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Comparing deliantra/server/include/object.h (file contents):
Revision 1.116 by root, Mon May 7 03:05:58 2007 UTC vs.
Revision 1.170 by root, Wed Apr 30 10:31:04 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35#define NUM_BODY_LOCATIONS 14 34enum {
36#define BODY_ARMS 1 35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
37 58
38/* See common/item.c */ 59/* See common/item.c */
39 60
40typedef struct Body_Locations 61typedef struct Body_Locations
41{ 62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
48 72
49/* 73/*
50 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
51 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
52 * 76 *
64 88
65struct UUID 89struct UUID
66{ 90{
67 uint64 seq; 91 uint64 seq;
68 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
69 UUID () { } 97 UUID () { }
70 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; } 99 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
73}; 122};
74
75extern void init_uuid ();
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
78 123
79/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
80 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
81 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
82 * can_apply and will_apply? 127 * can_apply and will_apply?
85#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
86#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
87#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
88#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
89 134
90/* However, if you're keeping a pointer of some sort, you probably
91 * don't just want it copied, so you'll need to add to common/object.C,
92 * e.g. ->copy_to ()
93 */
94
95struct body_slot 135struct body_slot
96{ 136{
97 sint8 info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
98 sint8 used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
99}; 139};
100 140
101INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
102// these are being copied 142// these are being copied
103struct object_copy : attachable 143struct object_copy : attachable
104{ 144{
105 typedef bitset<NUM_FLAGS> flags_t; 145 typedef bitset<NUM_FLAGS> flags_t;
106 146
107 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */
108 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
109 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
110 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
111 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
112 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
113 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
114 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
115 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
116 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
117 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
118 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
119 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
120 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
133 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
134 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 ACC (RW, nrof); /* How many of the objects */ 180 uint32 ACC (RW, nrof); /* How many of the objects */
136 181
137 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
141 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
160 sint8 ACC (RW, item_power); /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
166 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
167 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
168 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
169 body_slot slot [NUM_BODY_LOCATIONS]; 213 body_slot slot [NUM_BODY_LOCATIONS];
170 faceidx ACC (RW, face); /* Face with colors */ 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 */
171 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
172 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
173 219
174 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
175 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
185 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
186 * only used in spells. 232 * only used in spells.
187 */ 233 */
188 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
189 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
190 uint16 ACC (RW, start_holding); 237 uint16 ACC (RW, start_holding);
191 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
192 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
193 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
194 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
195
196 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
197 MoveType ACC (RW, move_block);/* What movement types this blocks */ 244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
198 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
199 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
200 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
201 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
202 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
203 252
204 char *ACC (RW, spellarg); 253 char *ACC (RW, spellarg);
205 254
206 /* Following are values used by any object */ 255 /* Following are values used by any object */
223 // These variables are not changed by ->copy_to 272 // These variables are not changed by ->copy_to
224 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
225 274
226 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
227 int ACC (RO, count); 276 int ACC (RO, count);
228 int ACC (RO, index); // index into objects 277 object_vector_index ACC (RO, index); // index into objects
229 int ACC (RO, active); // index into actives 278 object_vector_index ACC (RO, active); // index into actives
230 279
231 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
232 281
233 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
234 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
235 /* Note: stacked in the *same* environment */ 284 /* Note: stacked in the *same* environment */
236 object *inv; /* Pointer to the first object in the inventory */ 285 object *inv; /* Pointer to the first object in the inventory */
246 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
247 client_container *seen_by; // seen by which player/container currently? 296 client_container *seen_by; // seen by which player/container currently?
