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Comparing deliantra/server/include/object.h (file contents):
Revision 1.180 by root, Thu Aug 28 19:31:46 2008 UTC vs.
Revision 1.256 by root, Wed Oct 6 01:23:11 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset>
28
29#include "cfperl.h" 28#include "cfperl.h"
30#include "shstr.h" 29#include "shstr.h"
31 30
31//+GPL
32
32typedef int tag_t; 33typedef int tag_t;
33 34
35// also see common/item.C
34enum { 36enum
37{
35 body_skill, 38 body_skill,
36 body_combat, 39 body_combat,
37 body_range, 40 body_range,
38 body_shield, 41 body_shield,
39 body_arm, 42 body_arm,
47 body_wrist, 50 body_wrist,
48 body_waist, 51 body_waist,
49 NUM_BODY_LOCATIONS 52 NUM_BODY_LOCATIONS
50}; 53};
51 54
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
59/* See common/item.c */ 55/* See common/item.c */
60 56
61typedef struct Body_Locations 57typedef struct Body_Locations
62{ 58{
63 keyword save_name; /* Name used to load/save it to disk */ 59 keyword save_name; /* Name used to load/save it to disk */
65 const char *nonuse_name; /* Name to describe objects we can't use */ 61 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 62} Body_Locations;
67 63
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 65
66// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
67// contains the wall suffix (0, 1_3, 1_4 and so on).
68extern const char *wall_suffix[16];
69
70#define NUM_COINS 4 /* number of coin types */ 70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1]; 71extern const char *const coins[NUM_COINS + 1];
72
73// restart server when object_count reaches this value
74#define RESTART_COUNT 0xe0000000
72 75
73/* 76/*
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 *
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 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
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 */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 172 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 */ 173 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 */ 174 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 */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 181
178 float ACC (RW, speed); /* The overall speed of this object */ 182 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 */ 183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
180 sint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
194
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 195 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
194 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 202 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
210
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 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) */ 212 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 */ 213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
214 uint8 ACC (RW, weapontype); /* type of weapon */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 faceidx ACC (RW, face); /* the graphical face */
219
220 faceidx ACC (RW, sound); /* the sound face */
221 faceidx ACC (RW, sound_destroy); /* played on destroy */
222
207 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 228 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 */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
219 231
220 /* Following mostly refers to fields only used for monsters */ 232 /* 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 */
229 233
230 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
232 * only used in spells. 236 * only used in spells.
233 */ 237 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 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 */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
246
247 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 */ 248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 249 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 252 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 */ 253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 255
256 // 8 free bits
257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254 262
255 /* Following are values used by any object */ 263 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 266
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 */ 267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
266 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273
274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 276 /* allows different movement patterns for attackers */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ 277 uint8 ACC (RW, move_status); /* What stage in attack mode */
278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
279
280 //16+ free bits
281
282 // rarely-accessed members should be at the end
283 shstr ACC (RW, tag); // a tag used to tracking this object
284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
285 shstr ACC (RW, lore); /* Obscure information about this object, */
286 /* To get put into books and the like. */
287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
270}; 288};
271 289
290const_utf8_string query_weight (const object *op);
291const_utf8_string query_short_name (const object *op);
292const_utf8_string query_name (const object *op);
293const_utf8_string query_base_name (const object *op, int plural);
294sint64 query_cost (const object *tmp, object *who, int flag);
295const char *query_cost_string (const object *tmp, object *who, int flag);
296
297int change_ability_duration (object *spell, object *caster);
298int min_casting_level (object *caster, object *spell);
299int casting_level (object *caster, object *spell);
300sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
301int SP_level_dam_adjust (object *caster, object *spob);
302int SP_level_duration_adjust (object *caster, object *spob);
303int SP_level_range_adjust (object *caster, object *spob);
304
305struct freelist_item
306{
307 freelist_item *next;
308 uint32_t count;
309};
310
272struct object : zero_initialised, object_copy 311struct object : object_copy
273{ 312{
274 // These variables are not changed by ->copy_to 313 // These variables are not changed by ->copy_to
275 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 */
276 315
277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
278 int ACC (RO, count); 317 uint32_t ACC (RO, count);
279 object_vector_index ACC (RO, index); // index into objects 318 object_vector_index ACC (RO, index); // index into objects
280 object_vector_index ACC (RO, active); // index into actives 319 object_vector_index ACC (RO, active); // index into actives
281 320
282 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ 321 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
283 322
285 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 */
286 /* Note: stacked in the *same* environment */ 325 /* Note: stacked in the *same* environment */
287 object *inv; /* Pointer to the first object in the inventory */ 326 object *inv; /* Pointer to the first object in the inventory */
288 327
289 //TODO: container must move into client 328 //TODO: container must move into client
290 object_ptr ACC (RW, container); /* Current container being used. I think this 329 object_ptr ACC (RW, container);/* Currently opened container. I think this
291 * is only used by the player right now. 330 * is only used by the player right now.
