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Comparing deliantra/server/include/object.h (file contents):
Revision 1.168 by root, Thu Apr 24 00:30:52 2008 UTC vs.
Revision 1.214 by root, Thu Nov 5 15:57:16 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 (©) 2005,2006,2007,2008 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};
91
92//-GPL
88 93
89struct UUID 94struct UUID
90{ 95{
91 uint64 seq; 96 uint64 seq;
92 97
118 static BUF buf; 123 static BUF buf;
119 124
120 return c_str (buf, sizeof (buf)); 125 return c_str (buf, sizeof (buf));
121 } 126 }
122}; 127};
128
129//+GPL
123 130
124/* Definition for WILL_APPLY values. Replaces having harcoded values 131/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 132 * 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 133 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 134 * can_apply and will_apply?
136{ 143{
137 signed char info:4; /* body info as loaded from the file */ 144 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */ 145 signed char used:4; /* Calculated value based on items equipped */
139}; 146};
140 147
148typedef struct oblnk
149{ /* Used to link together several objects */
150 object_ptr ob;
151 struct oblnk *next;
152} objectlink;
153
154typedef struct oblinkpt
155{ /* Used to link together several object links */
156 struct oblnk *link;
157 struct oblinkpt *next;
158 shstr id; /* Used as connected value in buttons/gates */
159} oblinkpt;
160
141INTERFACE_CLASS (object) 161INTERFACE_CLASS (object)
142// these are being copied 162// these are being copied
143struct object_copy : attachable 163struct object_copy : attachable
144{ 164{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 165 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 166
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 167 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 168 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 169 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 173 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 174 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 175 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 176 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 177 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 178
179 typedef bitset<NUM_FLAGS> flags_t;
180 flags_t flag; /* various flags */
181#if FOR_PERL
182 bool ACC (RW, flag[NUM_FLAGS]);
183#endif
184
185 shstr ACC (RW, materialname); /* specific material name */
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 186 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 */ 187// 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 */ 188 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 */ 189 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 */ 190 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 */ 191 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 195 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 196 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 197
178 float ACC (RW, speed); /* The overall speed of this object */ 198 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 */ 199 float ACC (RW, speed_left); /* How much speed is left to spend this round */
200
180 uint32 ACC (RW, nrof); /* How many of the objects */ 201 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block are basically used for monsters and equipment */ 202 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 203 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 204 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
205
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 206 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 207 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 208 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 209 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
210
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 211 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 212 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 213 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 214 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
215
194 /* Note that the last_.. values are sometimes used for non obvious 216 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 217 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 218 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 219 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 220 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 221 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 222 sint16 ACC (RW, last_eat); /* How long since we last ate */
223
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 224 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 225 sint16 ACC (RW, level); /* Level of creature or object */
226
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 227 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) */ 228 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 */ 229 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
230 uint8 ACC (RW, weapontype); /* type of weapon */
231
232 faceidx ACC (RW, face); /* the graphical face */
233
234 faceidx ACC (RW, sound); /* the sound face */
235 faceidx ACC (RW, sound_destroy); /* played on destroy */
236
237 body_slot slot [NUM_BODY_LOCATIONS];
238
207 sint32 ACC (RW, weight); /* Attributes of the object */ 239 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 240 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
241
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 242 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
243
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 244 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 */ 245 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 246 /* See the pod/objects.pod for more info about body locations */
219 247
220 /* Following mostly refers to fields only used for monsters */ 248 /* 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 */
229 249
230 /* Spell related information, may be useful elsewhere 250 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 251 * Note that other fields are used - these files are basically
232 * only used in spells. 252 * only used in spells.