248 key_value *key_values; /* Fields not explictly known by the loader. */ 297 key_value *key_values; /* Fields not explictly known by the loader. */
249 298
250 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
300 MTH void post_load_check (); // do some adjustments after parsing
251 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
252 bool write (object_freezer &f); 302 bool write (object_freezer &f);
253 303
304 MTH int slottype () const;
254 MTH static object *create (); 305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
255 object &operator =(const object &src); 307 object &operator =(const object &src);
256 MTH void copy_to (object *dst); 308 MTH void copy_to (object *dst);
257 MTH object *clone (); // create + copy_to 309 MTH object *clone (); // create + copy_to
258 void do_destroy (); 310 void do_destroy ();
259 void gather_callbacks (AV *&callbacks, event_type event) const; 311 void gather_callbacks (AV *&callbacks, event_type event) const;
260 MTH void destroy (bool destroy_inventory = false); 312 MTH void destroy (bool destroy_inventory = false);
261 313
262 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
263 MTH void destroy_inv (bool drop_to_ground = false); 315 MTH void destroy_inv (bool drop_to_ground = false);
264 MTH object *insert (object *item); // insert into inventory 316 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound);
318
265 void do_remove (); 319 void do_remove ();
266 MTH void remove () 320 MTH void remove ()
267 { 321 {
268 if (!flag [FLAG_REMOVED]) 322 if (!flag [FLAG_REMOVED])
269 do_remove (); 323 do_remove ();
324 }
325
326 MTH bool blocked (maptile *m, int x, int y) const;
327
328 void move_to (const mapxy &pos)
329 {
330 remove ();
331 *this = pos;
332 insert_at (this, this);
270 } 333 }
271 334
272 static bool can_merge_slow (object *op1, object *op2); 335 static bool can_merge_slow (object *op1, object *op2);
273 336
274 // this is often used in time-critical code, so optimise 337 // this is often used in time-critical code, so optimise
279 && can_merge_slow (op1, op2); 342 && can_merge_slow (op1, op2);
280 } 343 }
281 344
282 MTH void set_owner (object *owner); 345 MTH void set_owner (object *owner);
283 MTH void set_speed (float speed); 346 MTH void set_speed (float speed);
284 MTH void set_weapon (object *ob); 347 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob);
285 349
286 MTH void open_container (object *new_container); 350 MTH void open_container (object *new_container);
287 MTH void close_container () 351 MTH void close_container ()
288 { 352 {
289 open_container (0); 353 open_container (0);
354 }
355
356 MTH object *force_find (const shstr name);
357 MTH void force_add (const shstr name, int duration = 0);
358
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event)
361 {
362 return ev_want_event [event] || ev_want_type [type] || cb;
290 } 363 }
291 364
292 MTH void instantiate (); 365 MTH void instantiate ();
293 366
294 // recalculate all stats 367 // recalculate all stats
304 // info must hold 256 * 3 bytes currently 377 // info must hold 256 * 3 bytes currently
305 const char *debug_desc (char *info) const; 378 const char *debug_desc (char *info) const;
306 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
307 const char *flag_desc (char *desc, int len) const; 380 const char *flag_desc (char *desc, int len) const;
308 381
382 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
383 MTH object *split (sint32 nr = 1); // return 0 on failure
384
309 int number_of () const 385 MTH int number_of () const
310 { 386 {
311 return nrof ? nrof : 1; 387 return nrof ? nrof : 1;
312 } 388 }
313 389
314 uint64 total_weight () const 390 MTH sint32 total_weight () const
315 { 391 {
316 return weight * number_of (); 392 return (weight + carrying) * number_of ();
317 } 393 }
394
395 MTH void update_weight ();
318 396
319 // return the dominant material of this item, always return something 397 // return the dominant material of this item, always return something
320 const materialtype_t *dominant_material () const; 398 const materialtype_t *dominant_material () const;
321 399
322 // return the volume of this object in cm³ 400 // return the volume of this object in cm³
323 uint64 volume () const 401 MTH uint64 volume () const
324 { 402 {
325 return total_weight () 403 return total_weight ()
326 * 1000 404 * 1000
327 * (type == CONTAINER ? 1000 : 1) 405 * (type == CONTAINER ? 1000 : 1)
328 / dominant_material ()->density; 406 / dominant_material ()->density;
345 423
346 // temporary: wether the object can be saved in a map file 424 // temporary: wether the object can be saved in a map file
347 // contr => is a player 425 // contr => is a player
348 // head => only save head of a multitile object 426 // head => only save head of a multitile object
349 // owner => can not reference owner yet 427 // owner => can not reference owner yet
350 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 428 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
351 429
352 /* This return true if object has still randomitems which 430 /* This return true if object has still randomitems which
353 * could be expanded. 431 * could be expanded.
