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Comparing deliantra/server/include/object.h (file contents):
Revision 1.157 by root, Fri Apr 11 14:09:56 2008 UTC vs.
Revision 1.193 by root, Wed Dec 31 18:07:41 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
74 * 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
75 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
76 * 76 *
77 * key and value are shared-strings. 77 * key and value are shared-strings.
78 * 78 *
79 * 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
80 * accessing the list directly. 80 * accessing the list directly.
81 * 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.
82 */ 82 */
83struct key_value 83struct key_value : slice_allocated
84{ 84{
85 key_value *next; 85 key_value *next;
86 shstr key, value; 86 shstr key, value;
87}; 87};
88 88
140 140
141INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
142// these are being copied 142// these are being copied
143struct object_copy : attachable 143struct object_copy : attachable
144{ 144{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 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 */
148 146
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 148 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 153 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 154 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 156 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 157 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 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 */
161 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 */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */ 167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 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 */
169 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 */
170 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 */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 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 */
177 177
178 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
179 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 */
180 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
181 181
182 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
183 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 */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 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
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 191 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
193 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) */
194 /* Note that the last_.. values are sometimes used for non obvious 196 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 197 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 198 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 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 */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 202 sint16 ACC (RW, last_eat); /* How long since we last ate */
201 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 */
202 sint16 ACC (RW, level); /* Level of creature or object */ 204 sint16 ACC (RW, level); /* Level of creature or object */
205
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
205 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) */
206 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
207 sint32 ACC (RW, weight); /* Attributes of the object */ 218 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 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 */
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
219 224
220 /* Following mostly refers to fields only used for monsters */ 225 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222 226
223 /* allows different movement patterns for attackers */ 227 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */ 228 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 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. */
232 * only used in spells. 236 * only used in spells.
233 */ 237 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236 240
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
239 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 */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
242 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
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 247 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 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
248 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 */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
251 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 */
252
253 char *ACC (RW, spellarg); 258 char *ACC (RW, spellarg);
254 259
255 /* Following are values used by any object */ 260 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 261 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 263
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */ 264 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 267
266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 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 */
268}; 281};
269 282
270struct object : zero_initialised, object_copy 283struct object : zero_initialised, object_copy
271{ 284{
272 // These variables are not changed by ->copy_to 285 // These variables are not changed by ->copy_to
273 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 */
274 287
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count); 289 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects 290 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives 291 object_vector_index ACC (RO, active); // index into actives
294 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 */
295 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
296 client_container *seen_by; // seen by which player/container currently? 309 client_container *seen_by; // seen by which player/container currently?
297 key_value *key_values; /* Fields not explictly known by the loader. */ 310 key_value *key_values; /* Fields not explictly known by the loader. */
298 311
312 // privates / perl
313 shstr_tmp kv_get (shstr_tmp key) const;
314 void kv_del (shstr_tmp key);
315 void kv_set (shstr_tmp key, shstr_tmp value);
316
317 // custom extra fields management
318 struct key_value_access_proxy
319 {
320 object &ob;
321 shstr_tmp key;
322
323 key_value_access_proxy (object &ob, shstr_tmp key)
324 : ob (ob), key (key)
325 {
326 }
327
328 const key_value_access_proxy &operator =(const shstr_tmp &value) const
329 {
330 ob.kv_set (key, value);
331 return *this;
332 }
333
334 operator const shstr_tmp () const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); }
336
337 private:
338 void operator =(int);
339 };
340
341 // operator [] is too annoying to use
342 const key_value_access_proxy kv (shstr_tmp key)
343 {
344 return key_value_access_proxy (*this, key);
345 }
346
299 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
300 MTH void post_load_check (); // do some adjustments after parsing 348 MTH void post_load_check (); // do some adjustments after parsing
301 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.
