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Comparing deliantra/server/include/object.h (file contents):
Revision 1.106 by root, Mon Apr 16 12:37:08 2007 UTC vs.
Revision 1.186 by elmex, Mon Oct 6 18:26:35 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
29 28
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 33
35#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
36 58
37/* See common/item.c */ 59/* See common/item.c */
38 60
39typedef struct Body_Locations 61typedef struct Body_Locations
40{ 62{
41 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 66} Body_Locations;
45 67
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
47 72
48/* 73/*
49 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
50 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
51 * 76 *
52 * key and value are shared-strings. 77 * key and value are shared-strings.
53 * 78 *
54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 79 * Please use kv_get/kv_set/kv_del from object rather than
55 * accessing the list directly. 80 * accessing the list directly.
56 * Exception is if you want to walk this list for some reason. 81 * Exception is if you want to walk this list for some reason.
57 */ 82 */
58struct key_value 83struct key_value : slice_allocated
59{ 84{
60 key_value *next; 85 key_value *next;
61 shstr key, value; 86 shstr key, value;
62}; 87};
63 88
64struct UUID 89struct UUID
65{ 90{
66 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
67 96
68 UUID () { } 97 UUID () { }
69 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; } 99 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
72}; 122};
73
74extern void init_uuid ();
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
77 123
78/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
79 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
80 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
81 * can_apply and will_apply? 127 * can_apply and will_apply?
84#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
88 134
89/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 136{
91 * e.g. ->copy_to () 137 signed char info:4; /* body info as loaded from the file */
92 */ 138 signed char used:4; /* Calculated value based on items equipped */
139};
93 140
94INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
95// these are being copied 142// these are being copied
96struct object_copy : attachable 143struct object_copy : attachable
97{ 144{
98 typedef bitset<NUM_FLAGS> flags_t; 145 typedef bitset<NUM_FLAGS> flags_t;
99 146
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 154 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 177
126 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
129 181
130 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
153 sint8 ACC (RW, item_power); /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
154 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) */
155 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 */
156 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 213 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 214 faceidx ACC (RW, face); /* the graphical face */
164 faceidx ACC (RW, face); /* Face with colors */ 215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
167 219
168 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
179 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
180 * only used in spells. 232 * only used in spells.
181 */ 233 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 235 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236
184 uint16 ACC (RW, start_holding); 237 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
187 sint8 ACC (RW, range); /* Range of the spell */ 241 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 243 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 244 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 249 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197 252
198 char *ACC (RW, spellarg); 253 char *ACC (RW, spellarg);
199 254
200 /* Following are values used by any object */ 255 /* Following are values used by any object */
205 bool ACC (RW, flag[NUM_FLAGS]); 260 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 261#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 262 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 266 uint8 ACC (RW, will_apply); /* See crossfire.doc */
267 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 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
213}; 270};
214 271
215struct object : zero_initialised, object_copy 272struct object : zero_initialised, object_copy
216{ 273{
217 // These variables are not changed by ->copy_to 274 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 275 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
219 276
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); 278 int ACC (RO, count);
222 int ACC (RO, index); // index into objects 279 object_vector_index ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives 280 object_vector_index ACC (RO, active); // index into actives
224 281
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 282 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
226 283
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 284 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 285 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */ 286 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 287 object *inv; /* Pointer to the first object in the inventory */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 296 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently? 298 client_container *seen_by; // seen by which player/container currently?
