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Comparing deliantra/server/include/object.h (file contents):
Revision 1.181 by root, Fri Sep 19 01:39:45 2008 UTC vs.
Revision 1.242 by root, Tue Apr 13 03:44:21 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 */
84{ 80{
85 key_value *next; 81 key_value *next;
86 shstr key, value; 82 shstr key, value;
87}; 83};
88 84
85//-GPL
86
89struct UUID 87struct UUID
90{ 88{
91 uint64 seq; 89 uint64 seq;
90
91 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 92
93 static UUID cur; // last uuid generated 93 static UUID cur; // last uuid generated
94 static void init (); 94 static void init ();
95 static UUID gen (); 95 static UUID gen ();
96 96
97 UUID () { } 97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101 101
102 typedef char BUF [32];
103
104 bool parse (const char *s) 102 bool parse (const char *s);
105 { 103 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 104 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 105};
106
107//+GPL
123 108
124/* Definition for WILL_APPLY values. Replaces having harcoded values 109/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 110 * 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 111 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 112 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 117#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 118#define WILL_APPLY_FOOD 0x10
134 119
135struct body_slot 120struct body_slot
136{ 121{
122 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 123 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 124};
125
126typedef struct oblnk
127{ /* Used to link together several objects */
128 object_ptr ob;
129 struct oblnk *next;
130} objectlink;
131
132typedef struct oblinkpt
133{ /* Used to link together several object links */
134 struct oblnk *link;
135 struct oblinkpt *next;
136 shstr id; /* Used as connected value in buttons/gates */
137} oblinkpt;
140 138
141INTERFACE_CLASS (object) 139INTERFACE_CLASS (object)
142// these are being copied 140// these are being copied
143struct object_copy : attachable 141struct object_copy : attachable
144{ 142{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 144
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 146 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 151 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 152 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 153 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 154 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 155 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 156
157 typedef bitset<NUM_FLAGS> flags_t;
158 flags_t flag; /* various flags */
159#if FOR_PERL
160 bool ACC (RW, flag[NUM_FLAGS]);
161#endif
162
163 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 */ 164 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 */ 165 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 */ 166 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 */ 167 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 */ 168 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 169 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 172 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 173 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 174
178 float ACC (RW, speed); /* The overall speed of this object */ 175 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 */ 176 float ACC (RW, speed_left); /* How much speed is left to spend this round */
177
180 sint32 ACC (RW, nrof); /* How many of the objects */ 178 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */ 179 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 180 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 181 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
182
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 183 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 184 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 185 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 186 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
187
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 188 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 189 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 190 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 191 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
192
194 /* Note that the last_.. values are sometimes used for non obvious 193 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 194 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 195 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 196 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 197 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 198 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 199 sint16 ACC (RW, last_eat); /* How long since we last ate */
200
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 202 sint16 ACC (RW, level); /* Level of creature or object */
203
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 204 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) */ 205 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 */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
207 uint8 ACC (RW, weapontype); /* type of weapon */
208
209 body_slot slot [NUM_BODY_LOCATIONS];
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
207 sint32 ACC (RW, weight); /* Attributes of the object */ 216 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 217 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
218
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 219 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
220
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 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 */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
219 224
220 /* Following mostly refers to fields only used for monsters */ 225 /* 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 */
229 226
230 /* Spell related information, may be useful elsewhere 227 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 228 * Note that other fields are used - these files are basically
232 * only used in spells. 229 * only used in spells.