302 bool write (object_freezer &f); 350 bool write (object_freezer &f);
303 351
304 MTH int slottype () const; 352 MTH int slottype () const;
305 MTH static object *create (); 353 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos); 354 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
308 MTH void copy_to (object *dst); 355 MTH void copy_to (object *dst);
309 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
310 void do_destroy (); 358 void do_destroy ();
311 void gather_callbacks (AV *&callbacks, event_type event) const; 359 void gather_callbacks (AV *&callbacks, event_type event) const;
312 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 }
313 366
314 // 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
315 MTH void destroy_inv (bool drop_to_ground = false); 368 MTH void destroy_inv (bool drop_to_ground = false);
316 MTH object *insert (object *item); // insert into inventory 369 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound) const; 370 MTH void play_sound (faceidx sound);
318 371
319 void do_remove (); 372 void do_remove ();
320 MTH void remove () 373 MTH void remove ()
321 { 374 {
322 if (!flag [FLAG_REMOVED]) 375 if (!flag [FLAG_REMOVED])
328 void move_to (const mapxy &pos) 381 void move_to (const mapxy &pos)
329 { 382 {
330 remove (); 383 remove ();
331 *this = pos; 384 *this = pos;
332 insert_at (this, this); 385 insert_at (this, this);
386 }
387
388 // high-level move functions, return true if successful
389 int move (int dir, object *originator);
390
391 int move (int dir)
392 {
393 return move (dir, this);
333 } 394 }
334 395
335 static bool can_merge_slow (object *op1, object *op2); 396 static bool can_merge_slow (object *op1, object *op2);
336 397
337 // this is often used in time-critical code, so optimise 398 // this is often used in time-critical code, so optimise
351 MTH void close_container () 412 MTH void close_container ()
352 { 413 {
353 open_container (0); 414 open_container (0);
354 } 415 }
355 416
356 MTH object *force_find (const shstr name); 417 MTH object *force_find (shstr_tmp name);
357 MTH void force_add (const shstr name, int duration = 0); 418 MTH object *force_add (shstr_tmp name, int duration = 0);
358 419
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 420 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event) 421 bool should_invoke (event_type event)
361 { 422 {
362 return ev_want_event [event] || ev_want_type [type] || cb; 423 return ev_want_event [event] || ev_want_type [type] || cb;
377 // info must hold 256 * 3 bytes currently 438 // info must hold 256 * 3 bytes currently
378 const char *debug_desc (char *info) const; 439 const char *debug_desc (char *info) const;
379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 440 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
380 const char *flag_desc (char *desc, int len) const; 441 const char *flag_desc (char *desc, int len) const;
381 442
443 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
444 MTH object *split (sint32 nr = 1); // return 0 on failure
445
382 int number_of () const 446 MTH int number_of () const
383 { 447 {
384 return nrof ? nrof : 1; 448 return nrof ? nrof : 1;
385 } 449 }
386 450
387 uint64 total_weight () const 451 MTH sint32 total_weight () const
388 { 452 {
389 return weight * number_of (); 453 return (weight + carrying) * number_of ();
390 } 454 }
455
456 MTH void update_weight ();
391 457
392 // return the dominant material of this item, always return something 458 // return the dominant material of this item, always return something
393 const materialtype_t *dominant_material () const; 459 const materialtype_t *dominant_material () const;
394 460
395 // return the volume of this object in cm³ 461 // return the volume of this object in cm³
396 uint64 volume () const 462 MTH uint64 volume () const
397 { 463 {
398 return total_weight () 464 return (uint64)total_weight ()
399 * 1000 465 * 1000
400 * (type == CONTAINER ? 1000 : 1) 466 * (type == CONTAINER ? 1000 : 1)
401 / dominant_material ()->density; 467 / dominant_material ()->density;
402 } 468 }
403 469
470 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
404 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 471 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
405 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 472 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
406 || type == CLOAK || type == BOOTS || type == GLOVES 473 || type == CLOAK || type == BOOTS || type == GLOVES
407 || type == BRACERS || type == GIRDLE; } 474 || type == BRACERS || type == GIRDLE; }
408 MTH bool is_alive () const { return (type == PLAYER 475 MTH bool is_alive () const { return (type == PLAYER
425 /* This return true if object has still randomitems which 492 /* This return true if object has still randomitems which
426 * could be expanded. 493 * could be expanded.
