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Comparing deliantra/server/include/object.h (file contents):
Revision 1.103 by root, Sun Mar 11 02:12:44 2007 UTC vs.
Revision 1.162 by root, Sun Apr 20 22:03:21 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
29 28
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 33
35#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
36 58
37/* See common/item.c */ 59/* See common/item.c */
38 60
39typedef struct Body_Locations 61typedef struct Body_Locations
40{ 62{
41 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 66} Body_Locations;
45 67
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
47 72
48/* 73/*
49 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
50 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
51 * 76 *
63 88
64struct UUID 89struct UUID
65{ 90{
66 uint64 seq; 91 uint64 seq;
67 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
68 UUID () { } 97 UUID () { }
69 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; } 99 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
72};
73 101
74extern void init_uuid (); 102 typedef char BUF [32];
75extern UUID gen_uuid (); 103
76extern const uint64 UUID_SKIP; 104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122};
77 123
78/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
79 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
80 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
81 * can_apply and will_apply? 127 * can_apply and will_apply?
84#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
88 134
89/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 136{
91 * e.g. ->copy_to () 137 signed char info:4; /* body info as loaded from the file */
92 */ 138 signed char used:4; /* Calculated value based on items equipped */
139};
93 140
94INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
95// these are being copied 142// these are being copied
96struct object_copy : attachable 143struct object_copy : attachable
97{ 144{
98 typedef bitset<NUM_FLAGS> flags_t; 145 typedef bitset<NUM_FLAGS> flags_t;
99 146
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */ 173 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 174 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 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 */
125 177
126 int ACC (RW, face); /* Face with colors */
127 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
128 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 */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 180 uint32 ACC (RW, nrof); /* How many of the objects */
130 181
131 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block are basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 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
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 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 */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 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 */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
167 219
168 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
179 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
180 * only used in spells. 232 * only used in spells.
181 */ 233 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
184 uint16 ACC (RW, start_holding); 237 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
187 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197 252
198 char *ACC (RW, spellarg); 253 char *ACC (RW, spellarg);
199 254
200 /* Following are values used by any object */ 255 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */ 256 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 257 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 key_value *key_values; /* Fields not explictly known by the loader. */
204 flags_t flag; /* various flags */ 258 flags_t flag; /* various flags */
205#if FOR_PERL 259#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]); 260 bool ACC (RW, flag[NUM_FLAGS]);
207#endif 261#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
218 // These variables are not changed by ->copy_to 272 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 274
221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count); 276 int ACC (RO, count);
223 int ACC (RO, index); // index into objects 277 object_vector_index ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives 278 object_vector_index ACC (RO, active); // index into actives
225 279
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
227 281
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */ 284 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 285 object *inv; /* Pointer to the first object in the inventory */
238 * This is typically the container that the object is in. 292 * This is typically the container that the object is in.
239 */ 293 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently? 296 client_container *seen_by; // seen by which player/container currently?
297 key_value *key_values; /* Fields not explictly known by the loader. */
243 298
244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 299 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
245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f); 302 bool write (object_freezer &f);
247 303
304 MTH int slottype () const;
248 MTH static object *create (); 305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
249 MTH void copy_to (object *dst); 308 MTH void copy_to (object *dst);