242 key_value *key_values; /* Fields not explictly known by the loader. */ 299 key_value *key_values; /* Fields not explictly known by the loader. */
243 300
301 // privates / perl
302 const shstr &kv_get (const shstr &key) const;
303 void kv_del (const shstr &key);
304 void kv_set (const shstr &key, const shstr &value);
305
306 // custom extra fields management
307 struct key_value_access_proxy
308 {
309 object &ob;
310 shstr key;
311
312 key_value_access_proxy (object &ob, const shstr &key)
313 : ob (ob), key (key)
314 {
315 }
316
317 const key_value_access_proxy &operator =(const shstr &value) const
318 {
319 ob.kv_set (key, value);
320 return *this;
321 }
322
323 operator const shstr &() const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); }
325
326 private:
327 void operator =(int);
328 };
329
330 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key)
332 {
333 return key_value_access_proxy (*this, key);
334 }
335
244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 336 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
245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 338 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f); 339 bool write (object_freezer &f);
247 340
341 MTH int slottype () const;
248 MTH static object *create (); 342 MTH static object *create ();
249 object &operator =(const object &src); 343 const mapxy &operator =(const mapxy &pos);
250 MTH void copy_to (object *dst); 344 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 345 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory
252 void do_destroy (); 347 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 348 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 349 MTH void destroy ();
350 MTH void drop_and_destroy ()
351 {
352 destroy_inv (true);
353 destroy ();
354 }
255 355
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 356 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 357 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH object *insert (object *item); // insert into inventory 358 MTH object *insert (object *item); // insert into inventory
359 MTH void play_sound (faceidx sound);
360
259 void do_remove (); 361 void do_remove ();
260 MTH void remove () 362 MTH void remove ()
261 { 363 {
262 if (!flag [FLAG_REMOVED]) 364 if (!flag [FLAG_REMOVED])
263 do_remove (); 365 do_remove ();
366 }
367
368 MTH bool blocked (maptile *m, int x, int y) const;
369
370 void move_to (const mapxy &pos)
371 {
372 remove ();
373 *this = pos;
374 insert_at (this, this);
264 } 375 }
265 376
266 static bool can_merge_slow (object *op1, object *op2); 377 static bool can_merge_slow (object *op1, object *op2);
267 378
268 // this is often used in time-critical code, so optimise 379 // this is often used in time-critical code, so optimise
273 && can_merge_slow (op1, op2); 384 && can_merge_slow (op1, op2);
274 } 385 }
275 386
276 MTH void set_owner (object *owner); 387 MTH void set_owner (object *owner);
277 MTH void set_speed (float speed); 388 MTH void set_speed (float speed);
389 MTH bool change_weapon (object *ob);
390 MTH bool change_skill (object *ob);
278 391
279 MTH void open_container (object *new_container); 392 MTH void open_container (object *new_container);
280 MTH void close_container () 393 MTH void close_container ()
281 { 394 {
282 open_container (0); 395 open_container (0);
396 }
397
398 MTH object *force_find (const shstr name);
399 MTH void force_add (const shstr name, int duration = 0);
400
401 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
402 bool should_invoke (event_type event)
403 {
404 return ev_want_event [event] || ev_want_type [type] || cb;
283 } 405 }
284 406
285 MTH void instantiate (); 407 MTH void instantiate ();
286 408
287 // recalculate all stats 409 // recalculate all stats
294 MTH void drain_specific_stat (int deplete_stats); 416 MTH void drain_specific_stat (int deplete_stats);
295 MTH void change_luck (int value); 417 MTH void change_luck (int value);
296 418
297 // info must hold 256 * 3 bytes currently 419 // info must hold 256 * 3 bytes currently
298 const char *debug_desc (char *info) const; 420 const char *debug_desc (char *info) const;
299 MTH const char *debug_desc () const; 421 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
301 const char *flag_desc (char *desc, int len) const; 422 const char *flag_desc (char *desc, int len) const;
302 423
424 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
425 MTH object *split (sint32 nr = 1); // return 0 on failure
426
303 int number_of () const 427 MTH int number_of () const
304 { 428 {
305 return nrof ? nrof : 1; 429 return nrof ? nrof : 1;
306 } 430 }
307 431
308 uint64 total_weight () const 432 MTH sint32 total_weight () const
309 { 433 {
310 return weight * number_of (); 434 return (weight + carrying) * number_of ();
311 } 435 }
436
437 MTH void update_weight ();
312 438
313 // return the dominant material of this item, always return something 439 // return the dominant material of this item, always return something
314 const materialtype_t *dominant_material () const; 440 const materialtype_t *dominant_material () const;
315 441
316 // return the volume of this object in cm³ 442 // return the volume of this object in cm³
317 uint64 volume () const 443 MTH uint64 volume () const
318 { 444 {
319 return total_weight () 445 return total_weight ()
320 * 1000 446 * 1000
321 * (type == CONTAINER ? 1000 : 1) 447 * (type == CONTAINER ? 1000 : 1)
322 / dominant_material ()->density; 448 / dominant_material ()->density;
323 } 449 }
324 450
451 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
325 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 452 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 453 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
327 || type == CLOAK || type == BOOTS || type == GLOVES 454 || type == CLOAK || type == BOOTS || type == GLOVES
328 || type == BRACERS || type == GIRDLE; } 455 || type == BRACERS || type == GIRDLE; }
329 MTH bool is_alive () const { return (type == PLAYER 456 MTH bool is_alive () const { return (type == PLAYER
331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 458 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
332 && !flag [FLAG_IS_A_TEMPLATE]; } 459 && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH bool is_arrow () const { return type == ARROW 460 MTH bool is_arrow () const { return type == ARROW
334 || (type == SPELL_EFFECT 461 || (type == SPELL_EFFECT
335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 462 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
463 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
336 464
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 465 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338 466
339 // temporary: wether the object can be saved in a map file 467 // temporary: wether the object can be saved in a map file
340 // contr => is a player 468 // contr => is a player
341 // head => only save head of a multitile object 469 // head => only save head of a multitile object
342 // owner => can not reference owner yet 470 // owner => can not reference owner yet
343 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 471 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
344 472
345 /* This return true if object has still randomitems which 473 /* This return true if object has still randomitems which
346 * could be expanded. 474 * could be expanded.
