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Comparing deliantra/server/include/object.h (file contents):
Revision 1.159 by root, Tue Apr 15 03:16:02 2008 UTC vs.
Revision 1.273 by root, Sat Nov 17 23:33:18 2018 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 (©) 2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#ifndef OBJECT_H 26#ifndef OBJECT_H
25#define OBJECT_H 27#define OBJECT_H
26 28
27#include <bitset>
28
29#include "cfperl.h" 29#include "cfperl.h"
30#include "shstr.h" 30#include "shstr.h"
31 31
32//+GPL
33
32typedef int tag_t; 34typedef int tag_t;
33 35
36// also see common/item.C
34enum { 37enum
35 body_skill, 38{
36 body_combat, 39# define def(name, use, nonuse) body_ ## name,
37 body_range, 40# include "slotinc.h"
38 body_shield, 41# undef def
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 42 NUM_BODY_LOCATIONS
50}; 43};
51 44
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
59/* See common/item.c */ 45/* See common/item.c */
60 46
61typedef struct Body_Locations 47struct Body_Locations
62{ 48{
49 const char *name; /* Short name/identifier */
63 keyword save_name; /* Name used to load/save it to disk */ 50 keyword kw; /* Name used to load/save it to disk */
64 const char *use_name; /* Name used when describing an item we can use */ 51 const char *use_name; /* Name used when describing an item we can use */
65 const char *nonuse_name; /* Name to describe objects we can't use */ 52 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 53};
67 54
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 55extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
56
57// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
58// contains the wall suffix (0, 1_3, 1_4 and so on).
59extern const char *wall_suffix[16];
69 60
70#define NUM_COINS 4 /* number of coin types */ 61#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1]; 62extern const char *const coins[NUM_COINS + 1];
63
64// restart server when object_count reaches this value
65#define RESTART_COUNT 0xe0000000
72 66
73/* 67/*
74 * Each object (this also means archetypes!) could have a few of these 68 * Each object (this also means archetypes!) could have a few of these
75 * "dangling" from it; this could also end up containing 'parse errors'. 69 * "dangling" from it; this could also end up containing 'parse errors'.
76 * 70 *
77 * key and value are shared-strings. 71 * key and value are shared-strings.
78 * 72 *
79 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 73 * Please use kv_get/kv_set/kv_del from object rather than
80 * accessing the list directly. 74 * accessing the list directly.
81 * Exception is if you want to walk this list for some reason. 75 * Exception is if you want to walk this list for some reason.
82 */ 76 */
83struct key_value 77struct key_value : slice_allocated
84{ 78{
85 key_value *next; 79 key_value *next; // must be first element
86 shstr key, value; 80 shstr key, value;
87}; 81};
88 82
83// "crossfires version of a perl hash."
84struct key_values
85{
86 key_value *first; // must be first element
87
88 bool empty() const
89 {
90 return !first;
91 }
92
93 void clear ();
94 shstr_tmp get (shstr_tmp key) const;
95 void del (shstr_tmp key);
96 void set (shstr_tmp key, shstr_tmp value);
97
98 void add (shstr_tmp key, shstr_tmp value); // liek set, but doesn't check for duplicates
99 void reverse (); // reverses the ordering, to be used after loading an object
100 key_values &operator =(const key_values &kv);
101
102 // custom extra fields management
103 struct access_proxy
104 {
105 key_values &kv;
106 shstr_tmp key;
107
108 access_proxy (key_values &kv, shstr_tmp key)
109 : kv (kv), key (key)
110 {
111 }
112
113 const access_proxy &operator =(shstr_tmp value) const
114 {
115 kv.set (key, value);
116 return *this;
117 }
118
119 operator const shstr_tmp () const { return kv.get (key); }
120 operator const char *() const { return kv.get (key); }
121
122 private:
123 void operator =(int);
124 };
125
126 const access_proxy operator [](shstr_tmp key)
127 {
128 return access_proxy (*this, key);
129 }
130};
131
132//-GPL
133
89struct UUID 134struct UUID
90{ 135{
91 uint64 seq; 136 uint64 seq;
137
138 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 139
93 static UUID cur; // last uuid generated 140 static UUID cur; // last uuid generated
94 static void init (); 141 static void init ();
95 static UUID gen (); 142 static UUID gen ();
96 143
97 UUID () { } 144 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 145 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 146 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 147 void operator =(uint64 seq) { this->seq = seq; }
101 148
102 typedef char BUF [32];
103
104 bool parse (const char *s) 149 bool parse (const char *s);
105 { 150 char *append (char *buf) const;
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 151 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 152};
153
154//+GPL
123 155
124/* Definition for WILL_APPLY values. Replaces having harcoded values 156/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 157 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both 158 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 159 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 164#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 165#define WILL_APPLY_FOOD 0x10
134 166
135struct body_slot 167struct body_slot
136{ 168{
169 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 170 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 171};
172
173typedef struct oblnk
174{ /* Used to link together several objects */
175 object_ptr ob;
176 struct oblnk *next;
177} objectlink;
178
179typedef struct oblinkpt
180{ /* Used to link together several object links */
181 struct oblnk *link;
182 struct oblinkpt *next;
183 shstr id; /* Used as connected value in buttons/gates */
184} oblinkpt;
185
186// temporary hack to find the culprit who corrupts face numbers. maybe. hopefully.