233 */ 230 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 231 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 232 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 */ 233 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
234
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 235 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 236 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 237 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
238 sint8 ACC (RW, item_power); /* power rating of the object */
239
240 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 */ 241 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 242 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 243 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
244
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 245 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 */ 246 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 247 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 248
249 // 8 free bits
250
251 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
252 // /* races/classes can need less/more exp to gain levels */
253 static const float expmul = 1.0;//D
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 254 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254 255
255 /* Following are values used by any object */ 256 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 257 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 258 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 259
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 */ 260 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 261 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
266 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 262 uint8 ACC (RW, will_apply); /* See crossfire.doc */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
266
267 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 */ 268 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 */ 269 /* allows different movement patterns for attackers */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ 270 uint8 ACC (RW, move_status); /* What stage in attack mode */
271 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
272
273 //16+ free bits
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
270}; 281};
271 282
283const_utf8_string query_weight (const object *op);
284const_utf8_string query_short_name (const object *op);
285const_utf8_string query_name (const object *op);
286const_utf8_string query_base_name (const object *op, int plural);
287sint64 query_cost (const object *tmp, object *who, int flag);
288const char *query_cost_string (const object *tmp, object *who, int flag);
289
290int change_ability_duration (object *spell, object *caster);
291int min_casting_level (object *caster, object *spell);
292int casting_level (object *caster, object *spell);
293sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
294int SP_level_dam_adjust (object *caster, object *spob);
295int SP_level_duration_adjust (object *caster, object *spob);
296int SP_level_range_adjust (object *caster, object *spob);
297
298struct freelist_item
299{
300 freelist_item *next;
301 uint32_t count;
302};
303
272struct object : zero_initialised, object_copy 304struct object : object_copy
273{ 305{
274 // These variables are not changed by ->copy_to 306 // These variables are not changed by ->copy_to
275 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 307 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
276 308
277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
278 int ACC (RO, count); 310 uint32_t ACC (RO, count);
279 object_vector_index ACC (RO, index); // index into objects 311 object_vector_index ACC (RO, index); // index into objects
280 object_vector_index ACC (RO, active); // index into actives 312 object_vector_index ACC (RO, active); // index into actives
281 313
282 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ 314 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
283 315
285 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 317 object *ACC (RW, above); /* Pointer to the object stacked above this one */
286 /* Note: stacked in the *same* environment */ 318 /* Note: stacked in the *same* environment */
287 object *inv; /* Pointer to the first object in the inventory */ 319 object *inv; /* Pointer to the first object in the inventory */
288 320
289 //TODO: container must move into client 321 //TODO: container must move into client
290 object_ptr ACC (RW, container); /* Current container being used. I think this 322 object_ptr ACC (RW, container);/* Currently opened container. I think this
291 * is only used by the player right now. 323 * is only used by the player right now.
292 */ 324 */
293 object *ACC (RW, env); /* Pointer to the object which is the environment. 325 object *ACC (RW, env); /* Pointer to the object which is the environment.
294 * This is typically the container that the object is in. 326 * This is typically the container that the object is in.
295 */ 327 */