347 */ 475 */
348 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 476 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
349 477
478 MTH bool has_dialogue () const { return *&msg == '@'; }
479
480 // returns the outermost owner, never returns 0
481 MTH object *outer_owner ()
482 {
483 object *op;
484
485 for (op = this; op->owner; op = op->owner)
486 ;
487
488 return op;
489 }
490
491 // returns the outermost environment, never returns 0
492 MTH object *outer_env ()
493 {
494 object *op;
495
496 for (op = this; op->env; op = op->env)
497 ;
498
499 return op;
500 }
501
350 // returns the player that has this object in his inventory, or 0 502 // returns the player that has this object in his inventory, or 0
503 // we assume the player is always the outer env
351 MTH object *in_player () const 504 MTH object *in_player ()
352 { 505 {
353 for (object *op = env; op; op = op->env) 506 object *op = outer_env ();
354 if (op->type == PLAYER)
355 return op;
356 507
357 return 0; 508 return op->type == PLAYER ? op : 0;
358 } 509 }
359 510
360 // "temporary" helper function 511 // "temporary" helper function
361 MTH object *head_ () 512 MTH object *head_ ()
362 { 513 {
363 return head ? head : this; 514 return head ? head : this;
364 } 515 }
516
517 MTH bool is_head ()
518 {
519 return head_ () == this;
520 }
521
522 MTH bool is_on_map () const
523 {
524 return !env && !flag [FLAG_REMOVED];
525 }
526
527 MTH bool is_in_map_or_inv () const
528 {
529 return !flag [FLAG_REMOVED];
530 }
531
532 // returns the player that cna see this object, if any
533 MTH object *visible_to () const;
534
535 MTH std::string long_desc (object *who = 0);
536 MTH std::string describe_monster (object *who = 0);
537 MTH std::string describe_item (object *who = 0);
538 MTH std::string describe (object *who = 0);
539
540 // If this object has no extra parts but should have them,
541 // add them, effectively expanding heads into multipart
542 // objects. This method only works on objects not inserted
543 // anywhere.
544 MTH void expand_tail ();
545
546 MTH void create_treasure (treasurelist *tl, int flags = 0);
365 547
366 // insert object at same map position as 'where' 548 // insert object at same map position as 'where'
367 // handles both inventory and map "positions" 549 // handles both inventory and map "positions"
368 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 550 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
551 MTH void drop_unpaid_items ();
369 552
370 MTH void activate (); 553 MTH void activate ();
371 MTH void deactivate (); 554 MTH void deactivate ();
372 MTH void activate_recursive (); 555 MTH void activate_recursive ();
373 MTH void deactivate_recursive (); 556 MTH void deactivate_recursive ();
374 557
375 // set the givne flag on all objects in the inventory recursively 558 // set the given flag on all objects in the inventory recursively
376 MTH void set_flag_inv (int flag, int value = 1); 559 MTH void set_flag_inv (int flag, int value = 1);
377 560
378 void enter_exit (object *exit);//PERL 561 void enter_exit (object *exit);//Perl
379 MTH void enter_map (maptile *newmap, int x, int y); 562 MTH void enter_map (maptile *newmap, int x, int y);
563 void player_goto (const char *path, int x, int y); // only for players
380 564
381 // returns the mapspace this object is in 565 // returns the mapspace this object is in
382 mapspace &ms () const; 566 mapspace &ms () const;
383 567
384 // fully recursive iterator 568 // fully recursive iterator
420 { 604 {
421 return this; 605 return this;
422 } 606 }
423 607
424 /* This returns TRUE if the object is something that 608 /* This returns TRUE if the object is something that
425 * should be displayed in the floorbox/inventory window 609 * a client might want to know about.
