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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 1.218 by root, Mon Nov 9 03:08:24 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
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
32
33//+GPL
31 34
32typedef int tag_t; 35typedef int tag_t;
33 36
34enum { 37enum {
35 body_skill, 38 body_skill,
74 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
75 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
76 * 79 *
77 * key and value are shared-strings. 80 * key and value are shared-strings.
78 * 81 *
79 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
80 * accessing the list directly. 83 * accessing the list directly.
81 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
82 */ 85 */
83struct key_value 86struct key_value : slice_allocated
84{ 87{
85 key_value *next; 88 key_value *next;
86 shstr key, value; 89 shstr key, value;
87}; 90};
88 91
92//-GPL
93
89struct UUID 94struct UUID
90{ 95{
91 uint64 seq; 96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 99
93 static UUID cur; // last uuid generated 100 static UUID cur; // last uuid generated
94 static void init (); 101 static void init ();
95 static UUID gen (); 102 static UUID gen ();
96 103
97 UUID () { } 104 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 106 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 107 void operator =(uint64 seq) { this->seq = seq; }
101 108
102 typedef char BUF [32];
103
104 bool parse (const char *s) 109 bool parse (const char *s);
105 { 110 char *append (char *buf) const;
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const 111 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 112};
113
114//+GPL
123 115
124/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 117 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both 118 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 119 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
134 126
135struct body_slot 127struct body_slot
136{ 128{
129 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 130 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 131};
132
133typedef struct oblnk
134{ /* Used to link together several objects */
135 object_ptr ob;
136 struct oblnk *next;
137} objectlink;
138
139typedef struct oblinkpt
140{ /* Used to link together several object links */
141 struct oblnk *link;
142 struct oblinkpt *next;
143 shstr id; /* Used as connected value in buttons/gates */
144} oblinkpt;
140 145
141INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
142// these are being copied 147// these are being copied
143struct object_copy : attachable 148struct object_copy : attachable
144{ 149{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 151
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 153 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 162 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 shstr ACC (RW, materialname); /* specific material name */
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 171 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 */ 172// 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 */ 173 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 */ 174 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 */ 175 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 */ 176 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 180 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 181 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 182
178 float ACC (RW, speed); /* The overall speed of this object */ 183 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 */ 184 float ACC (RW, speed_left); /* How much speed is left to spend this round */
185
180 uint32 ACC (RW, nrof); /* How many of the objects */ 186 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block are basically used for monsters and equipment */ 187 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 188 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 189 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
190
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 191 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 192 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 193 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 194 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
195
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 196 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 197 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 198 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 199 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
200
194 /* Note that the last_.. values are sometimes used for non obvious 201 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 202 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 203 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 204 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 205 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 206 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 207 sint16 ACC (RW, last_eat); /* How long since we last ate */
208
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 209 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 210 sint16 ACC (RW, level); /* Level of creature or object */
211
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 212 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) */ 213 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 */ 214 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
215 uint8 ACC (RW, weapontype); /* type of weapon */
216
217 body_slot slot [NUM_BODY_LOCATIONS];
218
219 faceidx ACC (RW, face); /* the graphical face */
220
221 faceidx ACC (RW, sound); /* the sound face */
222 faceidx ACC (RW, sound_destroy); /* played on destroy */
223
207 sint32 ACC (RW, weight); /* Attributes of the object */ 224 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 225 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
226
209 sint32 ACC (RW, carrying); /* How much weight this object contains */ 227 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
228
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 229 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 */ 230 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 231 /* See the pod/objects.pod for more info about body locations */
219 232
220 /* Following mostly refers to fields only used for monsters */ 233 /* 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 */
229 234
230 /* Spell related information, may be useful elsewhere 235 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 236 * Note that other fields are used - these files are basically
232 * only used in spells. 237 * only used in spells.