292 */ 331 */
293 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.
294 * This is typically the container that the object is in. 333 * This is typically the container that the object is in.
295 */ 334 */
296 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 */
297 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
298 client_container *seen_by; // seen by which player/container currently?
299 key_value *key_values; /* Fields not explictly known by the loader. */ 337 key_value *key_values; /* Fields not explictly known by the loader. */
300 338
339 MTH void set_flag (int flagnum)
340 {
341 flag [flagnum] = true;
342 }
343
344 MTH void clr_flag (int flagnum)
345 {
346 flag [flagnum] = false;
347 }
348
301 // privates / perl 349 // privates / perl
302 const shstr &kv_get (const shstr &key) const; 350 shstr_tmp kv_get (shstr_tmp key) const;
303 void kv_del (const shstr &key); 351 void kv_del (shstr_tmp key);
304 void kv_set (const shstr &key, const shstr &value); 352 void kv_set (shstr_tmp key, shstr_tmp value);
353
354//-GPL
305 355
306 // custom extra fields management 356 // custom extra fields management
307 struct key_value_access_proxy 357 struct key_value_access_proxy
308 { 358 {
309 object &ob; 359 object &ob;
310 shstr key; 360 shstr_tmp key;
311 361
312 key_value_access_proxy (object &ob, const shstr &key) 362 key_value_access_proxy (object &ob, shstr_tmp key)
313 : ob (ob), key (key) 363 : ob (ob), key (key)
314 { 364 {
315 } 365 }
316 366
317 const key_value_access_proxy &operator =(const shstr &value) const 367 const key_value_access_proxy &operator =(shstr_tmp value) const
318 { 368 {
319 ob.kv_set (key, value); 369 ob.kv_set (key, value);
320 return *this; 370 return *this;
321 } 371 }
322 372
323 operator const shstr &() const { return ob.kv_get (key); } 373 operator const shstr_tmp () const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); } 374 operator const char *() const { return ob.kv_get (key); }
325 375
326 private: 376 private:
327 void operator =(int); 377 void operator =(int);
328 }; 378 };
329 379
330 // operator [] is too annoying to use 380 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key) 381 const key_value_access_proxy kv (shstr_tmp key)
332 { 382 {
333 return key_value_access_proxy (*this, key); 383 return key_value_access_proxy (*this, key);
334 } 384 }
335 385
336 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 386 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
337 MTH void post_load_check (); // do some adjustments after parsing 387 MTH void post_load_check (); // do some adjustments after parsing
338 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 388 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
339 bool write (object_freezer &f); 389 bool write (object_freezer &f);
340 390
341 MTH int slottype () const;
342 MTH static object *create (); 391 MTH static object *create ();
343 const mapxy &operator =(const mapxy &pos); 392 const mapxy &operator =(const mapxy &pos);
344 MTH void copy_to (object *dst); 393 MTH void copy_to (object *dst);
345 MTH object *clone (); // create + copy_to a single object 394 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory 395 MTH object *deep_clone (); // copy whole more chain and inventory
347 void do_destroy (); 396 void do_destroy ();
348 void gather_callbacks (AV *&callbacks, event_type event) const; 397 void gather_callbacks (AV *&callbacks, event_type event) const;
349 MTH void destroy (bool destroy_inventory = false); 398 MTH void destroy ();
399 MTH void drop_and_destroy ()
400 {
401 destroy_inv (true);
402 destroy ();
403 }
350 404
351 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 405 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
352 MTH void destroy_inv (bool drop_to_ground = false); 406 MTH void destroy_inv (bool drop_to_ground = false);
407 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
353 MTH object *insert (object *item); // insert into inventory 408 MTH object *insert (object *item); // insert into inventory
354 MTH void play_sound (faceidx sound); 409 MTH void play_sound (faceidx sound) const;
410 MTH void say_msg (const_utf8_string msg) const;
355 411
356 void do_remove (); 412 void do_remove ();
357 MTH void remove () 413 MTH void remove ()
358 { 414 {
359 if (!flag [FLAG_REMOVED]) 415 if (!flag [FLAG_REMOVED])
367 remove (); 423 remove ();
368 *this = pos; 424 *this = pos;
369 insert_at (this, this); 425 insert_at (this, this);
370 } 426 }
371 427
428 // high-level move method.