187struct faceidx_debug
188{
189 faceidx x;
190
191 operator faceidx () const
192 {
193 return x;
194 }
195
196 faceidx operator =(faceidx i)
197 {
198 if (ecb_expect_false (i >= faces.size ()))
199 {
200 fork_abort ("illegal faceidx assignment");
201 i = blank_face;
202 }
203
204 return x = i;
205 }
206};
207
208#if CFPERL
209static inline void sv_to (SV *sv, faceidx_debug &v) { v = SvIV (sv); }
210#endif
140 211
141INTERFACE_CLASS (object) 212INTERFACE_CLASS (object)
142// these are being copied 213// these are being copied
143struct object_copy : attachable 214struct object_copy : attachable
144{ 215{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 216 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 217
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 218 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 219 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 220 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 224 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 225 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 226 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 227 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 228 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 229
230 typedef bitset<NUM_FLAGS> flags_t;
231 flags_t flag; /* various flags */
232#if FOR_PERL
233 bool ACC (RW, flag[NUM_FLAGS]);
234#endif
235
236 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 237 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 */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 238 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 */ 239 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 */ 240 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 */ 241 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 242 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 245 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 246 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 247
178 float ACC (RW, speed); /* The overall speed of this object */ 248 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 */ 249 float ACC (RW, speed_left); /* How much speed is left to spend this round */
250
180 uint32 ACC (RW, nrof); /* How many of the objects */ 251 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block are basically used for monsters and equipment */ 252 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 253 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 254 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
255
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 256 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 257 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 258 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 259 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
260
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 261 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 262 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 263 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 264 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
265
194 /* Note that the last_.. values are sometimes used for non obvious 266 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 267 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 268 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 269 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 270 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 271 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 272 sint16 ACC (RW, last_eat); /* How long since we last ate */
273
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 274 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 275 sint16 ACC (RW, level); /* Level of creature or object */
276
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 277 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) */ 278 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 */ 279 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
280 uint8 ACC (RW, weapontype); /* type of weapon */
281
282 body_slot slot [NUM_BODY_LOCATIONS];
283
284 faceidx_debug ACC (RW, face); /* the graphical face */
285
286 faceidx ACC (RW, sound); /* the sound face */
287 faceidx ACC (RW, sound_destroy); /* played on destroy */
288
207 sint32 ACC (RW, weight); /* Attributes of the object */ 289 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 290 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
291
209 sint32 ACC (RW, carrying); /* How much weight this object contains */ 292 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
293
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 294 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 */ 295 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 296 /* See the pod/objects.pod for more info about body locations */
219 297
220 /* Following mostly refers to fields only used for monsters */ 298 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222
223 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 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. */
227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
228 /* races/classes can need less/more exp to gain levels */
229 299
230 /* Spell related information, may be useful elsewhere 300 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 301 * Note that other fields are used - these files are basically
232 * only used in spells. 302 * only used in spells.
