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Comparing deliantra/server/include/object.h (file contents):
Revision 1.183 by root, Mon Sep 29 06:32:08 2008 UTC vs.
Revision 1.212 by root, Mon Oct 12 14:00:58 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
136{ 137{
137 signed char info:4; /* body info as loaded from the file */ 138 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */ 139 signed char used:4; /* Calculated value based on items equipped */
139}; 140};
140 141
142typedef struct oblnk
143{ /* Used to link together several objects */
144 object_ptr ob;
145 struct oblnk *next;
146} objectlink;
147
148typedef struct oblinkpt
149{ /* Used to link together several object links */
150 struct oblnk *link;
151 struct oblinkpt *next;
152 shstr id; /* Used as connected value in buttons/gates */
153} oblinkpt;
154
141INTERFACE_CLASS (object) 155INTERFACE_CLASS (object)
142// these are being copied 156// these are being copied
143struct object_copy : attachable 157struct object_copy : attachable
144{ 158{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 159 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 160
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 162 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 163 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 167 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 168 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 169 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 170 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 171 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 172
173 typedef bitset<NUM_FLAGS> flags_t;
174 flags_t flag; /* various flags */
175#if FOR_PERL
176 bool ACC (RW, flag[NUM_FLAGS]);
177#endif
178
179 shstr ACC (RW, materialname); /* specific material name */
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 180 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 */ 181// 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 */ 182 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 */ 183 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 */ 184 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 */ 185 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 189 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 190 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 191
178 float ACC (RW, speed); /* The overall speed of this object */ 192 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 */ 193 float ACC (RW, speed_left); /* How much speed is left to spend this round */
194
180 sint32 ACC (RW, nrof); /* How many of the objects */ 195 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */ 196 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 197 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 198 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
199
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 200 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 201 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 202 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 203 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
204
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 205 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 206 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 207 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209
194 /* Note that the last_.. values are sometimes used for non obvious 210 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 211 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 212 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 213 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 214 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 215 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 216 sint16 ACC (RW, last_eat); /* How long since we last ate */
217
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 218 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 219 sint16 ACC (RW, level); /* Level of creature or object */
220
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 221 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) */ 222 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 */ 223 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
224 uint8 ACC (RW, weapontype); /* type of weapon */
225
226 faceidx ACC (RW, face); /* the graphical face */
227
228 faceidx ACC (RW, sound); /* the sound face */
229 faceidx ACC (RW, sound_destroy); /* played on destroy */
230
231 body_slot slot [NUM_BODY_LOCATIONS];
232
207 sint32 ACC (RW, weight); /* Attributes of the object */ 233 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 234 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
235
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 236 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
237
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 238 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 */ 239 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 240 /* See the pod/objects.pod for more info about body locations */
219 241
220 /* Following mostly refers to fields only used for monsters */ 242 /* 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 */
229 243
230 /* Spell related information, may be useful elsewhere 244 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 245 * Note that other fields are used - these files are basically
232 * only used in spells. 246 * only used in spells.
233 */ 247 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 248 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 249 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 */ 250 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
251
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 252 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 253 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 254 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
255 sint8 ACC (RW, item_power); /* power rating of the object */
256
257 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 */ 258 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 259 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 260 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
261
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 262 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 */ 263 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 264 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 265
266 // 8 free bits
267
268 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
269 // /* races/classes can need less/more exp to gain levels */
270 static const float expmul = 1.0;//D
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 271 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254 272
255 /* Following are values used by any object */ 273 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 276
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 */ 277 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 278 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
266 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 279 uint8 ACC (RW, will_apply); /* See crossfire.doc */
280 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
281 uint16 ACC (RW, animation_id);/* An index into the animation array */
282 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
283
284 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 */ 285 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 */ 286 /* allows different movement patterns for attackers */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ 287 uint8 ACC (RW, move_status); /* What stage in attack mode */
288 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
289
290 //16+ free bits
291
292 // rarely-accessed members should be at the end
293 shstr ACC (RW, tag); // a tag used to tracking this object
294 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
295 shstr ACC (RW, lore); /* Obscure information about this object, */
296 /* To get put into books and the like. */
297 shstr ACC (RW, custom_name); /* Custom name assigned by player */
270}; 298};
299
300const char *query_weight (const object *op);
301const char *query_short_name (const object *op);
302const char *query_name (const object *op);
303const char *query_base_name (const object *op, int plural);
271 304
272struct object : zero_initialised, object_copy 305struct object : zero_initialised, object_copy
273{ 306{
274 // These variables are not changed by ->copy_to 307 // These variables are not changed by ->copy_to
275 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 308 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 330 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? 331 client_container *seen_by; // seen by which player/container currently?