429 // object op is trying to move in direction dir.
430 // originator is typically the same as op, but
431 // can be different if originator is causing op to
432 // move (originator is pushing op)
433 // returns 0 if the object is not able to move to the
434 // desired space, 1 otherwise (in which case we also
435 // move the object accordingly. This function is
436 // very similiar to move_object.
437 int move (int dir, object *originator);
438
439 int move (int dir)
440 {
441 return move (dir, this);
442 }
443
444 // changes move_type to a new value - handles move_on/move_off effects
445 MTH void change_move_type (MoveType mt);
446
372 static bool can_merge_slow (object *op1, object *op2); 447 static bool can_merge_slow (object *op1, object *op2);
373 448
374 // this is often used in time-critical code, so optimise 449 // this is often used in time-critical code, so optimise
375 MTH static bool can_merge (object *op1, object *op2) 450 MTH static bool can_merge (object *op1, object *op2)
376 { 451 {
379 && can_merge_slow (op1, op2); 454 && can_merge_slow (op1, op2);
380 } 455 }
381 456
382 MTH void set_owner (object *owner); 457 MTH void set_owner (object *owner);
383 MTH void set_speed (float speed); 458 MTH void set_speed (float speed);
384 MTH bool change_weapon (object *ob); 459 MTH void set_glow_radius (sint8 rad);
385 MTH bool change_skill (object *ob);
386 460
387 MTH void open_container (object *new_container); 461 MTH void open_container (object *new_container);
388 MTH void close_container () 462 MTH void close_container ()
389 { 463 {
390 open_container (0); 464 open_container (0);
391 } 465 }
392 466
467 // potential future accessor for "container"
468 MTH object *container_ () const
469 {
470 return container;
471 }
472
473 MTH bool is_open_container () const
474 {
475 // strangely enough, using ?: here causes code to inflate
476 return type == CONTAINER
477 && ((env && env->container_ () == this)
478 || (!env && flag [FLAG_APPLIED]));
479 }
480
393 MTH object *force_find (const shstr name); 481 MTH object *force_find (shstr_tmp name);
482 MTH void force_set_timer (int duration);
394 MTH void force_add (const shstr name, int duration = 0); 483 MTH object *force_add (shstr_tmp name, int duration = 0);
484
485 oblinkpt *find_link () const;
486 MTH void add_link (maptile *map, shstr_tmp id);
487 MTH void remove_link ();
395 488
396 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 489 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
397 bool should_invoke (event_type event) 490 bool should_invoke (event_type event)
398 { 491 {
399 return ev_want_event [event] || ev_want_type [type] || cb; 492 return ev_want_event [event] || ev_want_type [type] || cb;
410 MTH void drain_stat (); 503 MTH void drain_stat ();
411 MTH void drain_specific_stat (int deplete_stats); 504 MTH void drain_specific_stat (int deplete_stats);
412 MTH void change_luck (int value); 505 MTH void change_luck (int value);
413 506
414 // info must hold 256 * 3 bytes currently 507 // info must hold 256 * 3 bytes currently
415 const char *debug_desc (char *info) const; 508 const_utf8_string debug_desc (char *info) const;
416 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 509 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
417 const char *flag_desc (char *desc, int len) const; 510 const_utf8_string flag_desc (char *desc, int len) const;
418 511
419 MTH bool decrease (sint32 nr = 1); // returns true if anything is left 512 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
420 MTH object *split (sint32 nr = 1); // return 0 on failure 513 MTH object *split (sint32 nr = 1); // return 0 on failure
421 514
422 MTH int number_of () const 515 MTH int number_of () const
430 } 523 }
431 524
432 MTH void update_weight (); 525 MTH void update_weight ();
433 526
434 // return the dominant material of this item, always return something 527 // return the dominant material of this item, always return something
435 const materialtype_t *dominant_material () const; 528 const materialtype_t *dominant_material () const
529 {
530 return material;
531 }
436 532
437 // return the volume of this object in cm³ 533 // return the volume of this object in cm³
438 MTH uint64 volume () const 534 MTH uint64 volume () const
439 { 535 {
440 return total_weight () 536 return (uint64)total_weight ()
441 * 1000 537 * 1024 // 1000 actually
442 * (type == CONTAINER ? 1000 : 1) 538 * (type == CONTAINER ? 128 : 1)
443 / dominant_material ()->density; 539 / dominant_material ()->density; // ugh, division
444 } 540 }
445 541
542 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
543