233 */ 303 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 304 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 305 uint8 ACC (RW, casting_time); /* time left before spell goes off */
236
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 306 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
307
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 308 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 309 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 310 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
311 sint8 ACC (RW, item_power); /* power rating of the object */
312
313 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 314 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 315 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 316 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
317
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 318 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 319 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 320 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 321
322 // 8 free bits
323
324 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
325 // /* races/classes can need less/more exp to gain levels */
326 constexpr static const float expmul = 1.0;//D
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 327 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254 328
255 /* Following are values used by any object */ 329 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 330 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 331 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 332
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 */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 333 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 334 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 335 uint8 ACC (RW, will_apply); /* See crossfire.doc */
336 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
337 uint16 ACC (RW, animation_id);/* An index into the animation array */
338 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
339
340 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
341 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
342 /* allows different movement patterns for attackers */
343 uint8 ACC (RW, move_status); /* What stage in attack mode */
344 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
345
346 //16+ free bits
347
348 // rarely-accessed members should be at the end
349 shstr ACC (RW, tag); // a tag used to tracking this object
350 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
351 shstr ACC (RW, lore); /* Obscure information about this object, */
352 /* To get put into books and the like. */
353 shstr ACC (RW, custom_name); /* Custom name assigned by player */
268}; 354};
269 355
356const_utf8_string query_weight (const object *op);
357const_utf8_string query_short_name (const object *op);
358const_utf8_string query_name (const object *op);
359const_utf8_string query_base_name (const object *op, int plural);
360sint64 query_cost (const object *tmp, object *who, int flag);
361const char *query_cost_string (const object *tmp, object *who, int flag);
362
363int change_ability_duration (object *spell, object *caster);
364int min_casting_level (object *caster, object *spell);
365int casting_level (object *caster, object *spell);
366sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
367int SP_level_dam_adjust (object *caster, object *spob);
368int SP_level_duration_adjust (object *caster, object *spob);
369int SP_level_range_adjust (object *caster, object *spob);
370
371struct freelist_item
372{
373 freelist_item *next;
374 uint32_t count;
375};
376
270struct object : zero_initialised, object_copy 377struct object : object_copy
271{ 378{
272 // These variables are not changed by ->copy_to 379 // These variables are not changed by ->copy_to
273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 380 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
274 381
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 382 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count); 383 uint32_t ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects 384 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives 385 object_vector_index ACC (RO, active); // index into actives
279 386
280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ 387 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
281 388
283 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 390 object *ACC (RW, above); /* Pointer to the object stacked above this one */
284 /* Note: stacked in the *same* environment */ 391 /* Note: stacked in the *same* environment */
285 object *inv; /* Pointer to the first object in the inventory */ 392 object *inv; /* Pointer to the first object in the inventory */
286 393
287 //TODO: container must move into client 394 //TODO: container must move into client
288 object_ptr ACC (RW, container); /* Current container being used. I think this 395 object_ptr ACC (RW, container);/* Currently opened container. I think this
289 * is only used by the player right now. 396 * is only used by the player right now.
290 */ 397 */
291 object *ACC (RW, env); /* Pointer to the object which is the environment. 398 object *ACC (RW, env); /* Pointer to the object which is the environment.
292 * This is typically the container that the object is in. 399 * This is typically the container that the object is in.
293 */ 400 */
294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 401 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 402 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? 403
297 key_value *key_values; /* Fields not explictly known by the loader. */ 404 MTH void set_flag (int flagnum)
405 {
406 flag [flagnum] = true;
407 }
408
409 MTH void clr_flag (int flagnum)
410 {
411 flag [flagnum] = false;
412 }
413
414 // extra key value pairs
415 key_values kv;
416
417//-GPL
298 418
299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 419 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 420 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. 421 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 bool write (object_freezer &f); 422 bool write (object_freezer &f);
303 423
304 MTH int slottype () const;
305 MTH static object *create (); 424 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos); 425 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
308 MTH void copy_to (object *dst); 426 MTH void copy_to (object *dst);
309 MTH object *clone (); // create + copy_to 427 MTH object *clone (); // create + copy_to a single object
428 MTH object *deep_clone (); // copy whole more chain and inventory
310 void do_destroy (); 429 void do_destroy ();
311 void gather_callbacks (AV *&callbacks, event_type event) const; 430 void gather_callbacks (AV *&callbacks, event_type event) const;
312 MTH void destroy (bool destroy_inventory = false); 431 MTH void destroy ();
432 MTH void drop_and_destroy ()
433 {
434 destroy_inv (true);
435 destroy ();
436 }
313 437
314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 438 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
315 MTH void destroy_inv (bool drop_to_ground = false); 439 MTH void destroy_inv (bool drop_to_ground = false);
440 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
316 MTH object *insert (object *item); // insert into inventory 441 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound) const; 442 MTH void play_sound (faceidx sound) const;
443 MTH void say_msg (const_utf8_string msg) const;
318 444
319 void do_remove (); 445 void do_remove ();
320 MTH void remove () 446 MTH void remove ()
321 { 447 {
322 if (!flag [FLAG_REMOVED]) 448 if (!flag [FLAG_REMOVED])
330 remove (); 456 remove ();
331 *this = pos; 457 *this = pos;
332 insert_at (this, this); 458 insert_at (this, this);
333 } 459 }
334 460
461 // high-level move method.