233 */ 253 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 254 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 255 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 */ 256 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
257
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 258 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 259 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 260 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
261 sint8 ACC (RW, item_power); /* power rating of the object */
262
263 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 */ 264 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 265 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 266 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
267
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 268 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 */ 269 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 270 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 271
272 // 8 free bits
273
274 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
275 // /* races/classes can need less/more exp to gain levels */
276 static const float expmul = 1.0;//D
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 277 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254 278
255 /* Following are values used by any object */ 279 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 280 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 281 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 282
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 */ 283 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 */ 284 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 285 uint8 ACC (RW, will_apply); /* See crossfire.doc */
286 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
287 uint16 ACC (RW, animation_id);/* An index into the animation array */
288 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
289
290 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
291 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
292 /* allows different movement patterns for attackers */
293 uint8 ACC (RW, move_status); /* What stage in attack mode */
294 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
295
296 //16+ free bits
297
298 // rarely-accessed members should be at the end
299 shstr ACC (RW, tag); // a tag used to tracking this object
300 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
301 shstr ACC (RW, lore); /* Obscure information about this object, */
302 /* To get put into books and the like. */
303 shstr ACC (RW, custom_name); /* Custom name assigned by player */
268}; 304};
269 305
306const char *query_weight (const object *op);
307const char *query_short_name (const object *op);
308const char *query_name (const object *op);
309const char *query_base_name (const object *op, int plural);
310
270struct object : zero_initialised, object_copy 311struct object : zero_initialised, object_copy
271{ 312{
272 // These variables are not changed by ->copy_to 313 // These variables are not changed by ->copy_to
273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 314 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
274 315
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count); 317 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects 318 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives 319 object_vector_index ACC (RO, active); // index into actives
283 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 324 object *ACC (RW, above); /* Pointer to the object stacked above this one */
284 /* Note: stacked in the *same* environment */ 325 /* Note: stacked in the *same* environment */
285 object *inv; /* Pointer to the first object in the inventory */ 326 object *inv; /* Pointer to the first object in the inventory */
286 327
287 //TODO: container must move into client 328 //TODO: container must move into client
288 object_ptr ACC (RW, container); /* Current container being used. I think this 329 object_ptr ACC (RW, container);/* Currently opened container. I think this
289 * is only used by the player right now. 330 * is only used by the player right now.
290 */ 331 */
291 object *ACC (RW, env); /* Pointer to the object which is the environment. 332 object *ACC (RW, env); /* Pointer to the object which is the environment.
292 * This is typically the container that the object is in. 333 * This is typically the container that the object is in.
293 */ 334 */
294 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 335 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 336 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. */ 337 key_value *key_values; /* Fields not explictly known by the loader. */
338
339 // privates / perl
340 shstr_tmp kv_get (shstr_tmp key) const;
341 void kv_del (shstr_tmp key);
342 void kv_set (shstr_tmp key, shstr_tmp value);
343
344//-GPL
345
346 // custom extra fields management
347 struct key_value_access_proxy
348 {
349 object &ob;
350 shstr_tmp key;
351
352 key_value_access_proxy (object &ob, shstr_tmp key)
353 : ob (ob), key (key)
354 {
355 }
356
357 const key_value_access_proxy &operator =(shstr_tmp value) const
358 {
359 ob.kv_set (key, value);
360 return *this;
361 }
362
363 operator const shstr_tmp () const { return ob.kv_get (key); }
364 operator const char *() const { return ob.kv_get (key); }
365
366 private:
367 void operator =(int);
368 };
369
370 // operator [] is too annoying to use
371 const key_value_access_proxy kv (shstr_tmp key)
372 {
373 return key_value_access_proxy (*this, key);