296 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 328 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 329 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. */ 330 key_value *key_values; /* Fields not explictly known by the loader. */
300 331
332 MTH void set_flag (int flagnum)
333 {
334 flag [flagnum] = true;
335 }
336
337 MTH void clr_flag (int flagnum)
338 {
339 flag [flagnum] = false;
340 }
341
301 // privates / perl 342 // privates / perl
302 const shstr &kv_get (const shstr &key) const; 343 shstr_tmp kv_get (shstr_tmp key) const;
303 void kv_del (const shstr &key); 344 void kv_del (shstr_tmp key);
304 void kv_set (const shstr &key, const shstr &value); 345 void kv_set (shstr_tmp key, shstr_tmp value);
346
347//-GPL
305 348
306 // custom extra fields management 349 // custom extra fields management
307 struct key_value_access_proxy 350 struct key_value_access_proxy
308 { 351 {
309 object &ob; 352 object &ob;
310 shstr key; 353 shstr_tmp key;
311 354
312 key_value_access_proxy (object &ob, const shstr &key) 355 key_value_access_proxy (object &ob, shstr_tmp key)
313 : ob (ob), key (key) 356 : ob (ob), key (key)
314 { 357 {
315 } 358 }
316 359
317 const key_value_access_proxy &operator =(const shstr &value) const 360 const key_value_access_proxy &operator =(shstr_tmp value) const
318 { 361 {
319 ob.kv_set (key, value); 362 ob.kv_set (key, value);
320 return *this; 363 return *this;
321 } 364 }
322 365
323 operator const shstr &() const { return ob.kv_get (key); } 366 operator const shstr_tmp () const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); } 367 operator const char *() const { return ob.kv_get (key); }
325 368
326 private: 369 private:
327 void operator =(int); 370 void operator =(int);
328 }; 371 };
329 372
330 // operator [] is too annoying to use 373 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key) 374 const key_value_access_proxy kv (shstr_tmp key)
332 { 375 {
333 return key_value_access_proxy (*this, key); 376 return key_value_access_proxy (*this, key);
334 } 377 }
335 378
336 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 379 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 380 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. 381 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
339 bool write (object_freezer &f); 382 bool write (object_freezer &f);
340 383
341 MTH int slottype () const;
342 MTH static object *create (); 384 MTH static object *create ();
343 const mapxy &operator =(const mapxy &pos); 385 const mapxy &operator =(const mapxy &pos);
344 MTH void copy_to (object *dst); 386 MTH void copy_to (object *dst);
345 MTH object *clone (); // create + copy_to a single object 387 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory 388 MTH object *deep_clone (); // copy whole more chain and inventory
347 void do_destroy (); 389 void do_destroy ();
348 void gather_callbacks (AV *&callbacks, event_type event) const; 390 void gather_callbacks (AV *&callbacks, event_type event) const;
349 MTH void destroy (bool destroy_inventory = false); 391 MTH void destroy ();
392 MTH void drop_and_destroy ()
393 {
394 destroy_inv (true);
395 destroy ();
396 }
350 397
351 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 398 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
352 MTH void destroy_inv (bool drop_to_ground = false); 399 MTH void destroy_inv (bool drop_to_ground = false);
400 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 401 MTH object *insert (object *item); // insert into inventory
354 MTH void play_sound (faceidx sound); 402 MTH void play_sound (faceidx sound) const;
403 MTH void say_msg (const_utf8_string msg) const;
355 404
356 void do_remove (); 405 void do_remove ();
357 MTH void remove () 406 MTH void remove ()
358 { 407 {
359 if (!flag [FLAG_REMOVED]) 408 if (!flag [FLAG_REMOVED])
367 remove (); 416 remove ();
368 *this = pos; 417 *this = pos;
369 insert_at (this, this); 418 insert_at (this, this);
370 } 419 }
371 420
421 // high-level move method.
422 // object op is trying to move in direction dir.
423 // originator is typically the same as op, but
424 // can be different if originator is causing op to
425 // move (originator is pushing op)
426 // returns 0 if the object is not able to move to the
427 // desired space, 1 otherwise (in which case we also
428 // move the object accordingly. This function is
429 // very similiar to move_object.
430 int move (int dir, object *originator);
431
432 int move (int dir)
433 {
434 return move (dir, this);
435 }
436
437 // changes move_type to a new value - handles move_on/move_off effects
438 MTH void change_move_type (MoveType mt);
439
372 static bool can_merge_slow (object *op1, object *op2); 440 static bool can_merge_slow (object *op1, object *op2);
373 441
374 // this is often used in time-critical code, so optimise 442 // this is often used in time-critical code, so optimise
375 MTH static bool can_merge (object *op1, object *op2) 443 MTH static bool can_merge (object *op1, object *op2)
376 { 444 {
379 && can_merge_slow (op1, op2); 447 && can_merge_slow (op1, op2);
380 } 448 }
381 449
382 MTH void set_owner (object *owner); 450 MTH void set_owner (object *owner);