462 // object op is trying to move in direction dir.
463 // originator is typically the same as op, but
464 // can be different if originator is causing op to
465 // move (originator is pushing op)
466 // returns 0 if the object is not able to move to the
467 // desired space, 1 otherwise (in which case we also
468 // move the object accordingly. This function is
469 // very similiar to move_object.
470 int move (int dir, object *originator);
471
472 int move (int dir)
473 {
474 return move (dir, this);
475 }
476
477 // changes move_type to a new value - handles move_on/move_off effects
478 MTH void change_move_type (MoveType mt);
479
335 static bool can_merge_slow (object *op1, object *op2); 480 static bool can_merge_slow (object *op1, object *op2);
336 481
337 // this is often used in time-critical code, so optimise 482 // this is often used in time-critical code, so optimise
338 MTH static bool can_merge (object *op1, object *op2) 483 MTH static bool can_merge (object *op1, object *op2)
339 { 484 {
340 return op1->value == op2->value 485 return op1->value == op2->value
341 && op1->name == op2->name 486 && op1->name == op2->name
342 && can_merge_slow (op1, op2); 487 && can_merge_slow (op1, op2);
343 } 488 }
344 489
345 MTH void set_owner (object *owner); 490 MTH void set_owner (object_ornull *owner);
346 MTH void set_speed (float speed); 491 MTH void set_speed (float speed);
347 MTH bool change_weapon (object *ob); 492 MTH void set_glow_radius (sint8 rad);
348 MTH bool change_skill (object *ob);
349 493
350 MTH void open_container (object *new_container); 494 MTH void open_container (object *new_container);
351 MTH void close_container () 495 MTH void close_container ()
352 { 496 {
353 open_container (0); 497 open_container (0);
354 } 498 }
355 499
500 // potential future accessor for "container"
501 MTH object *container_ () const
502 {
503 return container;
504 }
505
506 MTH bool is_open_container () const
507 {
508 // strangely enough, using ?: here causes code to inflate
509 return type == CONTAINER
510 && ((env && env->container_ () == this)
511 || (!env && flag [FLAG_APPLIED]));
512 }
513
514 MTH object *find_spell (const_utf8_string prefix) const;
515
356 MTH object *force_find (const shstr name); 516 MTH object *force_find (shstr_tmp name);
517 MTH void force_set_timer (int duration);
357 MTH void force_add (const shstr name, int duration = 0); 518 MTH object *force_add (shstr_tmp name, int duration = 0);
519
520 oblinkpt *find_link () const;
521 MTH void add_link (maptile *map, shstr_tmp id);
522 MTH void remove_link ();
358 523
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 524 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event) 525 bool should_invoke (event_type event)
361 { 526 {
362 return ev_want_event [event] || ev_want_type [type] || cb; 527 return ev_want_event [event] || ev_want_type [type] || cb;
373 MTH void drain_stat (); 538 MTH void drain_stat ();
374 MTH void drain_specific_stat (int deplete_stats); 539 MTH void drain_specific_stat (int deplete_stats);
375 MTH void change_luck (int value); 540 MTH void change_luck (int value);
376 541
377 // info must hold 256 * 3 bytes currently 542 // info must hold 256 * 3 bytes currently
378 const char *debug_desc (char *info) const; 543 const_utf8_string debug_desc (char *info) const;
379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 544 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
380 const char *flag_desc (char *desc, int len) const; 545 const_utf8_string flag_desc (char *desc, int len) const;
381 546
547 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
548 MTH object *split (sint32 nr = 1); // return 0 on failure
549
382 int number_of () const 550 MTH int number_of () const
383 { 551 {
384 return nrof ? nrof : 1; 552 return nrof ? nrof : 1;
385 } 553 }
386 554
387 uint64 total_weight () const 555 MTH weight_t total_weight () const
388 { 556 {
389 return weight * number_of (); 557 return sint64 (weight + carrying) * number_of ();
390 } 558 }
559
560 MTH void update_weight ();
391 561
392 // return the dominant material of this item, always return something 562 // return the dominant material of this item, always return something
393 const materialtype_t *dominant_material () const; 563 const materialtype_t *dominant_material () const
564 {
565 return material;
566 }
394 567
395 // return the volume of this object in cm³ 568 // return the volume of this object in cm³
396 uint64 volume () const 569 MTH volume_t volume () const
397 { 570 {
398 return total_weight () 571 return (volume_t)total_weight ()
399 * 1000 572 * 1024 // 1000 actually
400 * (type == CONTAINER ? 1000 : 1) 573 * (type == CONTAINER ? 128 : 1)
401 / dominant_material ()->density; 574 / dominant_material ()->density; // ugh, division
402 } 575 }
403 576
577 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
578
579 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
404 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 580 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 581 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