354 */ 432 */
355 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 433 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
356 434
435 // returns the outermost owner, never returns 0
436 MTH object *outer_owner ()
437 {
438 for (object *op = this; ; op = op->owner)
439 if (!op->owner)
440 return op;
441 }
442
443 // returns the outermost environment, never returns 0
444 MTH object *outer_env ()
445 {
446 for (object *op = this; ; op = op->env)
447 if (!op->env)
448 return op;
449 }
450
357 // returns the player that has this object in his inventory, or 0 451 // returns the player that has this object in his inventory, or 0
452 // we assume the player is always the outer env
358 MTH object *in_player () const 453 MTH object *in_player ()
359 { 454 {
360 for (object *op = env; op; op = op->env) 455 object *op = outer_env ();
361 if (op->type == PLAYER)
362 return op;
363 456
364 return 0; 457 return op->type == PLAYER ? op : 0;
365 } 458 }
366 459
367 // "temporary" helper function 460 // "temporary" helper function
368 MTH object *head_ () 461 MTH object *head_ ()
369 { 462 {
370 return head ? head : this; 463 return head ? head : this;
371 } 464 }
465
466 MTH bool is_head ()
467 {
468 return head_ () == this;
469 }
470
471 MTH bool is_on_map () const
472 {
473 return !env && !flag [FLAG_REMOVED];
474 }
475
476 // returns the player that cna see this object, if any
477 MTH object *visible_to () const;
372 478
373 MTH std::string long_desc (object *who = 0); 479 MTH std::string long_desc (object *who = 0);
374 MTH std::string describe_monster (object *who = 0); 480 MTH std::string describe_monster (object *who = 0);
375 MTH std::string describe_item (object *who = 0); 481 MTH std::string describe_item (object *who = 0);
376 MTH std::string describe (object *who = 0); 482 MTH std::string describe (object *who = 0);
384 MTH void create_treasure (treasurelist *tl, int flags = 0); 490 MTH void create_treasure (treasurelist *tl, int flags = 0);
385 491
386 // insert object at same map position as 'where' 492 // insert object at same map position as 'where'
387 // handles both inventory and map "positions" 493 // handles both inventory and map "positions"
388 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 494 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
495 MTH void drop_unpaid_items ();
389 496
390 MTH void activate (); 497 MTH void activate ();
391 MTH void deactivate (); 498 MTH void deactivate ();
392 MTH void activate_recursive (); 499 MTH void activate_recursive ();
393 MTH void deactivate_recursive (); 500 MTH void deactivate_recursive ();
394 501
395 // set the givne flag on all objects in the inventory recursively 502 // set the given flag on all objects in the inventory recursively
396 MTH void set_flag_inv (int flag, int value = 1); 503 MTH void set_flag_inv (int flag, int value = 1);
397 504
398 void enter_exit (object *exit);//Perl 505 void enter_exit (object *exit);//Perl
399 MTH void enter_map (maptile *newmap, int x, int y); 506 MTH void enter_map (maptile *newmap, int x, int y);
400 507
440 { 547 {
441 return this; 548 return this;
442 } 549 }
443 550
444 /* This returns TRUE if the object is something that 551 /* This returns TRUE if the object is something that
445 * should be displayed in the floorbox/inventory window 552 * a client might want to know about.