250 MTH object *clone (); // create + copy_to 309 MTH object *clone (); // create + copy_to
251 void do_destroy (); 310 void do_destroy ();
252 void gather_callbacks (AV *&callbacks, event_type event) const; 311 void gather_callbacks (AV *&callbacks, event_type event) const;
253 MTH void destroy (bool destroy_inventory = false); 312 MTH void destroy (bool destroy_inventory = false);
254 313
255 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
256 MTH void destroy_inv (bool drop_to_ground = false); 315 MTH void destroy_inv (bool drop_to_ground = false);
257 MTH object *insert (object *item); // insert into inventory 316 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound) const;
318
258 void do_remove (); 319 void do_remove ();
259 MTH void remove () 320 MTH void remove ()
260 { 321 {
261 if (!flag [FLAG_REMOVED]) 322 if (!flag [FLAG_REMOVED])
262 do_remove (); 323 do_remove ();
324 }
325
326 MTH bool blocked (maptile *m, int x, int y) const;
327
328 void move_to (const mapxy &pos)
329 {
330 remove ();
331 *this = pos;
332 insert_at (this, this);
263 } 333 }
264 334
265 static bool can_merge_slow (object *op1, object *op2); 335 static bool can_merge_slow (object *op1, object *op2);
266 336
267 // this is often used in time-critical code, so optimise 337 // this is often used in time-critical code, so optimise
272 && can_merge_slow (op1, op2); 342 && can_merge_slow (op1, op2);
273 } 343 }
274 344
275 MTH void set_owner (object *owner); 345 MTH void set_owner (object *owner);
276 MTH void set_speed (float speed); 346 MTH void set_speed (float speed);
347 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob);
277 349
278 MTH void open_container (object *new_container); 350 MTH void open_container (object *new_container);
279 MTH void close_container () 351 MTH void close_container ()
280 { 352 {
281 open_container (0); 353 open_container (0);
354 }
355
356 MTH object *force_find (const shstr name);
357 MTH void force_add (const shstr name, int duration = 0);
358
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event)
361 {
362 return ev_want_event [event] || ev_want_type [type] || cb;
282 } 363 }
283 364
284 MTH void instantiate (); 365 MTH void instantiate ();
285 366
286 // recalculate all stats 367 // recalculate all stats
293 MTH void drain_specific_stat (int deplete_stats); 374 MTH void drain_specific_stat (int deplete_stats);
294 MTH void change_luck (int value); 375 MTH void change_luck (int value);
295 376
296 // info must hold 256 * 3 bytes currently 377 // info must hold 256 * 3 bytes currently
297 const char *debug_desc (char *info) const; 378 const char *debug_desc (char *info) const;
298 MTH const char *debug_desc () const; 379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
299 const char *debug_desc2 () const; // another debug_desc, pure convinience function
300 const char *flag_desc (char *desc, int len) const; 380 const char *flag_desc (char *desc, int len) const;
301 381
302 int number_of () const 382 int number_of () const
303 { 383 {
304 return nrof ? nrof : 1; 384 return nrof ? nrof : 1;
305 } 385 }
306 386
307 uint64 total_weight () const 387 uint64 total_weight () const
308 { 388 {
309 return weight * number_of (); 389 return weight * number_of () + carrying;
310 } 390 }
311 391
312 // return the dominant material of this item, always return something 392 // return the dominant material of this item, always return something
313 const materialtype_t *dominant_material () const; 393 const materialtype_t *dominant_material () const;
314 394
330 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 410 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
331 && !flag [FLAG_IS_A_TEMPLATE]; } 411 && !flag [FLAG_IS_A_TEMPLATE]; }
332 MTH bool is_arrow () const { return type == ARROW 412 MTH bool is_arrow () const { return type == ARROW
333 || (type == SPELL_EFFECT 413 || (type == SPELL_EFFECT
334 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 414 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
415 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
335 416
336 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 417 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
337 418
338 // temporary: wether the object can be saved in a map file 419 // temporary: wether the object can be saved in a map file
339 // contr => is a player 420 // contr => is a player
340 // head => only save head of a multitile object 421 // head => only save head of a multitile object
341 // owner => can not reference owner yet 422 // owner => can not reference owner yet
342 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 423 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
343 424
344 /* This return true if object has still randomitems which 425 /* This return true if object has still randomitems which
345 * could be expanded. 426 * could be expanded.
346 */ 427 */
347 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
360 MTH object *head_ () 441 MTH object *head_ ()
361 { 442 {
362 return head ? head : this; 443 return head ? head : this;
363 } 444 }
364 445
446 MTH bool is_head ()
447 {
448 return head_ () == this;
449 }
450
451 MTH std::string long_desc (object *who = 0);
452 MTH std::string describe_monster (object *who = 0);
453 MTH std::string describe_item (object *who = 0);
454 MTH std::string describe (object *who = 0);
455
456 // If this object has no extra parts but should have them,
457 // add them, effectively expanding heads into multipart
458 // objects. This method only works on objects not inserted
459 // anywhere.