406 || type == CLOAK || type == BOOTS || type == GLOVES 582 || type == CLOAK || type == BOOTS || type == GLOVES
407 || type == BRACERS || type == GIRDLE; } 583 || type == BRACERS || type == GIRDLE; }
408 MTH bool is_alive () const { return (type == PLAYER 584 MTH bool is_alive () const { return (type == PLAYER
412 MTH bool is_arrow () const { return type == ARROW 588 MTH bool is_arrow () const { return type == ARROW
413 || (type == SPELL_EFFECT 589 || (type == SPELL_EFFECT
414 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 590 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
415 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 591 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
416 592
593 MTH bool is_dragon () const;
594
595 MTH bool is_immunity () const { return invisible && type == SIGN; }
596
417 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 597 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
418 598
419 // temporary: wether the object can be saved in a map file 599 // temporary: wether the object can be saved in a map file
420 // contr => is a player 600 // contr => is a player
421 // head => only save head of a multitile object 601 // head => only save head of a multitile object
422 // owner => can not reference owner yet 602 // owner => can not reference owner yet
425 /* This return true if object has still randomitems which 605 /* This return true if object has still randomitems which
426 * could be expanded. 606 * could be expanded.
427 */ 607 */
428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 608 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
429 609
610 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
611
612 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
613
614 /* need_identify returns true if the item should be identified. This
615 * function really should not exist - by default, any item not identified
616 * should need it.
617 */
618 MTH bool need_identify () const;
619
620 // returns the outermost owner, never returns 0
621 MTH object *outer_owner ()
622 {
623 object *op;
624
625 for (op = this; op->owner; op = op->owner)
626 ;
627
628 return op;
629 }
630
631 // returns the outermost environment, never returns 0
632 MTH object *outer_env_or_self () const
633 {
634 const object *op;
635
636 for (op = this; op->env; op = op->env)
637 ;
638
639 return const_cast<object *>(op);
640 }
641
642 // returns the outermost environment, may return 0
643 MTH object *outer_env () const
644 {
645 return env ? outer_env_or_self () : 0;
646 }
647
430 // returns the player that has this object in his inventory, or 0 648 // returns the player that has this object in his inventory, or 0
649 // we assume the player is always the outer env
431 MTH object *in_player () const 650 MTH object *in_player () const
432 { 651 {
433 for (object *op = env; op; op = op->env) 652 object *op = outer_env_or_self ();
434 if (op->type == PLAYER)
435 return op;
436 653
437 return 0; 654 return op->type == PLAYER ? op : 0;
438 } 655 }
439 656
440 // "temporary" helper function 657 // "temporary" helper function
441 MTH object *head_ () 658 MTH object *head_ () const
442 { 659 {
443 return head ? head : this; 660 return head ? head : const_cast<object *>(this);
444 } 661 }
445 662
446 MTH bool is_head () 663 MTH bool is_head () const
447 { 664 {
448 return head_ () == this; 665 return head_ () == this;
449 } 666 }
450 667
668 MTH bool is_on_map () const
669 {
670 return !env && !flag [FLAG_REMOVED];
671 }
672
673 MTH bool is_inserted () const
674 {
675 return !flag [FLAG_REMOVED];
676 }
677
678 MTH bool is_player () const
679 {
680 return !!contr;
681 }
682
683 /* elmex: this method checks whether the object is in a shop */
684 MTH bool is_in_shop () const;
685
686 MTH bool affects_los () const
687 {
688 return glow_radius || flag [FLAG_BLOCKSVIEW];
689 }
690
691 MTH bool has_carried_lights () const
692 {
693 return glow_radius;
694 }
695
696 // returns the player that can see this object, if any
697 MTH object *visible_to () const;
698
451 MTH std::string long_desc (object *who = 0); 699 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
452 MTH std::string describe_monster (object *who = 0); 700 MTH std::string describe_monster (object *who = 0);
453 MTH std::string describe_item (object *who = 0); 701 MTH std::string describe_item (object *who = 0);
454 MTH std::string describe (object *who = 0); 702 MTH std::string describe (object *who = 0); // long description, without name
703
704 MTH const_utf8_string query_weight () { return ::query_weight (this); }
705 MTH const_utf8_string query_name () { return ::query_name (this); }
706 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
707 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
455 708
456 // If this object has no extra parts but should have them, 709 // If this object has no extra parts but should have them,
457 // add them, effectively expanding heads into multipart 710 // add them, effectively expanding heads into multipart
458 // objects. This method only works on objects not inserted 711 // objects. This method only works on objects not inserted
459 // anywhere. 712 // anywhere.
