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Comparing deliantra/server/include/object.h (file contents):
Revision 1.162 by root, Sun Apr 20 22:03:21 2008 UTC vs.
Revision 1.213 by root, Mon Oct 19 21:48:49 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
74 * Each object (this also means archetypes!) could have a few of these 75 * Each object (this also means archetypes!) could have a few of these
75 * "dangling" from it; this could also end up containing 'parse errors'. 76 * "dangling" from it; this could also end up containing 'parse errors'.
76 * 77 *
77 * key and value are shared-strings. 78 * key and value are shared-strings.
78 * 79 *
79 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 80 * Please use kv_get/kv_set/kv_del from object rather than
80 * accessing the list directly. 81 * accessing the list directly.
81 * Exception is if you want to walk this list for some reason. 82 * Exception is if you want to walk this list for some reason.
82 */ 83 */
83struct key_value 84struct key_value : slice_allocated
84{ 85{
85 key_value *next; 86 key_value *next;
86 shstr key, value; 87 shstr key, value;
87}; 88};
88 89
136{ 137{
137 signed char info:4; /* body info as loaded from the file */ 138 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */ 139 signed char used:4; /* Calculated value based on items equipped */
139}; 140};
140 141
142typedef struct oblnk
143{ /* Used to link together several objects */
144 object_ptr ob;
145 struct oblnk *next;
146} objectlink;
147
148typedef struct oblinkpt
149{ /* Used to link together several object links */
150 struct oblnk *link;
151 struct oblinkpt *next;
152 shstr id; /* Used as connected value in buttons/gates */
153} oblinkpt;
154
141INTERFACE_CLASS (object) 155INTERFACE_CLASS (object)
142// these are being copied 156// these are being copied
143struct object_copy : attachable 157struct object_copy : attachable
144{ 158{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 159 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 160
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 162 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 163 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 167 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 168 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 169 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 170 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 171 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 172
173 typedef bitset<NUM_FLAGS> flags_t;
174 flags_t flag; /* various flags */
175#if FOR_PERL
176 bool ACC (RW, flag[NUM_FLAGS]);
177#endif
178
179 shstr ACC (RW, materialname); /* specific material name */
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 180 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 */ 181// 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 */ 182 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 */ 183 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 */ 184 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 */ 185 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 189 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 190 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 191
178 float ACC (RW, speed); /* The overall speed of this object */ 192 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 */ 193 float ACC (RW, speed_left); /* How much speed is left to spend this round */
194
180 uint32 ACC (RW, nrof); /* How many of the objects */ 195 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block are basically used for monsters and equipment */ 196 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 197 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 198 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
199
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 200 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 201 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 202 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 203 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
204
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 205 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 206 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 207 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209
194 /* Note that the last_.. values are sometimes used for non obvious 210 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 211 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 212 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 213 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 214 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 215 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 216 sint16 ACC (RW, last_eat); /* How long since we last ate */
217
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 218 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 219 sint16 ACC (RW, level); /* Level of creature or object */
220
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 221 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) */ 222 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 */ 223 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
224 uint8 ACC (RW, weapontype); /* type of weapon */
225
226 faceidx ACC (RW, face); /* the graphical face */
227
228 faceidx ACC (RW, sound); /* the sound face */
229 faceidx ACC (RW, sound_destroy); /* played on destroy */
230
231 body_slot slot [NUM_BODY_LOCATIONS];
232
207 sint32 ACC (RW, weight); /* Attributes of the object */ 233 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 234 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
235
209 sint32 ACC (RW, carrying); /* How much weight this object contains */ 236 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
237
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 238 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 */ 239 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 240 /* See the pod/objects.pod for more info about body locations */
219 241
220 /* Following mostly refers to fields only used for monsters */ 242 /* 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 */
229 243
230 /* Spell related information, may be useful elsewhere 244 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 245 * Note that other fields are used - these files are basically
232 * only used in spells. 246 * only used in spells.