374 }
298 375
299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 376 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 377 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. 378 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 bool write (object_freezer &f); 379 bool write (object_freezer &f);
303 380
304 MTH int slottype () const; 381 MTH int slottype () const;
305 MTH static object *create (); 382 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos); 383 const mapxy &operator =(const mapxy &pos);
307 object &operator =(const object &src);
308 MTH void copy_to (object *dst); 384 MTH void copy_to (object *dst);
309 MTH object *clone (); // create + copy_to 385 MTH object *clone (); // create + copy_to a single object
386 MTH object *deep_clone (); // copy whole more chain and inventory
310 void do_destroy (); 387 void do_destroy ();
311 void gather_callbacks (AV *&callbacks, event_type event) const; 388 void gather_callbacks (AV *&callbacks, event_type event) const;
312 MTH void destroy (bool destroy_inventory = false); 389 MTH void destroy ();
390 MTH void drop_and_destroy ()
391 {
392 destroy_inv (true);
393 destroy ();
394 }
313 395
314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 396 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
315 MTH void destroy_inv (bool drop_to_ground = false); 397 MTH void destroy_inv (bool drop_to_ground = false);
316 MTH object *insert (object *item); // insert into inventory 398 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound); 399 MTH void play_sound (faceidx sound) const;
400 MTH void say_msg (const char *msg) const;
318 401
319 void do_remove (); 402 void do_remove ();
320 MTH void remove () 403 MTH void remove ()
321 { 404 {
322 if (!flag [FLAG_REMOVED]) 405 if (!flag [FLAG_REMOVED])
330 remove (); 413 remove ();
331 *this = pos; 414 *this = pos;
332 insert_at (this, this); 415 insert_at (this, this);
333 } 416 }
334 417
418 // high-level move functions, return true if successful
419 int move (int dir, object *originator);
420
421 int move (int dir)
422 {
423 return move (dir, this);
424 }
425
335 static bool can_merge_slow (object *op1, object *op2); 426 static bool can_merge_slow (object *op1, object *op2);
336 427
337 // this is often used in time-critical code, so optimise 428 // this is often used in time-critical code, so optimise
338 MTH static bool can_merge (object *op1, object *op2) 429 MTH static bool can_merge (object *op1, object *op2)
339 { 430 {
342 && can_merge_slow (op1, op2); 433 && can_merge_slow (op1, op2);
343 } 434 }
344 435
345 MTH void set_owner (object *owner); 436 MTH void set_owner (object *owner);
346 MTH void set_speed (float speed); 437 MTH void set_speed (float speed);
438 MTH void set_glow_radius (sint8 rad);
347 MTH bool change_weapon (object *ob); 439 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob); 440 MTH bool change_skill (object *ob);
349 441
350 MTH void open_container (object *new_container); 442 MTH void open_container (object *new_container);
351 MTH void close_container () 443 MTH void close_container ()
352 { 444 {
353 open_container (0); 445 open_container (0);
354 } 446 }
355 447
448 // potential future accessor for "container"
449 MTH object *container_ () const
450 {
451 return container;
452 }
453
454 MTH bool is_open_container () const
455 {
456 // strangely enough, using ?: here causes code to inflate
457 return type == CONTAINER
458 && ((env && env->container_ () == this)
459 || (!env && flag [FLAG_APPLIED]));
460 }
461
356 MTH object *force_find (const shstr name); 462 MTH object *force_find (shstr_tmp name);
463 MTH void force_set_timer (int duration);
357 MTH void force_add (const shstr name, int duration = 0); 464 MTH object *force_add (shstr_tmp name, int duration = 0);
465
466 oblinkpt *find_link () const;
467 MTH void add_link (maptile *map, shstr_tmp id);
468 MTH void remove_link ();
358 469
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 470 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event) 471 bool should_invoke (event_type event)
361 { 472 {
362 return ev_want_event [event] || ev_want_type [type] || cb; 473 return ev_want_event [event] || ev_want_type [type] || cb;
398 const materialtype_t *dominant_material () const; 509 const materialtype_t *dominant_material () const;
399 510
400 // return the volume of this object in cm³ 511 // return the volume of this object in cm³
401 MTH uint64 volume () const 512 MTH uint64 volume () const
402 { 513 {
403 return total_weight () 514 return (uint64)total_weight ()
404 * 1000 515 * 1000
405 * (type == CONTAINER ? 1000 : 1) 516 * (type == CONTAINER ? 1000 : 1)
406 / dominant_material ()->density; 517 / dominant_material ()->density;
407 } 518 }
408 519
520 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
521
522 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
409 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 523 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
410 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 524 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
411 || type == CLOAK || type == BOOTS || type == GLOVES 525 || type == CLOAK || type == BOOTS || type == GLOVES
412 || type == BRACERS || type == GIRDLE; } 526 || type == BRACERS || type == GIRDLE; }
413 MTH bool is_alive () const { return (type == PLAYER 527 MTH bool is_alive () const { return (type == PLAYER
430 /* This return true if object has still randomitems which 544 /* This return true if object has still randomitems which
431 * could be expanded. 545 * could be expanded.