460 MTH void expand_tail (); 713 MTH void expand_tail ();
461 714
462 MTH void create_treasure (treasurelist *tl, int flags = 0); 715 MTH void create_treasure (treasurelist *tl, int flags = 0);
463 716
717 // makes sure the player has the named skill,
718 // and also makes it innate if can_use is true.
719 // returns the new skill or 0 if no such skill exists.
720 MTH object *give_skill (shstr_cmp name, bool can_use = false);
721 MTH void become_follower (object *new_god);
722
464 // insert object at same map position as 'where' 723 // insert object at same map position as 'where'
465 // handles both inventory and map "positions" 724 // handles both inventory and map "positions"
466 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 725 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
726 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
727 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
467 MTH void drop_unpaid_items (); 728 MTH void drop_unpaid_items ();
468 729
469 MTH void activate (); 730 MTH void activate ();
470 MTH void deactivate (); 731 MTH void deactivate ();
471 MTH void activate_recursive (); 732 MTH void activate_recursive ();
472 MTH void deactivate_recursive (); 733 MTH void deactivate_recursive ();
473 734
735 // prefetch and activate the surrounding area
736 MTH void prefetch_surrounding_maps ();
737
474 // set the given flag on all objects in the inventory recursively 738 // set the given flag on all objects in the inventory recursively
475 MTH void set_flag_inv (int flag, int value = 1); 739 MTH void set_flag_inv (int flag, int value = 1);
476 740
477 void enter_exit (object *exit);//Perl 741 void enter_exit (object *exit); // perl
478 MTH void enter_map (maptile *newmap, int x, int y); 742 MTH bool enter_map (maptile *newmap, int x, int y);
743 void player_goto (const_utf8_string path, int x, int y); // only for players
744 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
745
746 MTH object *mark () const;
747 MTH void splay_marked ();
479 748
480 // returns the mapspace this object is in 749 // returns the mapspace this object is in
481 mapspace &ms () const; 750 mapspace &ms () const;
482 751
483 // fully recursive iterator 752 // fully recursive iterator
519 { 788 {
520 return this; 789 return this;
521 } 790 }
522 791
523 /* This returns TRUE if the object is something that 792 /* This returns TRUE if the object is something that
524 * should be displayed in the floorbox/inventory window 793 * a client might want to know about.
525 */ 794 */
526 MTH bool client_visible () const 795 MTH bool client_visible () const
527 { 796 {
528 return !invisible && type != PLAYER; 797 return !invisible && type != PLAYER;
529 } 798 }
530 799
800 // the client does nrof * this weight
801 MTH sint32 client_weight () const
802 {
803 return weight + carrying;
804 }
805
531 MTH struct region *region () const; 806 MTH struct region *region () const;
532 807
533 void statusmsg (const char *msg, int color = NDI_BLACK); 808 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED); 809 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
810 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
535 811
536 const char *query_inventory (object *who = 0, const char *indent = ""); 812 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
537 813
538 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 814 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 815 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
816
817 // make some noise with given item into direction dir,
818 // currently only used for players to make them temporarily visible
819 // when they are invisible.
820 MTH void make_noise ();
821
822 /* animation */
823 MTH bool has_anim () const { return animation_id; }
824 const animation &anim () const { return animations [animation_id]; }
825 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
826 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
827 /* anim_frames () returns the number of animations allocated. The last
828 * usuable animation will be anim_frames () - 1 (for example, if an object
829 * has 8 animations, anim_frames () will return 8, but the values will
830 * range from 0 through 7.