233 */ 247 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 248 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 249 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 */ 250 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
251
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 252 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 253 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 254 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
255 sint8 ACC (RW, item_power); /* power rating of the object */
256
257 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 */ 258 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 259 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 260 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
261
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 262 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 */ 263 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 264 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 265
266 // 8 free bits
267
268 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
269 // /* races/classes can need less/more exp to gain levels */
270 static const float expmul = 1.0;//D
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 271 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254 272
255 /* Following are values used by any object */ 273 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 276
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 */ 277 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 */ 278 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 279 uint8 ACC (RW, will_apply); /* See crossfire.doc */
280 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
281 uint16 ACC (RW, animation_id);/* An index into the animation array */
282 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
283
284 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
285 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
286 /* allows different movement patterns for attackers */
287 uint8 ACC (RW, move_status); /* What stage in attack mode */
288 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
289
290 //16+ free bits
291
292 // rarely-accessed members should be at the end
293 shstr ACC (RW, tag); // a tag used to tracking this object
294 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
295 shstr ACC (RW, lore); /* Obscure information about this object, */
296 /* To get put into books and the like. */
297 shstr ACC (RW, custom_name); /* Custom name assigned by player */
268}; 298};
269 299
300const char *query_weight (const object *op);
301const char *query_short_name (const object *op);
302const char *query_name (const object *op);
303const char *query_base_name (const object *op, int plural);
304
270struct object : zero_initialised, object_copy 305struct object : zero_initialised, object_copy
271{ 306{
272 // These variables are not changed by ->copy_to 307 // These variables are not changed by ->copy_to
273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 308 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
274 309
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 310 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count); 311 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects 312 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives 313 object_vector_index ACC (RO, active); // index into actives
283 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 318 object *ACC (RW, above); /* Pointer to the object stacked above this one */
284 /* Note: stacked in the *same* environment */ 319 /* Note: stacked in the *same* environment */
285 object *inv; /* Pointer to the first object in the inventory */ 320 object *inv; /* Pointer to the first object in the inventory */
286 321
287 //TODO: container must move into client 322 //TODO: container must move into client
288 object_ptr ACC (RW, container); /* Current container being used. I think this 323 object_ptr ACC (RW, container);/* Currently opened container. I think this
289 * is only used by the player right now. 324 * is only used by the player right now.
290 */ 325 */
291 object *ACC (RW, env); /* Pointer to the object which is the environment. 326 object *ACC (RW, env); /* Pointer to the object which is the environment.
292 * This is typically the container that the object is in. 327 * This is typically the container that the object is in.
293 */ 328 */
294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 329 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 330 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?
297 key_value *key_values; /* Fields not explictly known by the loader. */ 331 key_value *key_values; /* Fields not explictly known by the loader. */
332
333 // privates / perl
334 shstr_tmp kv_get (shstr_tmp key) const;
335 void kv_del (shstr_tmp key);
336 void kv_set (shstr_tmp key, shstr_tmp value);
337
338 // custom extra fields management
339 struct key_value_access_proxy
340 {
341 object &ob;
342 shstr_tmp key;
343
344 key_value_access_proxy (object &ob, shstr_tmp key)
345 : ob (ob), key (key)
346 {
347 }
348
349 const key_value_access_proxy &operator =(shstr_tmp value) const
350 {
351 ob.kv_set (key, value);
352 return *this;
353 }
354
355 operator const shstr_tmp () const { return ob.kv_get (key); }
356 operator const char *() const { return ob.kv_get (key); }
357
358 private:
359 void operator =(int);
360 };
361
362 // operator [] is too annoying to use
363 const key_value_access_proxy kv (shstr_tmp key)
364 {
365 return key_value_access_proxy (*this, key);
366 }
298 367
299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 368 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 369 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. 370 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 bool write (object_freezer &f); 371 bool write (object_freezer &f);
303 372
304 MTH int slottype () const; 373 MTH int slottype () const;