427 */ 494 */
428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 495 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
429 496
497 MTH bool has_dialogue () const { return *&msg == '@'; }
498
499 // returns the outermost owner, never returns 0
500 MTH object *outer_owner ()
501 {
502 object *op;
503
504 for (op = this; op->owner; op = op->owner)
505 ;
506
507 return op;
508 }
509
510 // returns the outermost environment, never returns 0
511 MTH object *outer_env ()
512 {
513 object *op;
514
515 for (op = this; op->env; op = op->env)
516 ;
517
518 return op;
519 }
520
430 // returns the player that has this object in his inventory, or 0 521 // returns the player that has this object in his inventory, or 0
522 // we assume the player is always the outer env
431 MTH object *in_player () const 523 MTH object *in_player ()
432 { 524 {
433 for (object *op = env; op; op = op->env) 525 object *op = outer_env ();
434 if (op->type == PLAYER)
435 return op;
436 526
437 return 0; 527 return op->type == PLAYER ? op : 0;
438 } 528 }
439 529
440 // "temporary" helper function 530 // "temporary" helper function
441 MTH object *head_ () 531 MTH object *head_ ()
442 { 532 {
445 535
446 MTH bool is_head () 536 MTH bool is_head ()
447 { 537 {
448 return head_ () == this; 538 return head_ () == this;
449 } 539 }
540
541 MTH bool is_on_map () const
542 {
543 return !env && !flag [FLAG_REMOVED];
544 }
545
546 MTH bool is_inserted () const
547 {
548 return !flag [FLAG_REMOVED];
549 }
550
551 MTH bool is_player () const
552 {
553 return !!contr;
554 }
555
556 MTH bool affects_los () const
557 {
558 return glow_radius || flag [FLAG_BLOCKSVIEW];
559 }
560
561 // returns the player that cna see this object, if any
562 MTH object *visible_to () const;
450 563
451 MTH std::string long_desc (object *who = 0); 564 MTH std::string long_desc (object *who = 0);
452 MTH std::string describe_monster (object *who = 0); 565 MTH std::string describe_monster (object *who = 0);
453 MTH std::string describe_item (object *who = 0); 566 MTH std::string describe_item (object *who = 0);
454 MTH std::string describe (object *who = 0); 567 MTH std::string describe (object *who = 0);
469 MTH void activate (); 582 MTH void activate ();
470 MTH void deactivate (); 583 MTH void deactivate ();
471 MTH void activate_recursive (); 584 MTH void activate_recursive ();
472 MTH void deactivate_recursive (); 585 MTH void deactivate_recursive ();
473 586
474 // set the givne flag on all objects in the inventory recursively 587 // set the given flag on all objects in the inventory recursively
475 MTH void set_flag_inv (int flag, int value = 1); 588 MTH void set_flag_inv (int flag, int value = 1);
476 589
477 void enter_exit (object *exit);//Perl 590 void enter_exit (object *exit);//Perl
478 MTH void enter_map (maptile *newmap, int x, int y); 591 MTH void enter_map (maptile *newmap, int x, int y);
592 void player_goto (const char *path, int x, int y); // only for players
479 593
480 // returns the mapspace this object is in 594 // returns the mapspace this object is in
481 mapspace &ms () const; 595 mapspace &ms () const;
482 596
483 // fully recursive iterator 597 // fully recursive iterator
519 { 633 {
520 return this; 634 return this;
521 } 635 }
522 636
523 /* This returns TRUE if the object is something that 637 /* This returns TRUE if the object is something that
524 * should be displayed in the floorbox/inventory window 638 * a client might want to know about.
525 */ 639 */
526 MTH bool client_visible () const 640 MTH bool client_visible () const
527 { 641 {
528 return !invisible && type != PLAYER; 642 return !invisible && type != PLAYER;
529 } 643 }
530 644
645 // the client does nrof * this weight
646 MTH sint32 client_weight () const
647 {
648 return weight + carrying;
649 }
650
531 MTH struct region *region () const; 651 MTH struct region *region () const;
532 652
533 void statusmsg (const char *msg, int color = NDI_BLACK); 653 void statusmsg (const char *msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED); 654 void failmsg (const char *msg, int color = NDI_RED);
535 655
536 const char *query_inventory (object *who = 0, const char *indent = ""); 656 const char *query_inventory (object *who = 0, const char *indent = "");
537 657
538 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 658 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
539 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 659 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
660
661 // make some noise with given item into direction dir,
662 // currently only used for players to make them temporarily visible
663 // when they are invisible.
664 MTH void make_noise ();
540 665
541protected: 666protected:
542 void link (); 667 void link ();
543 void unlink (); 668 void unlink ();
544 669
545 object (); 670 object ();
546 ~object (); 671 ~object ();
672
673private:
674 object &operator =(const object &);
675 object (const object &);
547}; 676};
548 677
549// move this object to the top of its env's inventory to speed up 678// move this object to the top of its env's inventory to speed up
550// searches for it. 679// searches for it.