544 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
446 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 545 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
447 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 546 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
448 || type == CLOAK || type == BOOTS || type == GLOVES 547 || type == CLOAK || type == BOOTS || type == GLOVES
449 || type == BRACERS || type == GIRDLE; } 548 || type == BRACERS || type == GIRDLE; }
450 MTH bool is_alive () const { return (type == PLAYER 549 MTH bool is_alive () const { return (type == PLAYER
454 MTH bool is_arrow () const { return type == ARROW 553 MTH bool is_arrow () const { return type == ARROW
455 || (type == SPELL_EFFECT 554 || (type == SPELL_EFFECT
456 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 555 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
457 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 556 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
458 557
558 MTH bool is_dragon () const;
559
560 MTH bool is_immunity () const { return invisible && type == SIGN; }
561
459 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 562 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
460 563
461 // temporary: wether the object can be saved in a map file 564 // temporary: wether the object can be saved in a map file
462 // contr => is a player 565 // contr => is a player
463 // head => only save head of a multitile object 566 // head => only save head of a multitile object
464 // owner => can not reference owner yet 567 // owner => can not reference owner yet
467 /* This return true if object has still randomitems which 570 /* This return true if object has still randomitems which
468 * could be expanded. 571 * could be expanded.
469 */ 572 */
470 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 573 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
471 574
472 MTH bool has_dialogue () const { return *&msg == '@'; } 575 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
576
577 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
578
579 /* need_identify returns true if the item should be identified. This
580 * function really should not exist - by default, any item not identified
581 * should need it.
582 */
583 MTH bool need_identify () const;
473 584
474 // returns the outermost owner, never returns 0 585 // returns the outermost owner, never returns 0
475 MTH object *outer_owner () 586 MTH object *outer_owner ()
476 { 587 {
588 object *op;
589
477 for (object *op = this; ; op = op->owner) 590 for (op = this; op->owner; op = op->owner)
478 if (!op->owner) 591 ;
592
479 return op; 593 return op;
480 } 594 }
481 595
482 // returns the outermost environment, never returns 0 596 // returns the outermost environment, never returns 0
597 MTH object *outer_env_or_self () const
598 {
599 const object *op;
600
601 for (op = this; op->env; op = op->env)
602 ;
603
604 return const_cast<object *>(op);
605 }
606
607 // returns the outermost environment, may return 0
483 MTH object *outer_env () 608 MTH object *outer_env () const
484 { 609 {
485 for (object *op = this; ; op = op->env) 610 return env ? outer_env_or_self () : 0;
486 if (!op->env)
487 return op;
488 } 611 }
489 612
490 // returns the player that has this object in his inventory, or 0 613 // returns the player that has this object in his inventory, or 0
491 // we assume the player is always the outer env 614 // we assume the player is always the outer env
492 MTH object *in_player () 615 MTH object *in_player () const
493 { 616 {
494 object *op = outer_env (); 617 object *op = outer_env_or_self ();
495 618
496 return op->type == PLAYER ? op : 0; 619 return op->type == PLAYER ? op : 0;
497 } 620 }
498 621
499 // "temporary" helper function 622 // "temporary" helper function
500 MTH object *head_ () 623 MTH object *head_ () const
501 { 624 {
502 return head ? head : this; 625 return head ? head : const_cast<object *>(this);
503 } 626 }
504 627
505 MTH bool is_head () 628 MTH bool is_head () const
506 { 629 {
507 return head_ () == this; 630 return head_ () == this;
508 } 631 }
509 632
510 MTH bool is_on_map () const 633 MTH bool is_on_map () const
511 { 634 {
512 return !env && !flag [FLAG_REMOVED]; 635 return !env && !flag [FLAG_REMOVED];
513 } 636 }
514 637
638 MTH bool is_inserted () const
639 {
640 return !flag [FLAG_REMOVED];
641 }
642
643 MTH bool is_player () const
644 {
645 return !!contr;
646 }
647
648 /* elmex: this method checks whether the object is in a shop */
649 MTH bool is_in_shop () const;
650
651 MTH bool affects_los () const
652 {
653 return glow_radius || flag [FLAG_BLOCKSVIEW];
