP_LOAD: disable lots of checkings done at insertion to
491 * speed up map loading process, as we assume the ordering in
492 * loaded map is correct.
493 * 649 *
494 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 650 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
495 * are mutually exclusive. The behaviour for passing more than one 651 * are mutually exclusive. The behaviour for passing more than one
496 * should be considered undefined - while you may notice what happens 652 * should be considered undefined - while you may notice what happens
497 * right now if you pass more than one, that could very well change 653 * right now if you pass more than one, that could very well change
500#define INS_NO_MERGE 0x0001 656#define INS_NO_MERGE 0x0001
501#define INS_ABOVE_FLOOR_ONLY 0x0002 657#define INS_ABOVE_FLOOR_ONLY 0x0002
502#define INS_NO_WALK_ON 0x0004 658#define INS_NO_WALK_ON 0x0004
503#define INS_ON_TOP 0x0008 659#define INS_ON_TOP 0x0008
504#define INS_BELOW_ORIGINATOR 0x0010 660#define INS_BELOW_ORIGINATOR 0x0010
505#define INS_MAP_LOAD 0x0020
506 661
507#define ARCH_SINGULARITY "singularity"
508#define ARCH_SINGULARITY_LEN 11
509#define ARCH_DETECT_MAGIC "detect_magic"
510#define ARCH_DEPLETION "depletion" 662#define ARCH_DEPLETION "depletion"
511#define ARCH_SYMPTOM "symptom"
512 663
513#endif 664#endif
514 665

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