233 */ 238 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 239 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 240 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 */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
242
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 243 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 244 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 245 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
246 sint8 ACC (RW, item_power); /* power rating of the object */
247
248 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 */ 249 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 250 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 251 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
252
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 253 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 */ 254 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 255 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 256
257 // 8 free bits
258
259 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
260 // /* races/classes can need less/more exp to gain levels */
261 static const float expmul = 1.0;//D
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 262 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254 263
255 /* Following are values used by any object */ 264 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 265 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 266 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 267
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 */ 268 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 */ 269 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 270 uint8 ACC (RW, will_apply); /* See crossfire.doc */
271 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
272 uint16 ACC (RW, animation_id);/* An index into the animation array */
273 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
274
275 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
276 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
277 /* allows different movement patterns for attackers */
278 uint8 ACC (RW, move_status); /* What stage in attack mode */
279 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
280
281 //16+ free bits
282
283 // rarely-accessed members should be at the end
284 shstr ACC (RW, tag); // a tag used to tracking this object
285 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
286 shstr ACC (RW, lore); /* Obscure information about this object, */
287 /* To get put into books and the like. */
288 shstr ACC (RW, custom_name); /* Custom name assigned by player */
268}; 289};
269 290
291const char *query_weight (const object *op);
292const char *query_short_name (const object *op);
293const char *query_name (const object *op);
294const char *query_base_name (const object *op, int plural);
295
270struct object : zero_initialised, object_copy 296struct object : zero_initialised, object_copy
271{ 297{
272 // These variables are not changed by ->copy_to 298 // These variables are not changed by ->copy_to
273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
274 300
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count); 302 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects 303 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives 304 object_vector_index ACC (RO, active); // index into actives
283 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 309 object *ACC (RW, above); /* Pointer to the object stacked above this one */
284 /* Note: stacked in the *same* environment */ 310 /* Note: stacked in the *same* environment */
285 object *inv; /* Pointer to the first object in the inventory */ 311 object *inv; /* Pointer to the first object in the inventory */
286 312
287 //TODO: container must move into client 313 //TODO: container must move into client
288 object_ptr ACC (RW, container); /* Current container being used. I think this 314 object_ptr ACC (RW, container);/* Currently opened container. I think this
289 * is only used by the player right now. 315 * is only used by the player right now.
290 */ 316 */
291 object *ACC (RW, env); /* Pointer to the object which is the environment. 317 object *ACC (RW, env); /* Pointer to the object which is the environment.
292 * This is typically the container that the object is in. 318 * This is typically the container that the object is in.
293 */ 319 */
294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 320 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 321 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. */ 322 key_value *key_values; /* Fields not explictly known by the loader. */
323
324 // privates / perl
325 shstr_tmp kv_get (shstr_tmp key) const;
326 void kv_del (shstr_tmp key);
327 void kv_set (shstr_tmp key, shstr_tmp value);
328
329//-GPL
330
331 // custom extra fields management
332 struct key_value_access_proxy
333 {
334 object &ob;
335 shstr_tmp key;
336
337 key_value_access_proxy (object &ob, shstr_tmp key)
338 : ob (ob), key (key)
339 {
340 }
341
342 const key_value_access_proxy &operator =(shstr_tmp value) const
343 {
344 ob.kv_set (key, value);
345 return *this;
346 }
347
348 operator const shstr_tmp () const { return ob.kv_get (key); }
349 operator const char *() const { return ob.kv_get (key); }
350
351 private:
352 void operator =(int);
353 };
354
355 // operator [] is too annoying to use
356 const key_value_access_proxy kv (shstr_tmp key)
357 {
358 return key_value_access_proxy (*this, key);
359 }
298 360
299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 361 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 362 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. 363 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 bool write (object_freezer &f); 364 bool write (object_freezer &f);
303 365
304 MTH int slottype () const; 366 MTH int slottype () const;
305 MTH static object *create (); 367 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos); 368 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
308 MTH void copy_to (object *dst); 369 MTH void copy_to (object *dst);
309 MTH object *clone (); // create + copy_to 370 MTH object *clone (); // create + copy_to a single object
371 MTH object *deep_clone (); // copy whole more chain and inventory
310 void do_destroy (); 372 void do_destroy ();
311 void gather_callbacks (AV *&callbacks, event_type event) const; 373 void gather_callbacks (AV *&callbacks, event_type event) const;