654 }
655
656 MTH bool has_carried_lights () const
657 {
658 return glow_radius;
659 }
660
515 // returns the player that cna see this object, if any 661 // returns the player that can see this object, if any
516 MTH object *visible_to () const; 662 MTH object *visible_to () const;
517 663
518 MTH std::string long_desc (object *who = 0); 664 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
519 MTH std::string describe_monster (object *who = 0); 665 MTH std::string describe_monster (object *who = 0);
520 MTH std::string describe_item (object *who = 0); 666 MTH std::string describe_item (object *who = 0);
521 MTH std::string describe (object *who = 0); 667 MTH std::string describe (object *who = 0); // long description, without name
668
669 MTH const_utf8_string query_weight () { return ::query_weight (this); }
670 MTH const_utf8_string query_name () { return ::query_name (this); }
671 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
672 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
522 673
523 // If this object has no extra parts but should have them, 674 // If this object has no extra parts but should have them,
524 // add them, effectively expanding heads into multipart 675 // add them, effectively expanding heads into multipart
525 // objects. This method only works on objects not inserted 676 // objects. This method only works on objects not inserted
526 // anywhere. 677 // anywhere.
527 MTH void expand_tail (); 678 MTH void expand_tail ();
528 679
529 MTH void create_treasure (treasurelist *tl, int flags = 0); 680 MTH void create_treasure (treasurelist *tl, int flags = 0);
530 681
682 // makes sure the player has the named skill,
683 // and also makes it innate if can_use is true.
684 // returns the new skill or 0 if no such skill exists.
685 MTH object *give_skill (shstr_cmp name, bool can_use = false);
686 MTH void become_follower (object *new_god);
687
531 // insert object at same map position as 'where' 688 // insert object at same map position as 'where'
532 // handles both inventory and map "positions" 689 // handles both inventory and map "positions"
533 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 690 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
691 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
692 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
534 MTH void drop_unpaid_items (); 693 MTH void drop_unpaid_items ();
535 694
536 MTH void activate (); 695 MTH void activate ();
537 MTH void deactivate (); 696 MTH void deactivate ();
538 MTH void activate_recursive (); 697 MTH void activate_recursive ();
539 MTH void deactivate_recursive (); 698 MTH void deactivate_recursive ();
540 699
541 // set the given flag on all objects in the inventory recursively 700 // set the given flag on all objects in the inventory recursively
542 MTH void set_flag_inv (int flag, int value = 1); 701 MTH void set_flag_inv (int flag, int value = 1);
543 702
544 void enter_exit (object *exit);//Perl 703 void enter_exit (object *exit); // perl
545 MTH void enter_map (maptile *newmap, int x, int y); 704 MTH bool enter_map (maptile *newmap, int x, int y);
546 void player_goto (const char *path, int x, int y); // only for players 705 void player_goto (const_utf8_string path, int x, int y); // only for players
706 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
707
708 MTH object *mark () const;
709 MTH void splay_marked ();
547 710
548 // returns the mapspace this object is in 711 // returns the mapspace this object is in
549 mapspace &ms () const; 712 mapspace &ms () const;
550 713
551 // fully recursive iterator 714 // fully recursive iterator
602 return weight + carrying; 765 return weight + carrying;
603 } 766 }
604 767
605 MTH struct region *region () const; 768 MTH struct region *region () const;
606 769
607 void statusmsg (const char *msg, int color = NDI_BLACK); 770 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
608 void failmsg (const char *msg, int color = NDI_RED); 771 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
772 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
609 773
610 const char *query_inventory (object *who = 0, const char *indent = ""); 774 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
611 775
612 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 776 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
613 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 777 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
778
779 // make some noise with given item into direction dir,
780 // currently only used for players to make them temporarily visible
781 // when they are invisible.