831 */
832 MTH int anim_frames () const { return anim ().num_animations; }
833 MTH int anim_facings () const { return anim ().facings; }
834
835 MTH utf8_string as_string ();
836
837 // low-level management, statistics, ...
838 static uint32_t ACC (RW, object_count);
839 static uint32_t ACC (RW, free_count);
840 static uint32_t ACC (RW, create_count);
841 static uint32_t ACC (RW, destroy_count);
842 static freelist_item *freelist;
843 MTH static void freelist_free (int count);
540 844
541protected: 845protected:
542 void link (); 846 void link ();
543 void unlink (); 847 void unlink ();
544 848
849 void do_delete ();
850
545 object (); 851 object ();
546 ~object (); 852 ~object ();
853
854private:
855 object &operator =(const object &);
856 object (const object &);
547}; 857};
548 858
549// move this object to the top of its env's inventory to speed up 859// move this object to the top of its env's inventory to speed up
550// searches for it. 860// searches for it.
551static object * 861static inline object *
552splay (object *ob) 862splay (object *ob)
553{ 863{
554 if (ob->env && ob->env->inv != ob) 864 if (ob->above && ob->env)
555 { 865 {
556 if (ob->above) ob->above->below = ob->below; 866 if (ob->above) ob->above->below = ob->below;
557 if (ob->below) ob->below->above = ob->above; 867 if (ob->below) ob->below->above = ob->above;
558 868
559 ob->above = 0; 869 ob->above = 0;
563 } 873 }
564 874
565 return ob; 875 return ob;
566} 876}
567 877
568typedef struct oblnk 878//+GPL
569{ /* Used to link together several objects */
570 object_ptr ob;
571 struct oblnk *next;
572} objectlink;
573 879
574typedef struct oblinkpt
575{ /* Used to link together several object links */
576 struct oblnk *link;
577 sint32 value; /* Used as connected value in buttons/gates */
578 struct oblinkpt *next;
579} oblinkpt;
580
581object *find_skill_by_name (object *who, const char *name); 880object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
582object *find_skill_by_name (object *who, const shstr &sh); 881object *find_skill_by_name (object *who, shstr_cmp sh);
583object *find_skill_by_number (object *who, int skillno); 882object *find_skill_by_number (object *who, int skillno);
584 883
585/* 884/*
586 * The archetype structure is a set of rules on how to generate and manipulate 885 * The archetype structure is a set of rules on how to generate and manipulate
587 * objects which point to archetypes. 886 * objects which point to archetypes.
589 * be much left in the archetype - all it really is is a holder for the 888 * be much left in the archetype - all it really is is a holder for the
590 * object and pointers. This structure should get removed, and just replaced 889 * object and pointers. This structure should get removed, and just replaced
591 * by the object structure 890 * by the object structure
592 */ 891 */
593 892
893//-GPL
894
594INTERFACE_CLASS (archetype) 895INTERFACE_CLASS (archetype)
595struct archetype : object 896struct archetype : object, zero_initialised
596{ 897{
597 archetype (const char *name); 898 static arch_ptr empty; // the empty_archetype
899 MTH static void gc ();
900
901 archetype (const_utf8_string name);
598 ~archetype (); 902 ~archetype ();
599 void gather_callbacks (AV *&callbacks, event_type event) const; 903 void gather_callbacks (AV *&callbacks, event_type event) const;
600 904
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); 905 MTH static archetype *find (const_utf8_string name);
605 906
606 MTH void link (); 907 MTH void link ();
607 MTH void unlink (); 908 MTH void unlink ();
608 909
910 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
609 MTH object *instance (); 911 MTH object *instance ();
610 912
913 MTH void post_load_check (); // do some adjustments after parsing
914
611 object_vector_index ACC (RW, archid); // index in archvector 915 object_vector_index ACC (RW, archid); // index in archvector
612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 916 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
613 bool ACC (RW, stub); // if true, this is an invalid archetype
614 917
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...) */ 918 sint8 ACC (RW, max_x); /* 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); 919
920 // support for archetype loading
921 static archetype *read (object_thawer &f);
922 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
923 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
924
925protected:
926 void do_delete ();
617}; 927};
618 928
929// returns whether the object is a dragon player, which are often specialcased
930inline bool
931object::is_dragon () const
932{
933 return arch->race == shstr_dragon && is_player ();
934}
935
619inline void 936inline void