312 MTH void destroy (bool destroy_inventory = false); 374 MTH void destroy ();
375 MTH void drop_and_destroy ()
376 {
377 destroy_inv (true);
378 destroy ();
379 }
313 380
314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 381 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
315 MTH void destroy_inv (bool drop_to_ground = false); 382 MTH void destroy_inv (bool drop_to_ground = false);
316 MTH object *insert (object *item); // insert into inventory 383 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound) const; 384 MTH void play_sound (faceidx sound) const;
385 MTH void say_msg (const char *msg) const;
318 386
319 void do_remove (); 387 void do_remove ();
320 MTH void remove () 388 MTH void remove ()
321 { 389 {
322 if (!flag [FLAG_REMOVED]) 390 if (!flag [FLAG_REMOVED])
330 remove (); 398 remove ();
331 *this = pos; 399 *this = pos;
332 insert_at (this, this); 400 insert_at (this, this);
333 } 401 }
334 402
403 // high-level move functions, return true if successful
404 int move (int dir, object *originator);
405
406 int move (int dir)
407 {
408 return move (dir, this);
409 }
410
335 static bool can_merge_slow (object *op1, object *op2); 411 static bool can_merge_slow (object *op1, object *op2);
336 412
337 // this is often used in time-critical code, so optimise 413 // this is often used in time-critical code, so optimise
338 MTH static bool can_merge (object *op1, object *op2) 414 MTH static bool can_merge (object *op1, object *op2)
339 { 415 {
342 && can_merge_slow (op1, op2); 418 && can_merge_slow (op1, op2);
343 } 419 }
344 420
345 MTH void set_owner (object *owner); 421 MTH void set_owner (object *owner);
346 MTH void set_speed (float speed); 422 MTH void set_speed (float speed);
423 MTH void set_glow_radius (sint8 rad);
347 MTH bool change_weapon (object *ob); 424 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob); 425 MTH bool change_skill (object *ob);
349 426
350 MTH void open_container (object *new_container); 427 MTH void open_container (object *new_container);
351 MTH void close_container () 428 MTH void close_container ()
352 { 429 {
353 open_container (0); 430 open_container (0);
354 } 431 }
355 432
433 // potential future accessor for "container"
434 MTH object *container_ () const
435 {
436 return container;
437 }
438
439 MTH bool is_open_container () const
440 {
441 // strangely enough, using ?: here causes code to inflate
442 return type == CONTAINER
443 && ((env && env->container_ () == this)
444 || (!env && flag [FLAG_APPLIED]));
445 }
446
356 MTH object *force_find (const shstr name); 447 MTH object *force_find (shstr_tmp name);
448 MTH void force_set_timer (int duration);
357 MTH void force_add (const shstr name, int duration = 0); 449 MTH object *force_add (shstr_tmp name, int duration = 0);
450
451 oblinkpt *find_link () const;
452 MTH void add_link (maptile *map, shstr_tmp id);
453 MTH void remove_link ();
358 454
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 455 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event) 456 bool should_invoke (event_type event)
361 { 457 {
362 return ev_want_event [event] || ev_want_type [type] || cb; 458 return ev_want_event [event] || ev_want_type [type] || cb;
377 // info must hold 256 * 3 bytes currently 473 // info must hold 256 * 3 bytes currently
378 const char *debug_desc (char *info) const; 474 const char *debug_desc (char *info) const;
379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 475 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
380 const char *flag_desc (char *desc, int len) const; 476 const char *flag_desc (char *desc, int len) const;
381 477
478 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
479 MTH object *split (sint32 nr = 1); // return 0 on failure
480
382 int number_of () const 481 MTH int number_of () const
383 { 482 {
384 return nrof ? nrof : 1; 483 return nrof ? nrof : 1;
385 } 484 }
386 485
387 uint64 total_weight () const 486 MTH sint32 total_weight () const
388 { 487 {
389 return weight * number_of () + carrying; 488 return (weight + carrying) * number_of ();
390 } 489 }
490
491 MTH void update_weight ();
391 492
392 // return the dominant material of this item, always return something 493 // return the dominant material of this item, always return something
393 const materialtype_t *dominant_material () const; 494 const materialtype_t *dominant_material () const;
394 495
395 // return the volume of this object in cm³ 496 // return the volume of this object in cm³
396 uint64 volume () const 497 MTH uint64 volume () const
397 { 498 {
398 return total_weight () 499 return (uint64)total_weight ()
399 * 1000 500 * 1000
400 * (type == CONTAINER ? 1000 : 1) 501 * (type == CONTAINER ? 1000 : 1)
401 / dominant_material ()->density; 502 / dominant_material ()->density;
402 } 503 }
403 504
505 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
506
507 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
404 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 508 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 509 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
406 || type == CLOAK || type == BOOTS || type == GLOVES 510 || type == CLOAK || type == BOOTS || type == GLOVES
407 || type == BRACERS || type == GIRDLE; } 511 || type == BRACERS || type == GIRDLE; }
408 MTH bool is_alive () const { return (type == PLAYER 512 MTH bool is_alive () const { return (type == PLAYER
412 MTH bool is_arrow () const { return type == ARROW 516 MTH bool is_arrow () const { return type == ARROW
413 || (type == SPELL_EFFECT 517 || (type == SPELL_EFFECT
414 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 518 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
415 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 519 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
416 520
417 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 521 MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
418 522
419 // temporary: wether the object can be saved in a map file 523 // temporary: wether the object can be saved in a map file
420 // contr => is a player 524 // contr => is a player
421 // head => only save head of a multitile object 525 // head => only save head of a multitile object
422 // owner => can not reference owner yet 526 // owner => can not reference owner yet
425 /* This return true if object has still randomitems which 529 /* This return true if object has still randomitems which
426 * could be expanded. 530 * could be expanded.