782 MTH void make_noise ();
783
784 /* animation */
785 MTH bool has_anim () const { return animation_id; }
786 const animation &anim () const { return animations [animation_id]; }
787 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
788 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
789 /* anim_frames () returns the number of animations allocated. The last
790 * usuable animation will be anim_frames () - 1 (for example, if an object
791 * has 8 animations, anim_frames () will return 8, but the values will
792 * range from 0 through 7.
793 */
794 MTH int anim_frames () const { return anim ().num_animations; }
795 MTH int anim_facings () const { return anim ().facings; }
796
797 MTH utf8_string as_string ();
798
799 // low-level management, statistics, ...
800 static uint32_t ACC (RW, object_count);
801 static uint32_t ACC (RW, free_count);
802 static uint32_t ACC (RW, create_count);
803 static uint32_t ACC (RW, destroy_count);
804 static freelist_item *freelist;
805 MTH static void freelist_free (int count);
614 806
615protected: 807protected:
616 void link (); 808 void link ();
617 void unlink (); 809 void unlink ();
810
811 void do_delete ();
618 812
619 object (); 813 object ();
620 ~object (); 814 ~object ();
621 815
622private: 816private:
624 object (const object &); 818 object (const object &);
625}; 819};
626 820
627// move this object to the top of its env's inventory to speed up 821// move this object to the top of its env's inventory to speed up
628// searches for it. 822// searches for it.
629static object * 823static inline object *
630splay (object *ob) 824splay (object *ob)
631{ 825{
632 if (ob->env && ob->env->inv != ob) 826 if (ob->above && ob->env)
633 { 827 {
634 if (ob->above) ob->above->below = ob->below; 828 if (ob->above) ob->above->below = ob->below;
635 if (ob->below) ob->below->above = ob->above; 829 if (ob->below) ob->below->above = ob->above;
636 830
637 ob->above = 0; 831 ob->above = 0;
641 } 835 }
642 836
643 return ob; 837 return ob;
644} 838}
645 839
646typedef struct oblnk 840//+GPL
647{ /* Used to link together several objects */
648 object_ptr ob;
649 struct oblnk *next;
650} objectlink;
651 841
652typedef struct oblinkpt
653{ /* Used to link together several object links */
654 struct oblnk *link;
655 sint32 value; /* Used as connected value in buttons/gates */
656 struct oblinkpt *next;
657} oblinkpt;
658
659object *find_skill_by_name (object *who, const char *name); 842object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
660object *find_skill_by_name (object *who, const shstr &sh); 843object *find_skill_by_name (object *who, shstr_cmp sh);
661object *find_skill_by_number (object *who, int skillno); 844object *find_skill_by_number (object *who, int skillno);
662 845
663/* 846/*
664 * The archetype structure is a set of rules on how to generate and manipulate 847 * The archetype structure is a set of rules on how to generate and manipulate
665 * objects which point to archetypes. 848 * objects which point to archetypes.