460 MTH void expand_tail ();
461
462 MTH void create_treasure (treasurelist *tl, int flags = 0);
463
365 // insert object at same map position as 'where' 464 // insert object at same map position as 'where'
366 // handles both inventory and map "positions" 465 // handles both inventory and map "positions"
367 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 466 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
467 MTH void drop_unpaid_items ();
368 468
369 MTH void activate (); 469 MTH void activate ();
370 MTH void deactivate (); 470 MTH void deactivate ();
371 MTH void activate_recursive (); 471 MTH void activate_recursive ();
372 MTH void deactivate_recursive (); 472 MTH void deactivate_recursive ();
373 473
374 // set the givne flag on all objects in the inventory recursively 474 // set the given flag on all objects in the inventory recursively
375 MTH void set_flag_inv (int flag, int value = 1); 475 MTH void set_flag_inv (int flag, int value = 1);
376 476
377 void enter_exit (object *exit);//PERL 477 void enter_exit (object *exit);//Perl
378 MTH void enter_map (maptile *newmap, int x, int y); 478 MTH void enter_map (maptile *newmap, int x, int y);
379 479
380 // returns the mapspace this object is in 480 // returns the mapspace this object is in
381 mapspace &ms () const; 481 mapspace &ms () const;
382 482
428 return !invisible && type != PLAYER; 528 return !invisible && type != PLAYER;
429 } 529 }
430 530
431 MTH struct region *region () const; 531 MTH struct region *region () const;
432 532
533 void statusmsg (const char *msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED);
535
536 const char *query_inventory (object *who = 0, const char *indent = "");
537
538 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
540
433protected: 541protected:
434 friend struct archetype;
435
436 void link (); 542 void link ();
437 void unlink (); 543 void unlink ();
438 544
439 object (); 545 object ();
440 ~object (); 546 ~object ();
441}; 547};
442 548
443typedef object_vector<object, &object::index > objectvec; 549// move this object to the top of its env's inventory to speed up
444typedef object_vector<object, &object::active> activevec; 550// searches for it.
551static object *
552splay (object *ob)
553{
554 if (ob->env && ob->env->inv != ob)
555 {
556 if (ob->above) ob->above->below = ob->below;
557 if (ob->below) ob->below->above = ob->above;
445 558
446extern objectvec objects; 559 ob->above = 0;
447extern activevec actives; 560 ob->below = ob->env->inv;
561 ob->below->above = ob;
562 ob->env->inv = ob;
563 }
448 564
449#define for_all_objects(var) \ 565 return ob;
450 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 566}
451 declvar (object *, var, objects [_i])
452
453#define for_all_actives(var) \
454 for (unsigned _i = 0; _i < actives.size (); ++_i) \
455 declvar (object *, var, actives [_i])
456 567
457typedef struct oblnk 568typedef struct oblnk
458{ /* Used to link together several objects */ 569{ /* Used to link together several objects */
459 object_ptr ob; 570 object_ptr ob;
460 struct oblnk *next; 571 struct oblnk *next;
461} objectlink; 572} objectlink;
462 573
463typedef struct oblinkpt 574typedef struct oblinkpt
464{ /* Used to link together several object links */ 575{ /* Used to link together several object links */
465 struct oblnk *link; 576 struct oblnk *link;
466 long value; /* Used as connected value in buttons/gates */ 577 sint32 value; /* Used as connected value in buttons/gates */
467 struct oblinkpt *next; 578 struct oblinkpt *next;
468} oblinkpt; 579} oblinkpt;
580
581object *find_skill_by_name (object *who, const char *name);
582object *find_skill_by_name (object *who, const shstr &sh);
583object *find_skill_by_number (object *who, int skillno);
469 584
470/* 585/*
471 * The archetype structure is a set of rules on how to generate and manipulate 586 * The archetype structure is a set of rules on how to generate and manipulate
472 * objects which point to archetypes. 587 * objects which point to archetypes.