383 MTH void set_speed (float speed); 451 MTH void set_speed (float speed);
384 MTH bool change_weapon (object *ob); 452 MTH void set_glow_radius (sint8 rad);
385 MTH bool change_skill (object *ob);
386 453
387 MTH void open_container (object *new_container); 454 MTH void open_container (object *new_container);
388 MTH void close_container () 455 MTH void close_container ()
389 { 456 {
390 open_container (0); 457 open_container (0);
391 } 458 }
392 459
460 // potential future accessor for "container"
461 MTH object *container_ () const
462 {
463 return container;
464 }
465
466 MTH bool is_open_container () const
467 {
468 // strangely enough, using ?: here causes code to inflate
469 return type == CONTAINER
470 && ((env && env->container_ () == this)
471 || (!env && flag [FLAG_APPLIED]));
472 }
473
393 MTH object *force_find (const shstr name); 474 MTH object *force_find (shstr_tmp name);
475 MTH void force_set_timer (int duration);
394 MTH void force_add (const shstr name, int duration = 0); 476 MTH object *force_add (shstr_tmp name, int duration = 0);
477
478 oblinkpt *find_link () const;
479 MTH void add_link (maptile *map, shstr_tmp id);
480 MTH void remove_link ();
395 481
396 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 482 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
397 bool should_invoke (event_type event) 483 bool should_invoke (event_type event)
398 { 484 {
399 return ev_want_event [event] || ev_want_type [type] || cb; 485 return ev_want_event [event] || ev_want_type [type] || cb;
410 MTH void drain_stat (); 496 MTH void drain_stat ();
411 MTH void drain_specific_stat (int deplete_stats); 497 MTH void drain_specific_stat (int deplete_stats);
412 MTH void change_luck (int value); 498 MTH void change_luck (int value);
413 499
414 // info must hold 256 * 3 bytes currently 500 // info must hold 256 * 3 bytes currently
415 const char *debug_desc (char *info) const; 501 const_utf8_string debug_desc (char *info) const;
416 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 502 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
417 const char *flag_desc (char *desc, int len) const; 503 const_utf8_string flag_desc (char *desc, int len) const;
418 504
419 MTH bool decrease (sint32 nr = 1); // returns true if anything is left 505 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
420 MTH object *split (sint32 nr = 1); // return 0 on failure 506 MTH object *split (sint32 nr = 1); // return 0 on failure
421 507
422 MTH int number_of () const 508 MTH int number_of () const
430 } 516 }
431 517
432 MTH void update_weight (); 518 MTH void update_weight ();
433 519
434 // return the dominant material of this item, always return something 520 // return the dominant material of this item, always return something
435 const materialtype_t *dominant_material () const; 521 const materialtype_t *dominant_material () const
522 {
523 return material;
524 }
436 525
437 // return the volume of this object in cm³ 526 // return the volume of this object in cm³
438 MTH uint64 volume () const 527 MTH uint64 volume () const
439 { 528 {
440 return total_weight () 529 return (uint64)total_weight ()
441 * 1000 530 * 1024 // 1000 actually
442 * (type == CONTAINER ? 1000 : 1) 531 * (type == CONTAINER ? 128 : 1)
443 / dominant_material ()->density; 532 / dominant_material ()->density; // ugh, division
444 } 533 }
445 534
535 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
536
537 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
446 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 538 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 539 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
448 || type == CLOAK || type == BOOTS || type == GLOVES 540 || type == CLOAK || type == BOOTS || type == GLOVES
449 || type == BRACERS || type == GIRDLE; } 541 || type == BRACERS || type == GIRDLE; }
450 MTH bool is_alive () const { return (type == PLAYER 542 MTH bool is_alive () const { return (type == PLAYER
454 MTH bool is_arrow () const { return type == ARROW 546 MTH bool is_arrow () const { return type == ARROW
455 || (type == SPELL_EFFECT 547 || (type == SPELL_EFFECT
456 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 548 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
457 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 549 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
458 550
551 MTH bool is_dragon () const;
552
553 MTH bool is_immunity () const { return invisible && type == SIGN; }
554
459 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 555 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
460 556
461 // temporary: wether the object can be saved in a map file 557 // temporary: wether the object can be saved in a map file
462 // contr => is a player 558 // contr => is a player
463 // head => only save head of a multitile object 559 // head => only save head of a multitile object
464 // owner => can not reference owner yet 560 // owner => can not reference owner yet
467 /* This return true if object has still randomitems which 563 /* This return true if object has still randomitems which
468 * could be expanded. 564 * could be expanded.