432 */ 546 */
433 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 547 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
434 548
549 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
550
551 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
552
553 // returns the outermost owner, never returns 0
554 MTH object *outer_owner ()
555 {
556 object *op;
557
558 for (op = this; op->owner; op = op->owner)
559 ;
560
561 return op;
562 }
563
435 // returns the outermost environment, never returns 0 564 // returns the outermost environment, never returns 0
565 MTH object *outer_env_or_self () const
566 {
567 const object *op;
568
569 for (op = this; op->env; op = op->env)
570 ;
571
572 return const_cast<object *>(op);
573 }
574
575 // returns the outermost environment, may return 0
436 MTH object *outer_env () 576 MTH object *outer_env () const
437 { 577 {
438 for (object *op = this; ; op = op->env) 578 return env ? outer_env_or_self () : 0;
439 if (!op->env)
440 return op;
441 } 579 }
442 580
443 // returns the player that has this object in his inventory, or 0 581 // returns the player that has this object in his inventory, or 0
444 // we assume the player is always the outer env 582 // we assume the player is always the outer env
445 MTH object *in_player () 583 MTH object *in_player () const
446 { 584 {
447 object *op = outer_env (); 585 object *op = outer_env_or_self ();
448 586
449 return op->type == PLAYER ? op : 0; 587 return op->type == PLAYER ? op : 0;
450 } 588 }
451 589
452 // "temporary" helper function 590 // "temporary" helper function
453 MTH object *head_ () 591 MTH object *head_ () const
454 { 592 {
455 return head ? head : this; 593 return head ? head : const_cast<object *>(this);
456 } 594 }
457 595
458 MTH bool is_head () 596 MTH bool is_head () const
459 { 597 {
460 return head_ () == this; 598 return head_ () == this;
461 } 599 }
462 600
463 MTH bool is_on_map () const 601 MTH bool is_on_map () const
464 { 602 {
465 return !env && !flag [FLAG_REMOVED]; 603 return !env && !flag [FLAG_REMOVED];
604 }
605
606 MTH bool is_inserted () const
607 {
608 return !flag [FLAG_REMOVED];
609 }
610
611 MTH bool is_player () const
612 {
613 return !!contr;
614 }
615
616 MTH bool affects_los () const
617 {
618 return glow_radius || flag [FLAG_BLOCKSVIEW];
619 }
620
621 MTH bool has_carried_lights () const
622 {
623 return glow_radius;
466 } 624 }
467 625
468 // returns the player that cna see this object, if any 626 // returns the player that cna see this object, if any
469 MTH object *visible_to () const; 627 MTH object *visible_to () const;
470 628
471 MTH std::string long_desc (object *who = 0); 629 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
472 MTH std::string describe_monster (object *who = 0); 630 MTH std::string describe_monster (object *who = 0);
473 MTH std::string describe_item (object *who = 0); 631 MTH std::string describe_item (object *who = 0);
474 MTH std::string describe (object *who = 0); 632 MTH std::string describe (object *who = 0); // long description, without name
633
634 MTH const char *query_weight () { return ::query_weight (this); }
635 MTH const char *query_name () { return ::query_name (this); }
636 MTH const char *query_short_name () { return ::query_short_name (this); }
637 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
475 638
476 // If this object has no extra parts but should have them, 639 // If this object has no extra parts but should have them,
477 // add them, effectively expanding heads into multipart 640 // add them, effectively expanding heads into multipart
478 // objects. This method only works on objects not inserted 641 // objects. This method only works on objects not inserted
479 // anywhere. 642 // anywhere.