426 */ 610 */
427 MTH bool client_visible () const 611 MTH bool client_visible () const
428 { 612 {
429 return !invisible && type != PLAYER; 613 return !invisible && type != PLAYER;
430 } 614 }
431 615
616 // the client does nrof * this weight
617 MTH sint32 client_weight () const
618 {
619 return weight + carrying;
620 }
621
432 MTH struct region *region () const; 622 MTH struct region *region () const;
433 623
624 void statusmsg (const char *msg, int color = NDI_BLACK);
625 void failmsg (const char *msg, int color = NDI_RED);
626
627 const char *query_inventory (object *who = 0, const char *indent = "");
628
629 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
630 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
631
434protected: 632protected:
435 friend struct archetype;
436
437 void link (); 633 void link ();
438 void unlink (); 634 void unlink ();
439 635
440 object (); 636 object ();
441 ~object (); 637 ~object ();
638
639private:
640 object &operator =(const object &);
641 object (const object &);
442}; 642};
443 643
444typedef object_vector<object, &object::index > objectvec; 644// move this object to the top of its env's inventory to speed up
445typedef object_vector<object, &object::active> activevec; 645// searches for it.
646static object *
647splay (object *ob)
648{
649 if (ob->env && ob->env->inv != ob)
650 {
651 if (ob->above) ob->above->below = ob->below;
652 if (ob->below) ob->below->above = ob->above;
446 653
447extern objectvec objects; 654 ob->above = 0;
448extern activevec actives; 655 ob->below = ob->env->inv;
656 ob->below->above = ob;
657 ob->env->inv = ob;
658 }
449 659
450#define for_all_objects(var) \ 660 return ob;
451 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 661}
452 declvar (object *, var, objects [_i])
453
454#define for_all_actives(var) \
455 for (unsigned _i = 0; _i < actives.size (); ++_i) \
456 declvar (object *, var, actives [_i])
457 662
458typedef struct oblnk 663typedef struct oblnk
459{ /* Used to link together several objects */ 664{ /* Used to link together several objects */
460 object_ptr ob; 665 object_ptr ob;
461 struct oblnk *next; 666 struct oblnk *next;
462} objectlink; 667} objectlink;
463 668
464typedef struct oblinkpt 669typedef struct oblinkpt
465{ /* Used to link together several object links */ 670{ /* Used to link together several object links */
466 struct oblnk *link; 671 struct oblnk *link;
467 long value; /* Used as connected value in buttons/gates */ 672 sint32 value; /* Used as connected value in buttons/gates */
468 struct oblinkpt *next; 673 struct oblinkpt *next;
469} oblinkpt; 674} oblinkpt;
675
676object *find_skill_by_name (object *who, const char *name);
677object *find_skill_by_name (object *who, const shstr &sh);
678object *find_skill_by_number (object *who, int skillno);
470 679
471/* 680/*
472 * The archetype structure is a set of rules on how to generate and manipulate 681 * The archetype structure is a set of rules on how to generate and manipulate
473 * objects which point to archetypes. 682 * objects which point to archetypes.
