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Comparing deliantra/server/include/object.h (file contents):
Revision 1.161 by root, Sun Apr 20 05:24:55 2008 UTC vs.
Revision 1.188 by root, Sun Nov 16 03:52:12 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 const shstr &kv_get (const shstr &key) const;
314 void kv_del (const shstr &key);
315 void kv_set (const shstr &key, const shstr &value);
316
317 // custom extra fields management
318 struct key_value_access_proxy
319 {
320 object &ob;
321 shstr key;
322
323 key_value_access_proxy (object &ob, const shstr &key)
324 : ob (ob), key (key)
325 {
326 }
327
328 const key_value_access_proxy &operator =(const shstr &value) const
329 {
330 ob.kv_set (key, value);
331 return *this;
332 }
333
334 operator const shstr &() const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); }
336
337 private:
338 void operator =(int);
339 };
340
341 // operator [] is too annoying to use
342 const key_value_access_proxy kv (const shstr &key)
343 {
344 return key_value_access_proxy (*this, key);
345 }
346
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])
377 // info must hold 256 * 3 bytes currently 430 // info must hold 256 * 3 bytes currently
378 const char *debug_desc (char *info) const; 431 const char *debug_desc (char *info) const;
379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 432 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
380 const char *flag_desc (char *desc, int len) const; 433 const char *flag_desc (char *desc, int len) const;
381 434
435 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
436 MTH object *split (sint32 nr = 1); // return 0 on failure
437
382 int number_of () const 438 MTH int number_of () const
383 { 439 {
384 return nrof ? nrof : 1; 440 return nrof ? nrof : 1;
385 } 441 }
386 442
387 uint64 total_weight () const 443 MTH sint32 total_weight () const
388 { 444 {
389 return weight * number_of (); 445 return (weight + carrying) * number_of ();
390 } 446 }
447
448 MTH void update_weight ();
391 449
392 // return the dominant material of this item, always return something 450 // return the dominant material of this item, always return something
393 const materialtype_t *dominant_material () const; 451 const materialtype_t *dominant_material () const;
394 452
395 // return the volume of this object in cm³ 453 // return the volume of this object in cm³
396 uint64 volume () const 454 MTH uint64 volume () const
397 { 455 {
398 return total_weight () 456 return total_weight ()
399 * 1000 457 * 1000
400 * (type == CONTAINER ? 1000 : 1) 458 * (type == CONTAINER ? 1000 : 1)
401 / dominant_material ()->density; 459 / dominant_material ()->density;
402 } 460 }
403 461
462 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
404 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 463 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
405 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 464 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
406 || type == CLOAK || type == BOOTS || type == GLOVES 465 || type == CLOAK || type == BOOTS || type == GLOVES
407 || type == BRACERS || type == GIRDLE; } 466 || type == BRACERS || type == GIRDLE; }
408 MTH bool is_alive () const { return (type == PLAYER 467 MTH bool is_alive () const { return (type == PLAYER
425 /* This return true if object has still randomitems which 484 /* This return true if object has still randomitems which
426 * could be expanded. 485 * could be expanded.
427 */ 486 */
428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 487 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
429 488
489 MTH bool has_dialogue () const { return *&msg == '@'; }
490
491 // returns the outermost owner, never returns 0
492 MTH object *outer_owner ()
493 {
494 object *op;
495
496 for (op = this; op->owner; op = op->owner)
497 ;
498
499 return op;
500 }
501
502 // returns the outermost environment, never returns 0
503 MTH object *outer_env ()
504 {
505 object *op;
506
507 for (op = this; op->env; op = op->env)
508 ;
509
510 return op;
511 }
512
430 // returns the player that has this object in his inventory, or 0 513 // returns the player that has this object in his inventory, or 0
514 // we assume the player is always the outer env
431 MTH object *in_player () const 515 MTH object *in_player ()
432 { 516 {
433 for (object *op = env; op; op = op->env) 517 object *op = outer_env ();
434 if (op->type == PLAYER)
435 return op;
436 518
437 return 0; 519 return op->type == PLAYER ? op : 0;
438 } 520 }
439 521
440 // "temporary" helper function 522 // "temporary" helper function
441 MTH object *head_ () 523 MTH object *head_ ()
442 { 524 {
445 527
446 MTH bool is_head () 528 MTH bool is_head ()
447 { 529 {
448 return head_ () == this; 530 return head_ () == this;
449 } 531 }
532
533 MTH bool is_on_map () const
534 {
535 return !env && !flag [FLAG_REMOVED];
536 }
537
538 MTH bool is_inserted () const
539 {
540 return !flag [FLAG_REMOVED];
541 }
542
543 // returns the player that cna see this object, if any
544 MTH object *visible_to () const;
450 545
451 MTH std::string long_desc (object *who = 0); 546 MTH std::string long_desc (object *who = 0);
452 MTH std::string describe_monster (object *who = 0); 547 MTH std::string describe_monster (object *who = 0);
453 MTH std::string describe_item (object *who = 0); 548 MTH std::string describe_item (object *who = 0);
454 MTH std::string describe (object *who = 0); 549 MTH std::string describe (object *who = 0);
474 // set the given flag on all objects in the inventory recursively 569 // set the given flag on all objects in the inventory recursively
475 MTH void set_flag_inv (int flag, int value = 1); 570 MTH void set_flag_inv (int flag, int value = 1);
476 571
477 void enter_exit (object *exit);//Perl 572 void enter_exit (object *exit);//Perl
478 MTH void enter_map (maptile *newmap, int x, int y); 573 MTH void enter_map (maptile *newmap, int x, int y);
574 void player_goto (const char *path, int x, int y); // only for players
479 575
480 // returns the mapspace this object is in 576 // returns the mapspace this object is in
481 mapspace &ms () const; 577 mapspace &ms () const;
482 578
483 // fully recursive iterator 579 // fully recursive iterator
519 { 615 {
520 return this; 616 return this;
521 } 617 }
522 618
523 /* This returns TRUE if the object is something that 619 /* This returns TRUE if the object is something that
524 * should be displayed in the floorbox/inventory window 620 * a client might want to know about.