494 // set the given flag on all objects in the inventory recursively 657 // set the given flag on all objects in the inventory recursively
495 MTH void set_flag_inv (int flag, int value = 1); 658 MTH void set_flag_inv (int flag, int value = 1);
496 659
497 void enter_exit (object *exit);//Perl 660 void enter_exit (object *exit);//Perl
498 MTH void enter_map (maptile *newmap, int x, int y); 661 MTH void enter_map (maptile *newmap, int x, int y);
662 void player_goto (const char *path, int x, int y); // only for players
499 663
500 // returns the mapspace this object is in 664 // returns the mapspace this object is in
501 mapspace &ms () const; 665 mapspace &ms () const;
502 666
503 // fully recursive iterator 667 // fully recursive iterator
562 const char *query_inventory (object *who = 0, const char *indent = ""); 726 const char *query_inventory (object *who = 0, const char *indent = "");
563 727
564 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 728 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
565 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 729 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
566 730
731 // make some noise with given item into direction dir,
732 // currently only used for players to make them temporarily visible
733 // when they are invisible.
734 MTH void make_noise ();
735
736 /* animation */
737 MTH bool has_anim () const { return animation_id; }
738 const animation &anim () const { return animations [animation_id]; }
739 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
740 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
741 /* anim_frames () returns the number of animations allocated. The last
742 * usuable animation will be anim_frames () - 1 (for example, if an object
743 * has 8 animations, anim_frames () will return 8, but the values will
744 * range from 0 through 7.
745 */
746 MTH int anim_frames () const { return anim ().num_animations; }
747 MTH int anim_facings () const { return anim ().facings; }
748
749 MTH char *as_string ();
750
567protected: 751protected:
568 void link (); 752 void link ();
569 void unlink (); 753 void unlink ();
570 754
571 object (); 755 object ();
572 ~object (); 756 ~object ();
757
758private:
759 object &operator =(const object &);
760 object (const object &);
573}; 761};
574 762
575// move this object to the top of its env's inventory to speed up 763// move this object to the top of its env's inventory to speed up
576// searches for it. 764// searches for it.
577static object * 765static object *
578splay (object *ob) 766splay (object *ob)
579{ 767{
580 if (ob->env && ob->env->inv != ob) 768 if (ob->above && ob->env)
581 { 769 {
582 if (ob->above) ob->above->below = ob->below; 770 if (ob->above) ob->above->below = ob->below;
583 if (ob->below) ob->below->above = ob->above; 771 if (ob->below) ob->below->above = ob->above;
584 772
585 ob->above = 0; 773 ob->above = 0;
589 } 777 }
590 778
591 return ob; 779 return ob;
592} 780}
593 781
594typedef struct oblnk 782//+GPL
595{ /* Used to link together several objects */
596 object_ptr ob;
597 struct oblnk *next;
598} objectlink;
599 783
600typedef struct oblinkpt
601{ /* Used to link together several object links */
602 struct oblnk *link;
603 sint32 value; /* Used as connected value in buttons/gates */
604 struct oblinkpt *next;
605} oblinkpt;
606
607object *find_skill_by_name (object *who, const char *name); 784object *find_skill_by_name_fuzzy (object *who, const char *name);
608object *find_skill_by_name (object *who, const shstr &sh); 785object *find_skill_by_name (object *who, shstr_cmp sh);
609object *find_skill_by_number (object *who, int skillno); 786object *find_skill_by_number (object *who, int skillno);
610 787
611/* 788/*
612 * The archetype structure is a set of rules on how to generate and manipulate 789 * The archetype structure is a set of rules on how to generate and manipulate
613 * objects which point to archetypes. 790 * objects which point to archetypes.