473 * This probably belongs in arch.h, but there really doesn't appear to 588 * This probably belongs in arch.h, but there really doesn't appear to
475 * object and pointers. This structure should get removed, and just replaced 590 * object and pointers. This structure should get removed, and just replaced
476 * by the object structure 591 * by the object structure
477 */ 592 */
478 593
479INTERFACE_CLASS (archetype) 594INTERFACE_CLASS (archetype)
480struct archetype : zero_initialised, attachable 595struct archetype : object
481{ 596{
482 archetype (); 597 static arch_ptr empty; // the empty_archetype
598 MTH static void gc ();
599
600 archetype (const char *name);
483 ~archetype (); 601 ~archetype ();
484 void gather_callbacks (AV *&callbacks, event_type event) const; 602 void gather_callbacks (AV *&callbacks, event_type event) const;
485 603
604 MTH static archetype *find (const_utf8_string name);
605
606 MTH void link ();
607 MTH void unlink ();
608
609 MTH object *instance ();
610
611 object_vector_index ACC (RW, archid); // index in archvector
612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
613
614 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
615 sint8 ACC (RW, max_x), ACC (RW, max_y);
616
617 // support for archetype loading
486 static archetype *read (object_thawer &f); 618 static archetype *read (object_thawer &f);
487 static archetype *find (const char *name); 619 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
488 620 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
489 void hash_add (); // add to hashtable
490 void hash_del (); // remove from hashtable
491
492 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
493 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
494 struct archetype *ACC (RW, head); /* The main part of a linked object */
495 struct archetype *ACC (RW, more); /* Next part of a linked object */
496 object ACC (RO, clone); /* An object from which to do ->copy_to () */
497 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
498 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
499 * in comparison to the head.
500 */
501}; 621};
622
623inline void
624object_freezer::put (keyword k, archetype *v)
625{
626 put (k, v ? &v->archname : (const char *)0);
627}
628
629typedef object_vector<object, &object::index > objectvec;
630typedef object_vector<object, &object::active> activevec;
631typedef object_vector<archetype, &archetype::archid> archvec;
632
633extern objectvec objects;
634extern activevec actives;
635extern archvec archetypes;
636
637#define for_all_objects(var) \
638 for (unsigned _i = 0; _i < objects.size (); ++_i) \
639 statementvar (object *, var, objects [_i])
640
641#define for_all_actives(var) \
642 for (unsigned _i = 0; _i < actives.size (); ++_i) \
643 statementvar (object *, var, actives [_i])
644
645#define for_all_archetypes(var) \
646 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
647 statementvar (archetype *, var, archetypes [_i])
502 648
503/* Used by update_object to know if the object being passed is 649/* Used by update_object to know if the object being passed is
504 * being added or removed. 650 * being added or removed.
505 */ 651 */
506#define UP_OBJ_INSERT 1 652#define UP_OBJ_INSERT 1
523 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 669 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
524 * Use for treasure chests so the new object is the highest thing 670 * Use for treasure chests so the new object is the highest thing
525 * beneath the player, but not actually above it. Note - the 671 * beneath the player, but not actually above it. Note - the
526 * map and x,y coordinates for the object to be inserted must 672 * map and x,y coordinates for the object to be inserted must
527 * match the originator. 673 * match the originator.
528 * INS_MAP_LOAD: disable lots of checkings done at insertion to
529 * speed up map loading process, as we assume the ordering in
530 * loaded map is correct.
531 * 674 *
532 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 675 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
533 * are mutually exclusive. The behaviour for passing more than one 676 * are mutually exclusive. The behaviour for passing more than one
534 * should be considered undefined - while you may notice what happens 677 * should be considered undefined - while you may notice what happens
535 * right now if you pass more than one, that could very well change 678 * right now if you pass more than one, that could very well change
538#define INS_NO_MERGE 0x0001 681#define INS_NO_MERGE 0x0001
539#define INS_ABOVE_FLOOR_ONLY 0x0002 682#define INS_ABOVE_FLOOR_ONLY 0x0002
540#define INS_NO_WALK_ON 0x0004 683#define INS_NO_WALK_ON 0x0004
541#define INS_ON_TOP 0x0008 684#define INS_ON_TOP 0x0008
542#define INS_BELOW_ORIGINATOR 0x0010 685#define INS_BELOW_ORIGINATOR 0x0010
543#define INS_MAP_LOAD 0x0020
544 686
545#define ARCH_SINGULARITY "singularity"
546#define ARCH_SINGULARITY_LEN 11
547#define ARCH_DETECT_MAGIC "detect_magic"
548#define ARCH_DEPLETION "depletion" 687#define ARCH_DEPLETION "depletion"
549#define ARCH_SYMPTOM "symptom"
550 688
551#endif 689#endif
552 690

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