525 */ 621 */
526 MTH bool client_visible () const 622 MTH bool client_visible () const
527 { 623 {
528 return !invisible && type != PLAYER; 624 return !invisible && type != PLAYER;
625 }
626
627 // the client does nrof * this weight
628 MTH sint32 client_weight () const
629 {
630 return weight + carrying;
529 } 631 }
530 632
531 MTH struct region *region () const; 633 MTH struct region *region () const;
532 634
533 void statusmsg (const char *msg, int color = NDI_BLACK); 635 void statusmsg (const char *msg, int color = NDI_BLACK);
542 void link (); 644 void link ();
543 void unlink (); 645 void unlink ();
544 646
545 object (); 647 object ();
546 ~object (); 648 ~object ();
649
650private:
651 object &operator =(const object &);
652 object (const object &);
547}; 653};
548 654
549// move this object to the top of its env's inventory to speed up 655// move this object to the top of its env's inventory to speed up
550// searches for it. 656// searches for it.
551static object * 657static object *
604 MTH static archetype *find (const_utf8_string name); 710 MTH static archetype *find (const_utf8_string name);
605 711
606 MTH void link (); 712 MTH void link ();
607 MTH void unlink (); 713 MTH void unlink ();
608 714
715 MTH static object *get (const char *name); // (find() || singularity)->instance()
609 MTH object *instance (); 716 MTH object *instance ();
610 717
611 object_vector_index ACC (RW, archid); // index in archvector 718 object_vector_index ACC (RW, archid); // index in archvector
612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 719 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
613 720
618 static archetype *read (object_thawer &f); 725 static archetype *read (object_thawer &f);
619 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 726 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
620 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 727 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
621}; 728};
622 729
730// compatbiility, remove once replaced by ->instance
731inline object *
732arch_to_object (archetype *at)
733{
734 return at->instance ();
735}
736
623inline void 737inline void
624object_freezer::put (keyword k, archetype *v) 738object_freezer::put (keyword k, archetype *v)
625{ 739{
626 put (k, v ? &v->archname : (const char *)0); 740 put (k, v ? &v->archname : (const char *)0);
627} 741}
632 746
633extern objectvec objects; 747extern objectvec objects;
634extern activevec actives; 748extern activevec actives;
635extern archvec archetypes; 749extern archvec archetypes;
636 750
751// "safely" iterate over inv in a way such that the current item is removable
752// quite horrible, thats why its hidden in some macro
753#define for_inv_removable(op,var) \
754 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
755
637#define for_all_objects(var) \ 756#define for_all_objects(var) \
638 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 757 for (unsigned _i = 0; _i < objects.size (); ++_i) \
639 statementvar (object *, var, objects [_i]) 758 statementvar (object *, var, objects [_i])
640 759
641#define for_all_actives(var) \ 760#define for_all_actives(var) \
642 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 761 for (unsigned _i = 0; _i < actives.size (); ++_i) \
643 statementvar (object *, var, actives [_i]) 762 statementvar (object *, var, actives [_i])
644 763
645#define for_all_archetypes(var) \ 764#define for_all_archetypes(var) \
646 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 765 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
647 statementvar (archetype *, var, archetypes [_i]) 766 statementvar (archetype *, var, archetypes [_i])
648 767
649/* Used by update_object to know if the object being passed is 768/* Used by update_object to know if the object being passed is
650 * being added or removed. 769 * being added or removed.

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