427 */ 531 */
428 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 532 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
429 533
534 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
535
536 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
537
538 // returns the outermost owner, never returns 0
539 MTH object *outer_owner ()
540 {
541 object *op;
542
543 for (op = this; op->owner; op = op->owner)
544 ;
545
546 return op;
547 }
548
549 // returns the outermost environment, never returns 0
550 MTH object *outer_env_or_self () const
551 {
552 const object *op;
553
554 for (op = this; op->env; op = op->env)
555 ;
556
557 return const_cast<object *>(op);
558 }
559
560 // returns the outermost environment, may return 0
561 MTH object *outer_env () const
562 {
563 return env ? outer_env_or_self () : 0;
564 }
565
430 // returns the player that has this object in his inventory, or 0 566 // returns the player that has this object in his inventory, or 0
567 // we assume the player is always the outer env
431 MTH object *in_player () const 568 MTH object *in_player () const
432 { 569 {
433 for (object *op = env; op; op = op->env) 570 object *op = outer_env_or_self ();
434 if (op->type == PLAYER)
435 return op;
436 571
437 return 0; 572 return op->type == PLAYER ? op : 0;
438 } 573 }
439 574
440 // "temporary" helper function 575 // "temporary" helper function
441 MTH object *head_ () 576 MTH object *head_ () const
442 { 577 {
443 return head ? head : this; 578 return head ? head : const_cast<object *>(this);
444 } 579 }
445 580
446 MTH bool is_head () 581 MTH bool is_head () const
447 { 582 {
448 return head_ () == this; 583 return head_ () == this;
449 } 584 }
450 585
586 MTH bool is_on_map () const
587 {
588 return !env && !flag [FLAG_REMOVED];
589 }
590
591 MTH bool is_inserted () const
592 {
593 return !flag [FLAG_REMOVED];
594 }
595
596 MTH bool is_player () const
597 {
598 return !!contr;
599 }
600
601 MTH bool affects_los () const
602 {
603 return glow_radius || flag [FLAG_BLOCKSVIEW];
604 }
605
606 MTH bool has_carried_lights () const
607 {
608 return glow_radius;
609 }
610
611 // returns the player that cna see this object, if any
612 MTH object *visible_to () const;
613
451 MTH std::string long_desc (object *who = 0); 614 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
452 MTH std::string describe_monster (object *who = 0); 615 MTH std::string describe_monster (object *who = 0);
453 MTH std::string describe_item (object *who = 0); 616 MTH std::string describe_item (object *who = 0);
454 MTH std::string describe (object *who = 0); 617 MTH std::string describe (object *who = 0); // long description, without name
618
619 MTH const char *query_weight () { return ::query_weight (this); }
620 MTH const char *query_name () { return ::query_name (this); }
621 MTH const char *query_short_name () { return ::query_short_name (this); }
622 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
455 623
456 // If this object has no extra parts but should have them, 624 // If this object has no extra parts but should have them,
457 // add them, effectively expanding heads into multipart 625 // add them, effectively expanding heads into multipart
458 // objects. This method only works on objects not inserted 626 // objects. This method only works on objects not inserted
459 // anywhere. 627 // anywhere.