305 MTH static object *create (); 374 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos); 375 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
308 MTH void copy_to (object *dst); 376 MTH void copy_to (object *dst);
309 MTH object *clone (); // create + copy_to 377 MTH object *clone (); // create + copy_to a single object
378 MTH object *deep_clone (); // copy whole more chain and inventory
310 void do_destroy (); 379 void do_destroy ();
311 void gather_callbacks (AV *&callbacks, event_type event) const; 380 void gather_callbacks (AV *&callbacks, event_type event) const;
312 MTH void destroy (bool destroy_inventory = false); 381 MTH void destroy ();
382 MTH void drop_and_destroy ()
383 {
384 destroy_inv (true);
385 destroy ();
386 }
313 387
314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
315 MTH void destroy_inv (bool drop_to_ground = false); 389 MTH void destroy_inv (bool drop_to_ground = false);
316 MTH object *insert (object *item); // insert into inventory 390 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound) const; 391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
318 393
319 void do_remove (); 394 void do_remove ();
320 MTH void remove () 395 MTH void remove ()
321 { 396 {
322 if (!flag [FLAG_REMOVED]) 397 if (!flag [FLAG_REMOVED])
330 remove (); 405 remove ();
331 *this = pos; 406 *this = pos;
332 insert_at (this, this); 407 insert_at (this, this);
333 } 408 }
334 409
410 // high-level move functions, return true if successful
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
416 }
417
335 static bool can_merge_slow (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
336 419
337 // this is often used in time-critical code, so optimise 420 // this is often used in time-critical code, so optimise
338 MTH static bool can_merge (object *op1, object *op2) 421 MTH static bool can_merge (object *op1, object *op2)
339 { 422 {
342 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
343 } 426 }
344 427
345 MTH void set_owner (object *owner); 428 MTH void set_owner (object *owner);
346 MTH void set_speed (float speed); 429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
347 MTH bool change_weapon (object *ob); 431 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob); 432 MTH bool change_skill (object *ob);
349 433
350 MTH void open_container (object *new_container); 434 MTH void open_container (object *new_container);
351 MTH void close_container () 435 MTH void close_container ()
352 { 436 {
353 open_container (0); 437 open_container (0);
354 } 438 }
355 439
440 // potential future accessor for "container"
441 MTH object *container_ () const
442 {
443 return container;
444 }
445
446 MTH bool is_open_container () const
447 {
448 // strangely enough, using ?: here causes code to inflate
449 return type == CONTAINER
450 && ((env && env->container_ () == this)
451 || (!env && flag [FLAG_APPLIED]));
452 }
453
356 MTH object *force_find (const shstr name); 454 MTH object *force_find (shstr_tmp name);
455 MTH void force_set_timer (int duration);
357 MTH void force_add (const shstr name, int duration = 0); 456 MTH object *force_add (shstr_tmp name, int duration = 0);
457
458 oblinkpt *find_link () const;
459 MTH void add_link (maptile *map, shstr_tmp id);
460 MTH void remove_link ();
358 461
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 462 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event) 463 bool should_invoke (event_type event)
361 { 464 {
362 return ev_want_event [event] || ev_want_type [type] || cb; 465 return ev_want_event [event] || ev_want_type [type] || cb;
377 // info must hold 256 * 3 bytes currently 480 // info must hold 256 * 3 bytes currently
378 const char *debug_desc (char *info) const; 481 const char *debug_desc (char *info) const;
379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 482 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
380 const char *flag_desc (char *desc, int len) const; 483 const char *flag_desc (char *desc, int len) const;
381 484
485 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
486 MTH object *split (sint32 nr = 1); // return 0 on failure
487
382 int number_of () const 488 MTH int number_of () const
383 { 489 {
384 return nrof ? nrof : 1; 490 return nrof ? nrof : 1;
385 } 491 }
386 492
387 uint64 total_weight () const 493 MTH sint32 total_weight () const
388 { 494 {
389 return weight * number_of () + carrying; 495 return (weight + carrying) * number_of ();
390 } 496 }
497
498 MTH void update_weight ();
391 499
392 // return the dominant material of this item, always return something 500 // return the dominant material of this item, always return something
393 const materialtype_t *dominant_material () const; 501 const materialtype_t *dominant_material () const;
394 502
395 // return the volume of this object in cm³ 503 // return the volume of this object in cm³
396 uint64 volume () const 504 MTH uint64 volume () const
397 { 505 {
398 return total_weight () 506 return (uint64)total_weight ()
399 * 1000 507 * 1000
400 * (type == CONTAINER ? 1000 : 1) 508 * (type == CONTAINER ? 1000 : 1)
401 / dominant_material ()->density; 509 / dominant_material ()->density;
402 } 510 }
403 511
512 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
513
514 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
404 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 515 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 516 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
406 || type == CLOAK || type == BOOTS || type == GLOVES 517 || type == CLOAK || type == BOOTS || type == GLOVES
407 || type == BRACERS || type == GIRDLE; } 518 || type == BRACERS || type == GIRDLE; }
408 MTH bool is_alive () const { return (type == PLAYER 519 MTH bool is_alive () const { return (type == PLAYER
425 /* This return true if object has still randomitems which 536 /* This return true if object has still randomitems which
426 * could be expanded. 537 * could be expanded.