620object_freezer::put (keyword k, archetype *v) 937object_freezer::put (const keyword_string k, archetype *v)
621{ 938{
622 put (k, v ? &v->archname : (const char *)0); 939 if (expect_true (v))
940 put (k, v->archname);
941 else
942 put (k);
623} 943}
624 944
625typedef object_vector<object, &object::index > objectvec; 945typedef object_vector<object, &object::index > objectvec;
626typedef object_vector<object, &object::active> activevec; 946typedef object_vector<object, &object::active> activevec;
627typedef object_vector<archetype, &archetype::archid> archvec; 947typedef object_vector<archetype, &archetype::archid> archvec;
628 948
629extern objectvec objects; 949extern objectvec objects;
630extern activevec actives; 950extern activevec actives;
631extern archvec archetypes; 951extern archvec archetypes;
632 952
633#define for_all_objects(var) \ 953// "safely" iterate over inv in a way such that the current item is removable
954// quite horrible, that's why its hidden in some macro
955#define for_inv_removable(op,var) \
956 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
957
958#define for_all_objects(var) \
634 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 959 for (unsigned _i = 0; _i < objects.size (); ++_i) \
635 statementvar (object *, var, objects [_i]) 960 statementvar (object *, var, objects [_i])
636 961
637#define for_all_actives(var) \ 962#define for_all_actives(var) \
638 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 963 for (unsigned _i = 0; _i < actives.size (); ++_i) \
639 statementvar (object *, var, actives [_i]) 964 statementvar (object *, var, actives [_i])
640 965
641#define for_all_archetypes(var) \ 966#define for_all_archetypes(var) \
642 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 967 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
643 statementvar (archetype *, var, archetypes [_i]) 968 statementvar (archetype *, var, archetypes [_i])
969
970//+GPL
644 971
645/* Used by update_object to know if the object being passed is 972/* Used by update_object to know if the object being passed is
646 * being added or removed. 973 * being added or removed.
647 */ 974 */
648#define UP_OBJ_INSERT 1 975#define UP_OBJ_INSERT 1
649#define UP_OBJ_REMOVE 2 976#define UP_OBJ_REMOVE 2
650#define UP_OBJ_CHANGE 3 977#define UP_OBJ_CHANGE 3
651#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 978#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
652 979
653/* These are flags passed to insert_ob_in_map and 980/* These are flags passed to insert_ob_in_map and
654 * insert_ob_in_ob. Note that all flags may not be meaningful 981 * insert_ob_in_ob. Note that all flags may not be meaningful
655 * for both functions. 982 * for both functions.
656 * Most are fairly explanatory: 983 * Most are fairly explanatory:
657 * INS_NO_MERGE: don't try to merge inserted object with ones alrady 984 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
658 * on space. 985 * on space.
659 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. 986 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
660 * INS_NO_WALK_ON: Don't call check_walk_on against the 987 * INS_NO_WALK_ON: Don't call check_walk_on against the
661 * originator - saves cpu time if you know the inserted object 988 * originator - saves cpu time if you know the inserted object
662 * is not meaningful in terms of having an effect. 989 * is not meaningful in terms of having an effect.
663 * INS_ON_TOP: Always put object on top. Generally only needed when loading 990 * INS_ON_TOP: Always put object on top. Generally only needed when loading
664 * files from disk and ordering needs to be preserved. 991 * files from disk and ordering needs to be preserved.
665 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 992 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
666 * Use for treasure chests so the new object is the highest thing 993 * Use for treasure chests so the new object is the highest thing
667 * beneath the player, but not actually above it. Note - the 994 * beneath the player, but not actually above it. Note - the
668 * map and x,y coordinates for the object to be inserted must 995 * map and x,y coordinates for the object to be inserted must
669 * match the originator. 996 * match the originator.
677#define INS_NO_MERGE 0x0001 1004#define INS_NO_MERGE 0x0001
678#define INS_ABOVE_FLOOR_ONLY 0x0002 1005#define INS_ABOVE_FLOOR_ONLY 0x0002
679#define INS_NO_WALK_ON 0x0004 1006#define INS_NO_WALK_ON 0x0004
680#define INS_ON_TOP 0x0008 1007#define INS_ON_TOP 0x0008
681#define INS_BELOW_ORIGINATOR 0x0010 1008#define INS_BELOW_ORIGINATOR 0x0010
1009#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
682 1010
683#define ARCH_DEPLETION "depletion" 1011//-GPL
684 1012
685#endif 1013#endif
686 1014

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