446 */ 553 */
447 MTH bool client_visible () const 554 MTH bool client_visible () const
448 { 555 {
449 return !invisible && type != PLAYER; 556 return !invisible && type != PLAYER;
450 } 557 }
451 558
559 // the client does nrof * this weight
560 MTH sint32 client_weight () const
561 {
562 return weight + carrying;
563 }
564
452 MTH struct region *region () const; 565 MTH struct region *region () const;
453 566
567 void statusmsg (const char *msg, int color = NDI_BLACK);
568 void failmsg (const char *msg, int color = NDI_RED);
569
570 const char *query_inventory (object *who = 0, const char *indent = "");
571
572 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
573 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
574
454protected: 575protected:
455 friend struct archetype;
456
457 void link (); 576 void link ();
458 void unlink (); 577 void unlink ();
459 578
460 object (); 579 object ();
461 ~object (); 580 ~object ();
462}; 581};
463 582
464typedef object_vector<object, &object::index > objectvec; 583// move this object to the top of its env's inventory to speed up
465typedef object_vector<object, &object::active> activevec; 584// searches for it.
585static object *
586splay (object *ob)
587{
588 if (ob->env && ob->env->inv != ob)
589 {
590 if (ob->above) ob->above->below = ob->below;
591 if (ob->below) ob->below->above = ob->above;
466 592
467extern objectvec objects; 593 ob->above = 0;
468extern activevec actives; 594 ob->below = ob->env->inv;
595 ob->below->above = ob;
596 ob->env->inv = ob;
597 }
469 598
470#define for_all_objects(var) \ 599 return ob;
471 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 600}
472 declvar (object *, var, objects [_i])
473
474#define for_all_actives(var) \
475 for (unsigned _i = 0; _i < actives.size (); ++_i) \
476 declvar (object *, var, actives [_i])
477 601
478typedef struct oblnk 602typedef struct oblnk
479{ /* Used to link together several objects */ 603{ /* Used to link together several objects */
480 object_ptr ob; 604 object_ptr ob;
481 struct oblnk *next; 605 struct oblnk *next;
482} objectlink; 606} objectlink;
483 607
484typedef struct oblinkpt 608typedef struct oblinkpt
485{ /* Used to link together several object links */ 609{ /* Used to link together several object links */
486 struct oblnk *link; 610 struct oblnk *link;
487 long value; /* Used as connected value in buttons/gates */ 611 sint32 value; /* Used as connected value in buttons/gates */
488 struct oblinkpt *next; 612 struct oblinkpt *next;
489} oblinkpt; 613} oblinkpt;
614
615object *find_skill_by_name (object *who, const char *name);
616object *find_skill_by_name (object *who, const shstr &sh);
617object *find_skill_by_number (object *who, int skillno);
490 618
491/* 619/*
492 * The archetype structure is a set of rules on how to generate and manipulate 620 * The archetype structure is a set of rules on how to generate and manipulate
493 * objects which point to archetypes. 621 * objects which point to archetypes.
494 * This probably belongs in arch.h, but there really doesn't appear to 622 * This probably belongs in arch.h, but there really doesn't appear to
496 * object and pointers. This structure should get removed, and just replaced 624 * object and pointers. This structure should get removed, and just replaced
497 * by the object structure 625 * by the object structure
498 */ 626 */
499 627
500INTERFACE_CLASS (archetype) 628INTERFACE_CLASS (archetype)
501struct archetype : zero_initialised, attachable 629struct archetype : object
502{ 630{
503 archetype (); 631 static arch_ptr empty; // the empty_archetype
632 MTH static void gc ();
633
634 archetype (const char *name);
504 ~archetype (); 635 ~archetype ();
505 void gather_callbacks (AV *&callbacks, event_type event) const; 636 void gather_callbacks (AV *&callbacks, event_type event) const;
506 637
638 MTH static archetype *find (const_utf8_string name);
639
640 MTH void link ();
641 MTH void unlink ();
642
643 MTH static object *get (const char *name); // find()->instance()
644 MTH object *instance ();
645
646 object_vector_index ACC (RW, archid); // index in archvector
647 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
648
649 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
650 sint8 ACC (RW, max_x), ACC (RW, max_y);
651
652 // support for archetype loading
507 static archetype *read (object_thawer &f); 653 static archetype *read (object_thawer &f);
508 static archetype *get (const char *name); // find or create 654 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
509 static archetype *find (const char *name); 655 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
510
511 void hash_add (); // add to hashtable
512 void hash_del (); // remove from hashtable
513
514 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
515 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
516 struct archetype *ACC (RW, head); /* The main part of a linked object */
517 struct archetype *ACC (RW, more); /* Next part of a linked object */
518 object ACC (RO, clone); /* An object from which to do ->copy_to () */
519 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
520 bool ACC (RW, linked); // linked into list of heads
521 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
522 * in comparison to the head.