667 * be much left in the archetype - all it really is is a holder for the 850 * be much left in the archetype - all it really is is a holder for the
668 * object and pointers. This structure should get removed, and just replaced 851 * object and pointers. This structure should get removed, and just replaced
669 * by the object structure 852 * by the object structure
670 */ 853 */
671 854
855//-GPL
856
672INTERFACE_CLASS (archetype) 857INTERFACE_CLASS (archetype)
673struct archetype : object 858struct archetype : object, zero_initialised
674{ 859{
675 static arch_ptr empty; // the empty_archetype 860 static arch_ptr empty; // the empty_archetype
676 MTH static void gc (); 861 MTH static void gc ();
677 862
678 archetype (const char *name); 863 archetype (const_utf8_string name);
679 ~archetype (); 864 ~archetype ();
680 void gather_callbacks (AV *&callbacks, event_type event) const; 865 void gather_callbacks (AV *&callbacks, event_type event) const;
681 866
682 MTH static archetype *find (const_utf8_string name); 867 MTH static archetype *find (const_utf8_string name);
683 868
684 MTH void link (); 869 MTH void link ();
685 MTH void unlink (); 870 MTH void unlink ();
686 871
687 MTH static object *get (const char *name); // (find() || singularity)->instance() 872 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
688 MTH object *instance (); 873 MTH object *instance ();
874
875 MTH void post_load_check (); // do some adjustments after parsing
689 876
690 object_vector_index ACC (RW, archid); // index in archvector 877 object_vector_index ACC (RW, archid); // index in archvector
691 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 878 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
692 879
693 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 880 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
694 sint8 ACC (RW, max_x), ACC (RW, max_y);
695 881
696 // support for archetype loading 882 // support for archetype loading
697 static archetype *read (object_thawer &f); 883 static archetype *read (object_thawer &f);
698 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 884 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
699 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 885 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
886
887protected:
888 void do_delete ();
700}; 889};
701 890
702// compatbiility, remove once replaced by ->instance 891// returns whether the object is a dragon player, which are often specialcased
703inline object * 892inline bool
704arch_to_object (archetype *at) 893object::is_dragon () const
705{ 894{
706 return at->instance (); 895 return arch->race == shstr_dragon && is_player ();
707} 896}
708 897
709inline void 898inline void
710object_freezer::put (keyword k, archetype *v) 899object_freezer::put (const keyword_string k, archetype *v)
711{ 900{
712 put (k, v ? &v->archname : (const char *)0); 901 if (expect_true (v))
902 put (k, v->archname);
903 else
904 put (k);
713} 905}
714 906
715typedef object_vector<object, &object::index > objectvec; 907typedef object_vector<object, &object::index > objectvec;
716typedef object_vector<object, &object::active> activevec; 908typedef object_vector<object, &object::active> activevec;
717typedef object_vector<archetype, &archetype::archid> archvec; 909typedef object_vector<archetype, &archetype::archid> archvec;
719extern objectvec objects; 911extern objectvec objects;
720extern activevec actives; 912extern activevec actives;
721extern archvec archetypes; 913extern archvec archetypes;
722 914
723// "safely" iterate over inv in a way such that the current item is removable 915// "safely" iterate over inv in a way such that the current item is removable
724// quite horrible, thats why its hidden in some macro 916// quite horrible, that's why its hidden in some macro
725#define for_inv_removable(op,var) \ 917#define for_inv_removable(op,var) \
726 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) 918 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
727 919
728#define for_all_objects(var) \ 920#define for_all_objects(var) \
729 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 921 for (unsigned _i = 0; _i < objects.size (); ++_i) \
734 statementvar (object *, var, actives [_i]) 926 statementvar (object *, var, actives [_i])
735 927
736#define for_all_archetypes(var) \ 928#define for_all_archetypes(var) \
737 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 929 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
738 statementvar (archetype *, var, archetypes [_i]) 930 statementvar (archetype *, var, archetypes [_i])
931
932//+GPL
739 933
740/* Used by update_object to know if the object being passed is 934/* Used by update_object to know if the object being passed is
741 * being added or removed. 935 * being added or removed.
742 */ 936 */
743#define UP_OBJ_INSERT 1 937#define UP_OBJ_INSERT 1
772#define INS_NO_MERGE 0x0001 966#define INS_NO_MERGE 0x0001
773#define INS_ABOVE_FLOOR_ONLY 0x0002 967#define INS_ABOVE_FLOOR_ONLY 0x0002
774#define INS_NO_WALK_ON 0x0004 968#define INS_NO_WALK_ON 0x0004
775#define INS_ON_TOP 0x0008 969#define INS_ON_TOP 0x0008
776#define INS_BELOW_ORIGINATOR 0x0010 970#define INS_BELOW_ORIGINATOR 0x0010
971#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
777 972
778#define ARCH_DEPLETION "depletion" 973//-GPL
779 974
780#endif 975#endif
781 976

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