427 */ 538 */
428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 539 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
429 540
541 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
542
543 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
544
545 // returns the outermost owner, never returns 0
546 MTH object *outer_owner ()
547 {
548 object *op;
549
550 for (op = this; op->owner; op = op->owner)
551 ;
552
553 return op;
554 }
555
556 // returns the outermost environment, never returns 0
557 MTH object *outer_env_or_self () const
558 {
559 const object *op;
560
561 for (op = this; op->env; op = op->env)
562 ;
563
564 return const_cast<object *>(op);
565 }
566
567 // returns the outermost environment, may return 0
568 MTH object *outer_env () const
569 {
570 return env ? outer_env_or_self () : 0;
571 }
572
430 // returns the player that has this object in his inventory, or 0 573 // returns the player that has this object in his inventory, or 0
574 // we assume the player is always the outer env
431 MTH object *in_player () const 575 MTH object *in_player () const
432 { 576 {
433 for (object *op = env; op; op = op->env) 577 object *op = outer_env_or_self ();
434 if (op->type == PLAYER)
435 return op;
436 578
437 return 0; 579 return op->type == PLAYER ? op : 0;
438 } 580 }
439 581
440 // "temporary" helper function 582 // "temporary" helper function
441 MTH object *head_ () 583 MTH object *head_ () const
442 { 584 {
443 return head ? head : this; 585 return head ? head : const_cast<object *>(this);
444 } 586 }
445 587
446 MTH bool is_head () 588 MTH bool is_head () const
447 { 589 {
448 return head_ () == this; 590 return head_ () == this;
449 } 591 }
450 592
593 MTH bool is_on_map () const
594 {
595 return !env && !flag [FLAG_REMOVED];
596 }
597
598 MTH bool is_inserted () const
599 {
600 return !flag [FLAG_REMOVED];
601 }
602
603 MTH bool is_player () const
604 {
605 return !!contr;
606 }
607
608 MTH bool affects_los () const
609 {
610 return glow_radius || flag [FLAG_BLOCKSVIEW];
611 }
612
613 MTH bool has_carried_lights () const
614 {
615 return glow_radius;
616 }
617
618 // returns the player that cna see this object, if any
619 MTH object *visible_to () const;
620
451 MTH std::string long_desc (object *who = 0); 621 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
452 MTH std::string describe_monster (object *who = 0); 622 MTH std::string describe_monster (object *who = 0);
453 MTH std::string describe_item (object *who = 0); 623 MTH std::string describe_item (object *who = 0);
454 MTH std::string describe (object *who = 0); 624 MTH std::string describe (object *who = 0); // long description, without name
625
626 MTH const char *query_weight () { return ::query_weight (this); }
627 MTH const char *query_name () { return ::query_name (this); }
628 MTH const char *query_short_name () { return ::query_short_name (this); }
629 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
455 630
456 // If this object has no extra parts but should have them, 631 // If this object has no extra parts but should have them,
457 // add them, effectively expanding heads into multipart 632 // add them, effectively expanding heads into multipart
458 // objects. This method only works on objects not inserted 633 // objects. This method only works on objects not inserted
459 // anywhere. 634 // anywhere.
474 // set the given flag on all objects in the inventory recursively 649 // set the given flag on all objects in the inventory recursively
475 MTH void set_flag_inv (int flag, int value = 1); 650 MTH void set_flag_inv (int flag, int value = 1);
476 651
477 void enter_exit (object *exit);//Perl 652 void enter_exit (object *exit);//Perl
478 MTH void enter_map (maptile *newmap, int x, int y); 653 MTH void enter_map (maptile *newmap, int x, int y);
654 void player_goto (const char *path, int x, int y); // only for players
479 655
480 // returns the mapspace this object is in 656 // returns the mapspace this object is in
481 mapspace &ms () const; 657 mapspace &ms () const;
482 658
483 // fully recursive iterator 659 // fully recursive iterator
519 { 695 {
520 return this; 696 return this;
521 } 697 }
522 698
523 /* This returns TRUE if the object is something that 699 /* This returns TRUE if the object is something that
524 * should be displayed in the floorbox/inventory window 700 * a client might want to know about.
525 */ 701 */
526 MTH bool client_visible () const 702 MTH bool client_visible () const
527 { 703 {
528 return !invisible && type != PLAYER; 704 return !invisible && type != PLAYER;
529 } 705 }
530 706
707 // the client does nrof * this weight
708 MTH sint32 client_weight () const
709 {
710 return weight + carrying;
711 }
712
531 MTH struct region *region () const; 713 MTH struct region *region () const;
532 714
533 void statusmsg (const char *msg, int color = NDI_BLACK); 715 void statusmsg (const char *msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED); 716 void failmsg (const char *msg, int color = NDI_RED);
535 717
536 const char *query_inventory (object *who = 0, const char *indent = ""); 718 const char *query_inventory (object *who = 0, const char *indent = "");
537 719
538 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 720 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 721 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
722
723 // make some noise with given item into direction dir,
724 // currently only used for players to make them temporarily visible
725 // when they are invisible.