474 * This probably belongs in arch.h, but there really doesn't appear to 683 * This probably belongs in arch.h, but there really doesn't appear to
476 * object and pointers. This structure should get removed, and just replaced 685 * object and pointers. This structure should get removed, and just replaced
477 * by the object structure 686 * by the object structure
478 */ 687 */
479 688
480INTERFACE_CLASS (archetype) 689INTERFACE_CLASS (archetype)
481struct archetype : zero_initialised, attachable 690struct archetype : object
482{ 691{
483 archetype (); 692 static arch_ptr empty; // the empty_archetype
693 MTH static void gc ();
694
695 archetype (const char *name);
484 ~archetype (); 696 ~archetype ();
485 void gather_callbacks (AV *&callbacks, event_type event) const; 697 void gather_callbacks (AV *&callbacks, event_type event) const;
486 698
487 static bool load (object_thawer &f);
488 static archetype *get (const char *name); // find or create
489 static archetype *find (const char *name); 699 MTH static archetype *find (const_utf8_string name);
490 700
491 void hash_add (); // add to hashtable 701 MTH void link ();
492 void hash_del (); // remove from hashtable 702 MTH void unlink ();
493 703
704 MTH static object *get (const char *name); // (find() || singularity)->instance()
705 MTH object *instance ();
706
707 object_vector_index ACC (RW, archid); // index in archvector
494 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 708 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
495 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 709
496 struct archetype *ACC (RW, head); /* The main part of a linked object */ 710 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
497 struct archetype *ACC (RW, more); /* Next part of a linked object */ 711 sint8 ACC (RW, max_x), ACC (RW, max_y);
498 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 712
499 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 713 // support for archetype loading
500 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 714 static archetype *read (object_thawer &f);
501 * in comparison to the head. 715 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
502 */ 716 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
503}; 717};
718
719// compatbiility, remove once replaced by ->instance
720inline object *
721arch_to_object (archetype *at)
722{
723 return at->instance ();
724}
725
726inline void
727object_freezer::put (keyword k, archetype *v)
728{
729 put (k, v ? &v->archname : (const char *)0);
730}
731
732typedef object_vector<object, &object::index > objectvec;
733typedef object_vector<object, &object::active> activevec;
734typedef object_vector<archetype, &archetype::archid> archvec;
735
736extern objectvec objects;
737extern activevec actives;
738extern archvec archetypes;
739
740// "safely" iterate over inv in a way such that the current item is removable
741// quite horrible, thats why its hidden in some macro
742#define for_inv_removable(op,var) \
743 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
744
745#define for_all_objects(var) \
746 for (unsigned _i = 0; _i < objects.size (); ++_i) \
747 statementvar (object *, var, objects [_i])
748
749#define for_all_actives(var) \
750 for (unsigned _i = 0; _i < actives.size (); ++_i) \
751 statementvar (object *, var, actives [_i])
752
753#define for_all_archetypes(var) \
754 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
755 statementvar (archetype *, var, archetypes [_i])
504 756
505/* Used by update_object to know if the object being passed is 757/* Used by update_object to know if the object being passed is
506 * being added or removed. 758 * being added or removed.
507 */ 759 */
508#define UP_OBJ_INSERT 1 760#define UP_OBJ_INSERT 1
525 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 777 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
526 * Use for treasure chests so the new object is the highest thing 778 * Use for treasure chests so the new object is the highest thing
527 * beneath the player, but not actually above it. Note - the 779 * beneath the player, but not actually above it. Note - the
528 * map and x,y coordinates for the object to be inserted must 780 * map and x,y coordinates for the object to be inserted must
529 * match the originator. 781 * match the originator.
530 * INS_MAP_LOAD: disable lots of checkings done at insertion to
531 * speed up map loading process, as we assume the ordering in
532 * loaded map is correct.
533 * 782 *
534 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 783 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
535 * are mutually exclusive. The behaviour for passing more than one 784 * are mutually exclusive. The behaviour for passing more than one
536 * should be considered undefined - while you may notice what happens 785 * should be considered undefined - while you may notice what happens
537 * right now if you pass more than one, that could very well change 786 * right now if you pass more than one, that could very well change
540#define INS_NO_MERGE 0x0001 789#define INS_NO_MERGE 0x0001
541#define INS_ABOVE_FLOOR_ONLY 0x0002 790#define INS_ABOVE_FLOOR_ONLY 0x0002
542#define INS_NO_WALK_ON 0x0004 791#define INS_NO_WALK_ON 0x0004
543#define INS_ON_TOP 0x0008 792#define INS_ON_TOP 0x0008
544#define INS_BELOW_ORIGINATOR 0x0010 793#define INS_BELOW_ORIGINATOR 0x0010
545#define INS_MAP_LOAD 0x0020
546 794
547#define ARCH_SINGULARITY "singularity"
548#define ARCH_SINGULARITY_LEN 11
549#define ARCH_DETECT_MAGIC "detect_magic"
550#define ARCH_DEPLETION "depletion" 795#define ARCH_DEPLETION "depletion"
551#define ARCH_SYMPTOM "symptom"
552 796
553#endif 797#endif
554 798

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