523 */
524}; 656};
657
658inline void
659object_freezer::put (keyword k, archetype *v)
660{
661 put (k, v ? &v->archname : (const char *)0);
662}
663
664typedef object_vector<object, &object::index > objectvec;
665typedef object_vector<object, &object::active> activevec;
666typedef object_vector<archetype, &archetype::archid> archvec;
667
668extern objectvec objects;
669extern activevec actives;
670extern archvec archetypes;
671
672#define for_all_objects(var) \
673 for (unsigned _i = 0; _i < objects.size (); ++_i) \
674 statementvar (object *, var, objects [_i])
675
676#define for_all_actives(var) \
677 for (unsigned _i = 0; _i < actives.size (); ++_i) \
678 statementvar (object *, var, actives [_i])
679
680#define for_all_archetypes(var) \
681 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
682 statementvar (archetype *, var, archetypes [_i])
525 683
526/* Used by update_object to know if the object being passed is 684/* Used by update_object to know if the object being passed is
527 * being added or removed. 685 * being added or removed.
528 */ 686 */
529#define UP_OBJ_INSERT 1 687#define UP_OBJ_INSERT 1
546 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 704 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
547 * Use for treasure chests so the new object is the highest thing 705 * Use for treasure chests so the new object is the highest thing
548 * beneath the player, but not actually above it. Note - the 706 * beneath the player, but not actually above it. Note - the
549 * map and x,y coordinates for the object to be inserted must 707 * map and x,y coordinates for the object to be inserted must
550 * match the originator. 708 * match the originator.
551 * INS_MAP_LOAD: disable lots of checkings done at insertion to
552 * speed up map loading process, as we assume the ordering in
553 * loaded map is correct.
554 * 709 *
555 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 710 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
556 * are mutually exclusive. The behaviour for passing more than one 711 * are mutually exclusive. The behaviour for passing more than one
557 * should be considered undefined - while you may notice what happens 712 * should be considered undefined - while you may notice what happens
558 * right now if you pass more than one, that could very well change 713 * right now if you pass more than one, that could very well change
561#define INS_NO_MERGE 0x0001 716#define INS_NO_MERGE 0x0001
562#define INS_ABOVE_FLOOR_ONLY 0x0002 717#define INS_ABOVE_FLOOR_ONLY 0x0002
563#define INS_NO_WALK_ON 0x0004 718#define INS_NO_WALK_ON 0x0004
564#define INS_ON_TOP 0x0008 719#define INS_ON_TOP 0x0008
565#define INS_BELOW_ORIGINATOR 0x0010 720#define INS_BELOW_ORIGINATOR 0x0010
566#define INS_MAP_LOAD 0x0020
567 721
568#define ARCH_SINGULARITY "singularity"
569#define ARCH_DETECT_MAGIC "detect_magic"
570#define ARCH_DEPLETION "depletion" 722#define ARCH_DEPLETION "depletion"
571#define ARCH_SYMPTOM "symptom"
572 723
573#endif 724#endif
574 725

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