615 * be much left in the archetype - all it really is is a holder for the 792 * be much left in the archetype - all it really is is a holder for the
616 * object and pointers. This structure should get removed, and just replaced 793 * object and pointers. This structure should get removed, and just replaced
617 * by the object structure 794 * by the object structure
618 */ 795 */
619 796
797//-GPL
798
620INTERFACE_CLASS (archetype) 799INTERFACE_CLASS (archetype)
621struct archetype : object 800struct archetype : object
622{ 801{
623 static arch_ptr empty; // the empty_archetype 802 static arch_ptr empty; // the empty_archetype
624 MTH static void gc (); 803 MTH static void gc ();
630 MTH static archetype *find (const_utf8_string name); 809 MTH static archetype *find (const_utf8_string name);
631 810
632 MTH void link (); 811 MTH void link ();
633 MTH void unlink (); 812 MTH void unlink ();
634 813
814 MTH static object *get (const char *name); // (find() || singularity)->instance()
635 MTH object *instance (); 815 MTH object *instance ();
636 816
637 object_vector_index ACC (RW, archid); // index in archvector 817 object_vector_index ACC (RW, archid); // index in archvector
638 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 818 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
639 819
644 static archetype *read (object_thawer &f); 824 static archetype *read (object_thawer &f);
645 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 825 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
646 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 826 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
647}; 827};
648 828
829// compatbiility, remove once replaced by ->instance
830inline object *
831arch_to_object (archetype *at)
832{
833 return at->instance ();
834}
835
649inline void 836inline void
650object_freezer::put (keyword k, archetype *v) 837object_freezer::put (keyword k, archetype *v)
651{ 838{
652 put (k, v ? &v->archname : (const char *)0); 839 put (k, v ? &v->archname : (const char *)0);
653} 840}
658 845
659extern objectvec objects; 846extern objectvec objects;
660extern activevec actives; 847extern activevec actives;
661extern archvec archetypes; 848extern archvec archetypes;
662 849
850// "safely" iterate over inv in a way such that the current item is removable
851// quite horrible, that's why its hidden in some macro
852#define for_inv_removable(op,var) \
853 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
854
663#define for_all_objects(var) \ 855#define for_all_objects(var) \
664 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 856 for (unsigned _i = 0; _i < objects.size (); ++_i) \
665 statementvar (object *, var, objects [_i]) 857 statementvar (object *, var, objects [_i])
666 858
667#define for_all_actives(var) \ 859#define for_all_actives(var) \
668 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 860 for (unsigned _i = 0; _i < actives.size (); ++_i) \
669 statementvar (object *, var, actives [_i]) 861 statementvar (object *, var, actives [_i])
670 862
671#define for_all_archetypes(var) \ 863#define for_all_archetypes(var) \
672 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 864 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
673 statementvar (archetype *, var, archetypes [_i]) 865 statementvar (archetype *, var, archetypes [_i])
866
867//+GPL
674 868
675/* Used by update_object to know if the object being passed is 869/* Used by update_object to know if the object being passed is
676 * being added or removed. 870 * being added or removed.
677 */ 871 */
678#define UP_OBJ_INSERT 1 872#define UP_OBJ_INSERT 1
710#define INS_ON_TOP 0x0008 904#define INS_ON_TOP 0x0008
711#define INS_BELOW_ORIGINATOR 0x0010 905#define INS_BELOW_ORIGINATOR 0x0010
712 906
713#define ARCH_DEPLETION "depletion" 907#define ARCH_DEPLETION "depletion"
714 908
909//-GPL
910
715#endif 911#endif
716 912

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