469 */ 565 */
470 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 566 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
471 567
472 MTH bool has_dialogue () const { return *&msg == '@'; } 568 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
569
570 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
473 571
474 // returns the outermost owner, never returns 0 572 // returns the outermost owner, never returns 0
475 MTH object *outer_owner () 573 MTH object *outer_owner ()
476 { 574 {
477 object *op; 575 object *op;
481 579
482 return op; 580 return op;
483 } 581 }
484 582
485 // returns the outermost environment, never returns 0 583 // returns the outermost environment, never returns 0
486 MTH object *outer_env () 584 MTH object *outer_env_or_self () const
487 { 585 {
488 object *op; 586 const object *op;
489 587
490 for (op = this; op->env; op = op->env) 588 for (op = this; op->env; op = op->env)
491 ; 589 ;
492 590
493 return op; 591 return const_cast<object *>(op);
592 }
593
594 // returns the outermost environment, may return 0
595 MTH object *outer_env () const
596 {
597 return env ? outer_env_or_self () : 0;
494 } 598 }
495 599
496 // returns the player that has this object in his inventory, or 0 600 // returns the player that has this object in his inventory, or 0
497 // we assume the player is always the outer env 601 // we assume the player is always the outer env
498 MTH object *in_player () 602 MTH object *in_player () const
499 { 603 {
500 object *op = outer_env (); 604 object *op = outer_env_or_self ();
501 605
502 return op->type == PLAYER ? op : 0; 606 return op->type == PLAYER ? op : 0;
503 } 607 }
504 608
505 // "temporary" helper function 609 // "temporary" helper function
506 MTH object *head_ () 610 MTH object *head_ () const
507 { 611 {
508 return head ? head : this; 612 return head ? head : const_cast<object *>(this);
509 } 613 }
510 614
511 MTH bool is_head () 615 MTH bool is_head () const
512 { 616 {
513 return head_ () == this; 617 return head_ () == this;
514 } 618 }
515 619
516 MTH bool is_on_map () const 620 MTH bool is_on_map () const
517 { 621 {
518 return !env && !flag [FLAG_REMOVED]; 622 return !env && !flag [FLAG_REMOVED];
623 }
624
625 MTH bool is_inserted () const
626 {
627 return !flag [FLAG_REMOVED];
628 }
629
630 MTH bool is_player () const
631 {
632 return !!contr;
633 }
634
635 /* elmex: this method checks whether the object is in a shop */
636 MTH bool is_in_shop () const;
637
638 MTH bool affects_los () const
639 {
640 return glow_radius || flag [FLAG_BLOCKSVIEW];
641 }
642
643 MTH bool has_carried_lights () const
644 {
645 return glow_radius;
519 } 646 }
520 647
521 // returns the player that cna see this object, if any 648 // returns the player that cna see this object, if any
522 MTH object *visible_to () const; 649 MTH object *visible_to () const;
523 650
524 MTH std::string long_desc (object *who = 0); 651 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
525 MTH std::string describe_monster (object *who = 0); 652 MTH std::string describe_monster (object *who = 0);
526 MTH std::string describe_item (object *who = 0); 653 MTH std::string describe_item (object *who = 0);
527 MTH std::string describe (object *who = 0); 654 MTH std::string describe (object *who = 0); // long description, without name
655
656 MTH const_utf8_string query_weight () { return ::query_weight (this); }
657 MTH const_utf8_string query_name () { return ::query_name (this); }
658 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
659 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
528 660
529 // If this object has no extra parts but should have them, 661 // If this object has no extra parts but should have them,
530 // add them, effectively expanding heads into multipart 662 // add them, effectively expanding heads into multipart
531 // objects. This method only works on objects not inserted 663 // objects. This method only works on objects not inserted
532 // anywhere. 664 // anywhere.
533 MTH void expand_tail (); 665 MTH void expand_tail ();
534 666
535 MTH void create_treasure (treasurelist *tl, int flags = 0); 667 MTH void create_treasure (treasurelist *tl, int flags = 0);
536 668
669 // makes sure the player has the named skill,
670 // and also makes it innate if can_use is true.
671 // returns the new skill or 0 if no such skill exists.
672 MTH object *give_skill (shstr_cmp name, bool can_use = false);
673
537 // insert object at same map position as 'where' 674 // insert object at same map position as 'where'
538 // handles both inventory and map "positions" 675 // handles both inventory and map "positions"
539 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 676 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
677 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
678 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
540 MTH void drop_unpaid_items (); 679 MTH void drop_unpaid_items ();
541 680
542 MTH void activate (); 681 MTH void activate ();
543 MTH void deactivate (); 682 MTH void deactivate ();
544 MTH void activate_recursive (); 683 MTH void activate_recursive ();
547 // set the given flag on all objects in the inventory recursively 686 // set the given flag on all objects in the inventory recursively
548 MTH void set_flag_inv (int flag, int value = 1); 687 MTH void set_flag_inv (int flag, int value = 1);
549 688
550 void enter_exit (object *exit);//Perl 689 void enter_exit (object *exit);//Perl
551 MTH void enter_map (maptile *newmap, int x, int y); 690 MTH void enter_map (maptile *newmap, int x, int y);
552 void player_goto (const char *path, int x, int y); // only for players 691 void player_goto (const_utf8_string path, int x, int y); // only for players
692 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
553 693
554 // returns the mapspace this object is in 694 // returns the mapspace this object is in
555 mapspace &ms () const; 695 mapspace &ms () const;
556 696
557 // fully recursive iterator 697 // fully recursive iterator
608 return weight + carrying; 748 return weight + carrying;
609 } 749 }
610 750
611 MTH struct region *region () const; 751 MTH struct region *region () const;
612 752
613 void statusmsg (const char *msg, int color = NDI_BLACK); 753 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
614 void failmsg (const char *msg, int color = NDI_RED); 754 void failmsg (const_utf8_string msg, int color = NDI_RED);
755 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
615 756
616 const char *query_inventory (object *who = 0, const char *indent = ""); 757 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
617 758
618 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 759 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
619 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 760 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
761
762 // make some noise with given item into direction dir,
763 // currently only used for players to make them temporarily visible
764 // when they are invisible.