299 key_value *key_values; /* Fields not explictly known by the loader. */ 332 key_value *key_values; /* Fields not explictly known by the loader. */
300 333
301 // privates / perl 334 // privates / perl
302 const shstr &kv_get (const shstr &key) const; 335 shstr_tmp kv_get (shstr_tmp key) const;
303 void kv_del (const shstr &key); 336 void kv_del (shstr_tmp key);
304 void kv_set (const shstr &key, const shstr &value); 337 void kv_set (shstr_tmp key, shstr_tmp value);
305 338
306 // custom extra fields management 339 // custom extra fields management
307 struct key_value_access_proxy 340 struct key_value_access_proxy
308 { 341 {
309 object &ob; 342 object &ob;
310 shstr key; 343 shstr_tmp key;
311 344
312 key_value_access_proxy (object &ob, const shstr &key) 345 key_value_access_proxy (object &ob, shstr_tmp key)
313 : ob (ob), key (key) 346 : ob (ob), key (key)
314 { 347 {
315 } 348 }
316 349
317 const key_value_access_proxy &operator =(const shstr &value) const 350 const key_value_access_proxy &operator =(shstr_tmp value) const
318 { 351 {
319 ob.kv_set (key, value); 352 ob.kv_set (key, value);
320 return *this; 353 return *this;
321 } 354 }
322 355
323 operator const shstr &() const { return ob.kv_get (key); } 356 operator const shstr_tmp () const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); } 357 operator const char *() const { return ob.kv_get (key); }
325 358
326 private: 359 private:
327 void operator =(int); 360 void operator =(int);
328 }; 361 };
329 362
330 // operator [] is too annoying to use 363 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key) 364 const key_value_access_proxy kv (shstr_tmp key)
332 { 365 {
333 return key_value_access_proxy (*this, key); 366 return key_value_access_proxy (*this, key);
334 } 367 }
335 368
336 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 369 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
344 MTH void copy_to (object *dst); 377 MTH void copy_to (object *dst);
345 MTH object *clone (); // create + copy_to a single object 378 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory 379 MTH object *deep_clone (); // copy whole more chain and inventory
347 void do_destroy (); 380 void do_destroy ();
348 void gather_callbacks (AV *&callbacks, event_type event) const; 381 void gather_callbacks (AV *&callbacks, event_type event) const;
349 MTH void destroy (bool destroy_inventory = false); 382 MTH void destroy ();
383 MTH void drop_and_destroy ()
384 {
385 destroy_inv (true);
386 destroy ();
387 }
350 388
351 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 389 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
352 MTH void destroy_inv (bool drop_to_ground = false); 390 MTH void destroy_inv (bool drop_to_ground = false);
353 MTH object *insert (object *item); // insert into inventory 391 MTH object *insert (object *item); // insert into inventory
354 MTH void play_sound (faceidx sound); 392 MTH void play_sound (faceidx sound) const;
393 MTH void say_msg (const char *msg) const;
355 394
356 void do_remove (); 395 void do_remove ();
357 MTH void remove () 396 MTH void remove ()
358 { 397 {
359 if (!flag [FLAG_REMOVED]) 398 if (!flag [FLAG_REMOVED])
367 remove (); 406 remove ();
368 *this = pos; 407 *this = pos;
369 insert_at (this, this); 408 insert_at (this, this);
370 } 409 }
371 410
411 // high-level move functions, return true if successful
412 int move (int dir, object *originator);
413
414 int move (int dir)
415 {
416 return move (dir, this);
417 }
418
372 static bool can_merge_slow (object *op1, object *op2); 419 static bool can_merge_slow (object *op1, object *op2);
373 420
374 // this is often used in time-critical code, so optimise 421 // this is often used in time-critical code, so optimise
375 MTH static bool can_merge (object *op1, object *op2) 422 MTH static bool can_merge (object *op1, object *op2)
376 { 423 {
379 && can_merge_slow (op1, op2); 426 && can_merge_slow (op1, op2);
380 } 427 }
381 428
382 MTH void set_owner (object *owner); 429 MTH void set_owner (object *owner);
383 MTH void set_speed (float speed); 430 MTH void set_speed (float speed);
431 MTH void set_glow_radius (sint8 rad);
384 MTH bool change_weapon (object *ob); 432 MTH bool change_weapon (object *ob);
385 MTH bool change_skill (object *ob); 433 MTH bool change_skill (object *ob);
386 434
387 MTH void open_container (object *new_container); 435 MTH void open_container (object *new_container);
388 MTH void close_container () 436 MTH void close_container ()
389 { 437 {
390 open_container (0); 438 open_container (0);
391 } 439 }
392 440
393 MTH object *force_find (const shstr name); 441 MTH object *force_find (shstr_tmp name);
442 MTH void force_set_timer (int duration);
394 MTH void force_add (const shstr name, int duration = 0); 443 MTH object *force_add (shstr_tmp name, int duration = 0);
444
445 oblinkpt *find_link () const;
446 MTH void add_link (maptile *map, shstr_tmp id);
447 MTH void remove_link ();
395 448
396 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 449 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
397 bool should_invoke (event_type event) 450 bool should_invoke (event_type event)
398 { 451 {