462 MTH void create_treasure (treasurelist *tl, int flags = 0); 630 MTH void create_treasure (treasurelist *tl, int flags = 0);
463 631
464 // insert object at same map position as 'where' 632 // insert object at same map position as 'where'
465 // handles both inventory and map "positions" 633 // handles both inventory and map "positions"
466 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 634 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
635 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
636 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
467 MTH void drop_unpaid_items (); 637 MTH void drop_unpaid_items ();
468 638
469 MTH void activate (); 639 MTH void activate ();
470 MTH void deactivate (); 640 MTH void deactivate ();
471 MTH void activate_recursive (); 641 MTH void activate_recursive ();
474 // set the given flag on all objects in the inventory recursively 644 // set the given flag on all objects in the inventory recursively
475 MTH void set_flag_inv (int flag, int value = 1); 645 MTH void set_flag_inv (int flag, int value = 1);
476 646
477 void enter_exit (object *exit);//Perl 647 void enter_exit (object *exit);//Perl
478 MTH void enter_map (maptile *newmap, int x, int y); 648 MTH void enter_map (maptile *newmap, int x, int y);
649 void player_goto (const char *path, int x, int y); // only for players
479 650
480 // returns the mapspace this object is in 651 // returns the mapspace this object is in
481 mapspace &ms () const; 652 mapspace &ms () const;
482 653
483 // fully recursive iterator 654 // fully recursive iterator
519 { 690 {
520 return this; 691 return this;
521 } 692 }
522 693
523 /* This returns TRUE if the object is something that 694 /* This returns TRUE if the object is something that
524 * should be displayed in the floorbox/inventory window 695 * a client might want to know about.
525 */ 696 */
526 MTH bool client_visible () const 697 MTH bool client_visible () const
527 { 698 {
528 return !invisible && type != PLAYER; 699 return !invisible && type != PLAYER;
529 } 700 }
530 701
702 // the client does nrof * this weight
703 MTH sint32 client_weight () const
704 {
705 return weight + carrying;
706 }
707
531 MTH struct region *region () const; 708 MTH struct region *region () const;
532 709
533 void statusmsg (const char *msg, int color = NDI_BLACK); 710 void statusmsg (const char *msg, int color = NDI_BLACK);
534 void failmsg (const char *msg, int color = NDI_RED); 711 void failmsg (const char *msg, int color = NDI_RED);
535 712
536 const char *query_inventory (object *who = 0, const char *indent = ""); 713 const char *query_inventory (object *who = 0, const char *indent = "");
537 714
538 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 715 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 716 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
717
718 // make some noise with given item into direction dir,
719 // currently only used for players to make them temporarily visible
720 // when they are invisible.
721 MTH void make_noise ();
722
723 /* animation */
724 MTH bool has_anim () const { return animation_id; }
725 const animation &anim () const { return animations [animation_id]; }
726 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
727 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
728 /* anim_frames () returns the number of animations allocated. The last
729 * usuable animation will be anim_frames () - 1 (for example, if an object
730 * has 8 animations, anim_frames () will return 8, but the values will
731 * range from 0 through 7.
732 */
733 MTH int anim_frames () const { return anim ().num_animations; }
734 MTH int anim_facings () const { return anim ().facings; }
735
736 MTH char *as_string ();
540 737
541protected: 738protected:
542 void link (); 739 void link ();
543 void unlink (); 740 void unlink ();
544 741
545 object (); 742 object ();
546 ~object (); 743 ~object ();
744
745private:
746 object &operator =(const object &);
747 object (const object &);
547}; 748};
548 749
549// move this object to the top of its env's inventory to speed up 750// move this object to the top of its env's inventory to speed up
550// searches for it. 751// searches for it.
551static object * 752static inline object *
552splay (object *ob) 753splay (object *ob)
553{ 754{
554 if (ob->env && ob->env->inv != ob) 755 if (ob->above && ob->env)
555 { 756 {
556 if (ob->above) ob->above->below = ob->below; 757 if (ob->above) ob->above->below = ob->below;
557 if (ob->below) ob->below->above = ob->above; 758 if (ob->below) ob->below->above = ob->above;
558 759
559 ob->above = 0; 760 ob->above = 0;
563 } 764 }
564 765
565 return ob; 766 return ob;
566} 767}
567 768
568typedef struct oblnk 769//+GPL
569{ /* Used to link together several objects */
570 object_ptr ob;
571 struct oblnk *next;
572} objectlink;
573 770
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); 771object *find_skill_by_name_fuzzy (object *who, const char *name);
582object *find_skill_by_name (object *who, const shstr &sh); 772object *find_skill_by_name (object *who, shstr_cmp sh);
583object *find_skill_by_number (object *who, int skillno); 773object *find_skill_by_number (object *who, int skillno);
584 774
585/* 775/*
586 * The archetype structure is a set of rules on how to generate and manipulate 776 * The archetype structure is a set of rules on how to generate and manipulate
587 * objects which point to archetypes. 777 * objects which point to archetypes.