765 MTH void make_noise ();
766
767 /* animation */
768 MTH bool has_anim () const { return animation_id; }
769 const animation &anim () const { return animations [animation_id]; }
770 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
771 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
772 /* anim_frames () returns the number of animations allocated. The last
773 * usuable animation will be anim_frames () - 1 (for example, if an object
774 * has 8 animations, anim_frames () will return 8, but the values will
775 * range from 0 through 7.
776 */
777 MTH int anim_frames () const { return anim ().num_animations; }
778 MTH int anim_facings () const { return anim ().facings; }
779
780 MTH utf8_string as_string ();
781
782 // low-level management, statistics, ...
783 static uint32_t ACC (RW, object_count);
784 static uint32_t ACC (RW, free_count);
785 static uint32_t ACC (RW, create_count);
786 static uint32_t ACC (RW, destroy_count);
787 static freelist_item *freelist;
788 MTH static void freelist_free (int count);
620 789
621protected: 790protected:
622 void link (); 791 void link ();
623 void unlink (); 792 void unlink ();
793
794 void do_delete ();
624 795
625 object (); 796 object ();
626 ~object (); 797 ~object ();
627 798
628private: 799private:
630 object (const object &); 801 object (const object &);
631}; 802};
632 803
633// move this object to the top of its env's inventory to speed up 804// move this object to the top of its env's inventory to speed up
634// searches for it. 805// searches for it.
635static object * 806static inline object *
636splay (object *ob) 807splay (object *ob)
637{ 808{
638 if (ob->env && ob->env->inv != ob) 809 if (ob->above && ob->env)
639 { 810 {
640 if (ob->above) ob->above->below = ob->below; 811 if (ob->above) ob->above->below = ob->below;
641 if (ob->below) ob->below->above = ob->above; 812 if (ob->below) ob->below->above = ob->above;
642 813
643 ob->above = 0; 814 ob->above = 0;
647 } 818 }
648 819
649 return ob; 820 return ob;
650} 821}
651 822
652typedef struct oblnk 823//+GPL
653{ /* Used to link together several objects */
654 object_ptr ob;
655 struct oblnk *next;
656} objectlink;
657 824
658typedef struct oblinkpt
659{ /* Used to link together several object links */
660 struct oblnk *link;
661 sint32 value; /* Used as connected value in buttons/gates */
662 struct oblinkpt *next;
663} oblinkpt;
664
665object *find_skill_by_name (object *who, const char *name); 825object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
666object *find_skill_by_name (object *who, const shstr &sh); 826object *find_skill_by_name (object *who, shstr_cmp sh);
667object *find_skill_by_number (object *who, int skillno); 827object *find_skill_by_number (object *who, int skillno);
668 828
669/* 829/*
670 * The archetype structure is a set of rules on how to generate and manipulate 830 * The archetype structure is a set of rules on how to generate and manipulate
671 * objects which point to archetypes. 831 * objects which point to archetypes.