399 return ev_want_event [event] || ev_want_type [type] || cb; 452 return ev_want_event [event] || ev_want_type [type] || cb;
435 const materialtype_t *dominant_material () const; 488 const materialtype_t *dominant_material () const;
436 489
437 // return the volume of this object in cm³ 490 // return the volume of this object in cm³
438 MTH uint64 volume () const 491 MTH uint64 volume () const
439 { 492 {
440 return total_weight () 493 return (uint64)total_weight ()
441 * 1000 494 * 1000
442 * (type == CONTAINER ? 1000 : 1) 495 * (type == CONTAINER ? 1000 : 1)
443 / dominant_material ()->density; 496 / dominant_material ()->density;
444 } 497 }
498
499 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
445 500
446 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 501 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
447 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 502 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
448 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 503 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
449 || type == CLOAK || type == BOOTS || type == GLOVES 504 || type == CLOAK || type == BOOTS || type == GLOVES
468 /* This return true if object has still randomitems which 523 /* This return true if object has still randomitems which
469 * could be expanded. 524 * could be expanded.
470 */ 525 */
471 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 526 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
472 527
473 MTH bool has_dialogue () const { return *&msg == '@'; } 528 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
529
530 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
474 531
475 // returns the outermost owner, never returns 0 532 // returns the outermost owner, never returns 0
476 MTH object *outer_owner () 533 MTH object *outer_owner ()
477 { 534 {
478 object *op; 535 object *op;
482 539
483 return op; 540 return op;
484 } 541 }
485 542
486 // returns the outermost environment, never returns 0 543 // returns the outermost environment, never returns 0
487 MTH object *outer_env () 544 MTH object *outer_env_or_self () const
488 { 545 {
489 object *op; 546 const object *op;
490 547
491 for (op = this; op->env; op = op->env) 548 for (op = this; op->env; op = op->env)
492 ; 549 ;
493 550
494 return op; 551 return const_cast<object *>(op);
552 }
553
554 // returns the outermost environment, may return 0
555 MTH object *outer_env () const
556 {
557 return env ? outer_env_or_self () : 0;
495 } 558 }
496 559
497 // returns the player that has this object in his inventory, or 0 560 // returns the player that has this object in his inventory, or 0
498 // we assume the player is always the outer env 561 // we assume the player is always the outer env
499 MTH object *in_player () 562 MTH object *in_player () const
500 { 563 {
501 object *op = outer_env (); 564 object *op = outer_env_or_self ();
502 565
503 return op->type == PLAYER ? op : 0; 566 return op->type == PLAYER ? op : 0;
504 } 567 }
505 568
506 // "temporary" helper function 569 // "temporary" helper function
507 MTH object *head_ () 570 MTH object *head_ () const
508 { 571 {
509 return head ? head : this; 572 return head ? head : const_cast<object *>(this);
510 } 573 }
511 574
512 MTH bool is_head () 575 MTH bool is_head () const
513 { 576 {
514 return head_ () == this; 577 return head_ () == this;
515 } 578 }
516 579
517 MTH bool is_on_map () const 580 MTH bool is_on_map () const
518 { 581 {
519 return !env && !flag [FLAG_REMOVED]; 582 return !env && !flag [FLAG_REMOVED];
583 }
584
585 MTH bool is_inserted () const
586 {
587 return !flag [FLAG_REMOVED];
588 }
589
590 MTH bool is_player () const
591 {
592 return !!contr;
593 }
594
595 MTH bool affects_los () const
596 {
597 return glow_radius || flag [FLAG_BLOCKSVIEW];
598 }
599
600 MTH bool has_carried_lights () const
601 {
602 return glow_radius;
520 } 603 }
521 604
522 // returns the player that cna see this object, if any 605 // returns the player that cna see this object, if any
523 MTH object *visible_to () const; 606 MTH object *visible_to () const;
524 607
525 MTH std::string long_desc (object *who = 0); 608 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
526 MTH std::string describe_monster (object *who = 0); 609 MTH std::string describe_monster (object *who = 0);
527 MTH std::string describe_item (object *who = 0); 610 MTH std::string describe_item (object *who = 0);
528 MTH std::string describe (object *who = 0); 611 MTH std::string describe (object *who = 0); // long description, without name
612
613 MTH const char *query_weight () { return ::query_weight (this); }
614 MTH const char *query_name () { return ::query_name (this); }
615 MTH const char *query_short_name () { return ::query_short_name (this); }
616 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
529 617
530 // If this object has no extra parts but should have them, 618 // If this object has no extra parts but should have them,
531 // add them, effectively expanding heads into multipart 619 // add them, effectively expanding heads into multipart
532 // objects. This method only works on objects not inserted 620 // objects. This method only works on objects not inserted
533 // anywhere. 621 // anywhere.