726 MTH void make_noise ();
727
728 /* animation */
729 MTH bool has_anim () const { return animation_id; }
730 const animation &anim () const { return animations [animation_id]; }
731 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
732 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
733 /* anim_frames () returns the number of animations allocated. The last
734 * usuable animation will be anim_frames () - 1 (for example, if an object
735 * has 8 animations, anim_frames () will return 8, but the values will
736 * range from 0 through 7.
737 */
738 MTH int anim_frames () const { return anim ().num_animations; }
739 MTH int anim_facings () const { return anim ().facings; }
740
741 MTH char *as_string ();
540 742
541protected: 743protected:
542 void link (); 744 void link ();
543 void unlink (); 745 void unlink ();
544 746
545 object (); 747 object ();
546 ~object (); 748 ~object ();
749
750private:
751 object &operator =(const object &);
752 object (const object &);
547}; 753};
548 754
549// move this object to the top of its env's inventory to speed up 755// move this object to the top of its env's inventory to speed up
550// searches for it. 756// searches for it.
551static object * 757static object *
552splay (object *ob) 758splay (object *ob)
553{ 759{
554 if (ob->env && ob->env->inv != ob) 760 if (ob->above && ob->env)
555 { 761 {
556 if (ob->above) ob->above->below = ob->below; 762 if (ob->above) ob->above->below = ob->below;
557 if (ob->below) ob->below->above = ob->above; 763 if (ob->below) ob->below->above = ob->above;
558 764
559 ob->above = 0; 765 ob->above = 0;
563 } 769 }
564 770
565 return ob; 771 return ob;
566} 772}
567 773
568typedef struct oblnk
569{ /* Used to link together several objects */
570 object_ptr ob;
571 struct oblnk *next;
572} objectlink;
573
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); 774object *find_skill_by_name_fuzzy (object *who, const char *name);
582object *find_skill_by_name (object *who, const shstr &sh); 775object *find_skill_by_name (object *who, shstr_cmp sh);
583object *find_skill_by_number (object *who, int skillno); 776object *find_skill_by_number (object *who, int skillno);
584 777
585/* 778/*
586 * The archetype structure is a set of rules on how to generate and manipulate 779 * The archetype structure is a set of rules on how to generate and manipulate
587 * objects which point to archetypes. 780 * objects which point to archetypes.
604 MTH static archetype *find (const_utf8_string name); 797 MTH static archetype *find (const_utf8_string name);
605 798
606 MTH void link (); 799 MTH void link ();
607 MTH void unlink (); 800 MTH void unlink ();
608 801
802 MTH static object *get (const char *name); // (find() || singularity)->instance()
609 MTH object *instance (); 803 MTH object *instance ();
610 804
611 object_vector_index ACC (RW, archid); // index in archvector 805 object_vector_index ACC (RW, archid); // index in archvector
612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 806 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
613 807
618 static archetype *read (object_thawer &f); 812 static archetype *read (object_thawer &f);
619 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 813 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 */ 814 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
621}; 815};
622 816
817// compatbiility, remove once replaced by ->instance
818inline object *
819arch_to_object (archetype *at)
820{
821 return at->instance ();
822}
823
623inline void 824inline void
624object_freezer::put (keyword k, archetype *v) 825object_freezer::put (keyword k, archetype *v)
625{ 826{
626 put (k, v ? &v->archname : (const char *)0); 827 put (k, v ? &v->archname : (const char *)0);
627} 828}
632 833
633extern objectvec objects; 834extern objectvec objects;
634extern activevec actives; 835extern activevec actives;
635extern archvec archetypes; 836extern archvec archetypes;
636 837
838// "safely" iterate over inv in a way such that the current item is removable
839// quite horrible, that's why its hidden in some macro
840#define for_inv_removable(op,var) \
841 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
842
637#define for_all_objects(var) \ 843#define for_all_objects(var) \
638 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 844 for (unsigned _i = 0; _i < objects.size (); ++_i) \
639 statementvar (object *, var, objects [_i]) 845 statementvar (object *, var, objects [_i])
640 846
641#define for_all_actives(var) \ 847#define for_all_actives(var) \
642 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 848 for (unsigned _i = 0; _i < actives.size (); ++_i) \
643 statementvar (object *, var, actives [_i]) 849 statementvar (object *, var, actives [_i])
644 850
645#define for_all_archetypes(var) \ 851#define for_all_archetypes(var) \
646 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 852 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
647 statementvar (archetype *, var, archetypes [_i]) 853 statementvar (archetype *, var, archetypes [_i])
648 854
649/* Used by update_object to know if the object being passed is 855/* Used by update_object to know if the object being passed is
650 * being added or removed. 856 * being added or removed.

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