673 * be much left in the archetype - all it really is is a holder for the 833 * be much left in the archetype - all it really is is a holder for the
674 * object and pointers. This structure should get removed, and just replaced 834 * object and pointers. This structure should get removed, and just replaced
675 * by the object structure 835 * by the object structure
676 */ 836 */
677 837
838//-GPL
839
678INTERFACE_CLASS (archetype) 840INTERFACE_CLASS (archetype)
679struct archetype : object 841struct archetype : object, zero_initialised
680{ 842{
681 static arch_ptr empty; // the empty_archetype 843 static arch_ptr empty; // the empty_archetype
682 MTH static void gc (); 844 MTH static void gc ();
683 845
684 archetype (const char *name); 846 archetype (const_utf8_string name);
685 ~archetype (); 847 ~archetype ();
686 void gather_callbacks (AV *&callbacks, event_type event) const; 848 void gather_callbacks (AV *&callbacks, event_type event) const;
687 849
688 MTH static archetype *find (const_utf8_string name); 850 MTH static archetype *find (const_utf8_string name);
689 851
690 MTH void link (); 852 MTH void link ();
691 MTH void unlink (); 853 MTH void unlink ();
692 854
693 MTH static object *get (const char *name); // (find() || singularity)->instance() 855 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
694 MTH object *instance (); 856 MTH object *instance ();
857
858 MTH void post_load_check (); // do some adjustments after parsing
695 859
696 object_vector_index ACC (RW, archid); // index in archvector 860 object_vector_index ACC (RW, archid); // index in archvector
697 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 861 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
698 862
699 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 863 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
700 sint8 ACC (RW, max_x), ACC (RW, max_y);
701 864
702 // support for archetype loading 865 // support for archetype loading
703 static archetype *read (object_thawer &f); 866 static archetype *read (object_thawer &f);
704 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 867 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
705 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 868 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
869
870protected:
871 void do_delete ();
706}; 872};
707 873
708// compatbiility, remove once replaced by ->instance 874// returns whether the object is a dragon player, which are often specialcased
709inline object * 875inline bool
710arch_to_object (archetype *at) 876object::is_dragon () const
711{ 877{
712 return at->instance (); 878 return arch->race == shstr_dragon && is_player ();
713} 879}
714 880
715inline void 881inline void
716object_freezer::put (keyword k, archetype *v) 882object_freezer::put (const keyword_string k, archetype *v)
717{ 883{
718 put (k, v ? &v->archname : (const char *)0); 884 if (expect_true (v))
885 put (k, v->archname);
886 else
887 put (k);
719} 888}
720 889
721typedef object_vector<object, &object::index > objectvec; 890typedef object_vector<object, &object::index > objectvec;
722typedef object_vector<object, &object::active> activevec; 891typedef object_vector<object, &object::active> activevec;
723typedef object_vector<archetype, &archetype::archid> archvec; 892typedef object_vector<archetype, &archetype::archid> archvec;
725extern objectvec objects; 894extern objectvec objects;
726extern activevec actives; 895extern activevec actives;
727extern archvec archetypes; 896extern archvec archetypes;
728 897
729// "safely" iterate over inv in a way such that the current item is removable 898// "safely" iterate over inv in a way such that the current item is removable
730// quite horrible, thats why its hidden in some macro 899// quite horrible, that's why its hidden in some macro
731#define for_inv_removable(op,var) \ 900#define for_inv_removable(op,var) \
732 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) 901 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
733 902
734#define for_all_objects(var) \ 903#define for_all_objects(var) \
735 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 904 for (unsigned _i = 0; _i < objects.size (); ++_i) \
740 statementvar (object *, var, actives [_i]) 909 statementvar (object *, var, actives [_i])
741 910
742#define for_all_archetypes(var) \ 911#define for_all_archetypes(var) \
743 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 912 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
744 statementvar (archetype *, var, archetypes [_i]) 913 statementvar (archetype *, var, archetypes [_i])
914
915//+GPL
745 916
746/* Used by update_object to know if the object being passed is 917/* Used by update_object to know if the object being passed is
747 * being added or removed. 918 * being added or removed.
748 */ 919 */
749#define UP_OBJ_INSERT 1 920#define UP_OBJ_INSERT 1
779#define INS_ABOVE_FLOOR_ONLY 0x0002 950#define INS_ABOVE_FLOOR_ONLY 0x0002
780#define INS_NO_WALK_ON 0x0004 951#define INS_NO_WALK_ON 0x0004
781#define INS_ON_TOP 0x0008 952#define INS_ON_TOP 0x0008
782#define INS_BELOW_ORIGINATOR 0x0010 953#define INS_BELOW_ORIGINATOR 0x0010
783 954
784#define ARCH_DEPLETION "depletion" 955//-GPL
785 956
786#endif 957#endif
787 958

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