551static object * 680static object *
572} objectlink; 701} objectlink;
573 702
574typedef struct oblinkpt 703typedef struct oblinkpt
575{ /* Used to link together several object links */ 704{ /* Used to link together several object links */
576 struct oblnk *link; 705 struct oblnk *link;
577 long value; /* Used as connected value in buttons/gates */ 706 sint32 value; /* Used as connected value in buttons/gates */
578 struct oblinkpt *next; 707 struct oblinkpt *next;
579} oblinkpt; 708} oblinkpt;
580 709
581object *find_skill_by_name (object *who, const char *name); 710object *find_skill_by_name (object *who, const char *name);
582object *find_skill_by_name (object *who, const shstr &sh); 711object *find_skill_by_name (object *who, shstr_tmp sh);
583object *find_skill_by_number (object *who, int skillno); 712object *find_skill_by_number (object *who, int skillno);
584 713
585/* 714/*
586 * The archetype structure is a set of rules on how to generate and manipulate 715 * The archetype structure is a set of rules on how to generate and manipulate
587 * objects which point to archetypes. 716 * objects which point to archetypes.
592 */ 721 */
593 722
594INTERFACE_CLASS (archetype) 723INTERFACE_CLASS (archetype)
595struct archetype : object 724struct archetype : object
596{ 725{
726 static arch_ptr empty; // the empty_archetype
727 MTH static void gc ();
728
597 archetype (const char *name); 729 archetype (const char *name);
598 ~archetype (); 730 ~archetype ();
599 void gather_callbacks (AV *&callbacks, event_type event) const; 731 void gather_callbacks (AV *&callbacks, event_type event) const;
600 732
601 static archetype *read (object_thawer &f);
602
603 MTH static archetype *get (const_utf8_string name); // find or create
604 MTH static archetype *find (const_utf8_string name); 733 MTH static archetype *find (const_utf8_string name);
605 734
606 MTH void link (); 735 MTH void link ();
607 MTH void unlink (); 736 MTH void unlink ();
608 737
738 MTH static object *get (const char *name); // (find() || singularity)->instance()
609 MTH object *instance (); 739 MTH object *instance ();
610 740
611 object_vector_index ACC (RW, archid); // index in archvector 741 object_vector_index ACC (RW, archid); // index in archvector
612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 742 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
613 bool ACC (RW, stub); // if true, this is an invalid archetype
614 743
615 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 744 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
616 sint8 ACC (RW, max_x), ACC (RW, max_y); 745 sint8 ACC (RW, max_x), ACC (RW, max_y);
746
747 // support for archetype loading
748 static archetype *read (object_thawer &f);
749 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
750 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
617}; 751};
752
753// compatbiility, remove once replaced by ->instance
754inline object *
755arch_to_object (archetype *at)
756{
757 return at->instance ();
758}
618 759
619inline void 760inline void
620object_freezer::put (keyword k, archetype *v) 761object_freezer::put (keyword k, archetype *v)
621{ 762{
622 put (k, v ? &v->archname : (const char *)0); 763 put (k, v ? &v->archname : (const char *)0);
628 769
629extern objectvec objects; 770extern objectvec objects;
630extern activevec actives; 771extern activevec actives;
631extern archvec archetypes; 772extern archvec archetypes;
632 773
774// "safely" iterate over inv in a way such that the current item is removable
775// quite horrible, that's why its hidden in some macro
776#define for_inv_removable(op,var) \
777 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
778
633#define for_all_objects(var) \ 779#define for_all_objects(var) \
634 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 780 for (unsigned _i = 0; _i < objects.size (); ++_i) \
635 statementvar (object *, var, objects [_i]) 781 statementvar (object *, var, objects [_i])
636 782
637#define for_all_actives(var) \ 783#define for_all_actives(var) \
638 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 784 for (unsigned _i = 0; _i < actives.size (); ++_i) \
639 statementvar (object *, var, actives [_i]) 785 statementvar (object *, var, actives [_i])
640 786
641#define for_all_archetypes(var) \ 787#define for_all_archetypes(var) \
642 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 788 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
643 statementvar (archetype *, var, archetypes [_i]) 789 statementvar (archetype *, var, archetypes [_i])
644 790
645/* Used by update_object to know if the object being passed is 791/* Used by update_object to know if the object being passed is
646 * being added or removed. 792 * being added or removed.

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