617 const char *query_inventory (object *who = 0, const char *indent = ""); 705 const char *query_inventory (object *who = 0, const char *indent = "");
618 706
619 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 707 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
620 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 708 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
621 709
710 // make some noise with given item into direction dir,
711 // currently only used for players to make them temporarily visible
712 // when they are invisible.
713 MTH void make_noise ();
714
715 /* animation */
716 MTH bool has_anim () const { return animation_id; }
717 const animation &anim () const { return animations [animation_id]; }
718 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
719 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
720 /* anim_frames () returns the number of animations allocated. The last
721 * usuable animation will be anim_frames () - 1 (for example, if an object
722 * has 8 animations, anim_frames () will return 8, but the values will
723 * range from 0 through 7.
724 */
725 MTH int anim_frames () const { return anim ().num_animations; }
726 MTH int anim_facings () const { return anim ().facings; }
727
728 MTH char *as_string ();
729
622protected: 730protected:
623 void link (); 731 void link ();
624 void unlink (); 732 void unlink ();
625 733
626 object (); 734 object ();
634// move this object to the top of its env's inventory to speed up 742// move this object to the top of its env's inventory to speed up
635// searches for it. 743// searches for it.
636static object * 744static object *
637splay (object *ob) 745splay (object *ob)
638{ 746{
639 if (ob->env && ob->env->inv != ob) 747 if (ob->above && ob->env)
640 { 748 {
641 if (ob->above) ob->above->below = ob->below; 749 if (ob->above) ob->above->below = ob->below;
642 if (ob->below) ob->below->above = ob->above; 750 if (ob->below) ob->below->above = ob->above;
643 751
644 ob->above = 0; 752 ob->above = 0;
648 } 756 }
649 757
650 return ob; 758 return ob;
651} 759}
652 760
653typedef struct oblnk
654{ /* Used to link together several objects */
655 object_ptr ob;
656 struct oblnk *next;
657} objectlink;
658
659typedef struct oblinkpt
660{ /* Used to link together several object links */
661 struct oblnk *link;
662 sint32 value; /* Used as connected value in buttons/gates */
663 struct oblinkpt *next;
664} oblinkpt;
665
666object *find_skill_by_name (object *who, const char *name); 761object *find_skill_by_name_fuzzy (object *who, const char *name);
667object *find_skill_by_name (object *who, const shstr &sh); 762object *find_skill_by_name (object *who, shstr_cmp sh);
668object *find_skill_by_number (object *who, int skillno); 763object *find_skill_by_number (object *who, int skillno);
669 764
670/* 765/*
671 * The archetype structure is a set of rules on how to generate and manipulate 766 * The archetype structure is a set of rules on how to generate and manipulate
672 * objects which point to archetypes. 767 * objects which point to archetypes.
726extern objectvec objects; 821extern objectvec objects;
727extern activevec actives; 822extern activevec actives;
728extern archvec archetypes; 823extern archvec archetypes;
729 824
730// "safely" iterate over inv in a way such that the current item is removable 825// "safely" iterate over inv in a way such that the current item is removable
731// quite horrible, thats why its hidden in some macro 826// quite horrible, that's why its hidden in some macro
732#define for_inv_removable(op,var) \ 827#define for_inv_removable(op,var) \
733 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) 828 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
734 829
735#define for_all_objects(var) \ 830#define for_all_objects(var) \
736 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 831 for (unsigned _i = 0; _i < objects.size (); ++_i) \

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