589 * be much left in the archetype - all it really is is a holder for the 779 * be much left in the archetype - all it really is is a holder for the
590 * object and pointers. This structure should get removed, and just replaced 780 * object and pointers. This structure should get removed, and just replaced
591 * by the object structure 781 * by the object structure
592 */ 782 */
593 783
784//-GPL
785
594INTERFACE_CLASS (archetype) 786INTERFACE_CLASS (archetype)
595struct archetype : object 787struct archetype : object
596{ 788{
597 static arch_ptr empty; // the empty_archetype 789 static arch_ptr empty; // the empty_archetype
598 MTH static void gc (); 790 MTH static void gc ();
604 MTH static archetype *find (const_utf8_string name); 796 MTH static archetype *find (const_utf8_string name);
605 797
606 MTH void link (); 798 MTH void link ();
607 MTH void unlink (); 799 MTH void unlink ();
608 800
801 MTH static object *get (const char *name); // (find() || singularity)->instance()
609 MTH object *instance (); 802 MTH object *instance ();
803
804 MTH void post_load_check (); // do some adjustments after parsing
610 805
611 object_vector_index ACC (RW, archid); // index in archvector 806 object_vector_index ACC (RW, archid); // index in archvector
612 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 807 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
613 808
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...) */ 809 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
618 static archetype *read (object_thawer &f); 813 static archetype *read (object_thawer &f);
619 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 814 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 */ 815 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
621}; 816};
622 817
818// compatbiility, remove once replaced by ->instance
819inline object *
820arch_to_object (archetype *at)
821{
822 return at->instance ();
823}
824
623inline void 825inline void
624object_freezer::put (keyword k, archetype *v) 826object_freezer::put (keyword k, archetype *v)
625{ 827{
626 put (k, v ? &v->archname : (const char *)0); 828 put (k, v ? &v->archname : (const char *)0);
627} 829}
632 834
633extern objectvec objects; 835extern objectvec objects;
634extern activevec actives; 836extern activevec actives;
635extern archvec archetypes; 837extern archvec archetypes;
636 838
839// "safely" iterate over inv in a way such that the current item is removable
840// quite horrible, that's why its hidden in some macro
841#define for_inv_removable(op,var) \
842 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
843
637#define for_all_objects(var) \ 844#define for_all_objects(var) \
638 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 845 for (unsigned _i = 0; _i < objects.size (); ++_i) \
639 statementvar (object *, var, objects [_i]) 846 statementvar (object *, var, objects [_i])
640 847
641#define for_all_actives(var) \ 848#define for_all_actives(var) \
642 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 849 for (unsigned _i = 0; _i < actives.size (); ++_i) \
643 statementvar (object *, var, actives [_i]) 850 statementvar (object *, var, actives [_i])
644 851
645#define for_all_archetypes(var) \ 852#define for_all_archetypes(var) \
646 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 853 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
647 statementvar (archetype *, var, archetypes [_i]) 854 statementvar (archetype *, var, archetypes [_i])
855
856//+GPL
648 857
649/* Used by update_object to know if the object being passed is 858/* Used by update_object to know if the object being passed is
650 * being added or removed. 859 * being added or removed.
651 */ 860 */
652#define UP_OBJ_INSERT 1 861#define UP_OBJ_INSERT 1
682#define INS_ABOVE_FLOOR_ONLY 0x0002 891#define INS_ABOVE_FLOOR_ONLY 0x0002
683#define INS_NO_WALK_ON 0x0004 892#define INS_NO_WALK_ON 0x0004
684#define INS_ON_TOP 0x0008 893#define INS_ON_TOP 0x0008
685#define INS_BELOW_ORIGINATOR 0x0010 894#define INS_BELOW_ORIGINATOR 0x0010
686 895
687#define ARCH_DEPLETION "depletion" 896//-GPL
688 897
689#endif 898#endif
690 899

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