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Comparing deliantra/server/include/object.h (file contents):
Revision 1.115 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.191 by pippijn, Tue Dec 23 18:52:57 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35#define NUM_BODY_LOCATIONS 12 34enum {
36#define BODY_ARMS 1 35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
37 58
38/* See common/item.c */ 59/* See common/item.c */
39 60
40typedef struct Body_Locations 61typedef struct Body_Locations
41{ 62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
48 72
49/* 73/*
50 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
51 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
52 * 76 *
53 * key and value are shared-strings. 77 * key and value are shared-strings.
54 * 78 *
55 * 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
56 * accessing the list directly. 80 * accessing the list directly.
57 * 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.
58 */ 82 */
59struct key_value 83struct key_value : slice_allocated
60{ 84{
61 key_value *next; 85 key_value *next;
62 shstr key, value; 86 shstr key, value;
63}; 87};
64 88
65struct UUID 89struct UUID
66{ 90{
67 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
68 96
69 UUID () { } 97 UUID () { }
70 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; } 99 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
73}; 122};
74
75extern void init_uuid ();
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
78 123
79/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
80 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
81 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
82 * can_apply and will_apply? 127 * can_apply and will_apply?
85#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
86#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
87#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
88#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
89 134
90/* However, if you're keeping a pointer of some sort, you probably 135struct body_slot
91 * don't just want it copied, so you'll need to add to common/object.C, 136{
92 * e.g. ->copy_to () 137 signed char info:4; /* body info as loaded from the file */
93 */ 138 signed char used:4; /* Calculated value based on items equipped */
139};
94 140
95INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
96// these are being copied 142// these are being copied
97struct object_copy : attachable 143struct object_copy : attachable
98{ 144{
99 typedef bitset<NUM_FLAGS> flags_t;
100
101 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
146
147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
148 uint8 ACC (RW, subtype); /* subtype of object */
102 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
103 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151
104 shstr ACC (RW, name); /* The name of the object, obviously... */ 152 shstr ACC (RW, name); /* The name of the object, obviously... */
105 shstr ACC (RW, name_pl); /* The plural name of the object */ 153 shstr ACC (RW, name_pl); /* The plural name of the object */
106 shstr ACC (RW, title); /* Of foo, etc */ 154 shstr ACC (RW, title); /* Of foo, etc */
107 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
108 shstr ACC (RW, slaying); /* Which race to do double damage to */ 156 shstr ACC (RW, slaying); /* Which race to do double damage to */
109 /* If this is an exit, this is the filename */ 157 /* If this is an exit, this is the filename */
158
159 typedef bitset<NUM_FLAGS> flags_t;
160 flags_t flag; /* various flags */
161#if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]);
163#endif
164
165 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 166 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
111 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
112 shstr ACC (RW, lore); /* Obscure information about this object, */
113 /* To get put into books and the like. */
114 shstr ACC (RW, materialname); /* specific material name */
115 shstr ACC (RW, custom_name); /* Custom name assigned by player */
116// materialtype_t *ACC (RW, material); /* What material this object consists of */ 167// materialtype_t *ACC (RW, material); /* What material this object consists of */
117 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
118 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
119 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
120 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
124 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
125 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 */
126 177
127 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
128 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 */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
130 181
131 /* This next big block are basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 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 */
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 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 */
190
140 uint16 ACC (RW, materials); /* What materials this object consists of */ 191 uint16 ACC (RW, materials); /* What materials this object consists of */
141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
144 /* Note that the last_.. values are sometimes used for non obvious 196 /* Note that the last_.. values are sometimes used for non obvious
145 * meanings by some objects, eg, sp penalty, permanent exp. 197 * meanings by some objects, eg, sp penalty, permanent exp.
146 */ 198 */
147 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
148 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
149 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
150 sint16 ACC (RW, last_eat); /* How long since we last ate */ 202 sint16 ACC (RW, last_eat); /* How long since we last ate */
151 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
152 sint16 ACC (RW, level); /* Level of creature or object */ 204 sint16 ACC (RW, level); /* Level of creature or object */
205
153 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
154 sint8 ACC (RW, item_power); /* power rating of the object */
155 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
156 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 uint8 ACC (RW, weapontype); /* type of weapon */
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
216 body_slot slot [NUM_BODY_LOCATIONS];
217
157 sint32 ACC (RW, weight); /* Attributes of the object */ 218 sint32 ACC (RW, weight); /* Attributes of the object */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 faceidx ACC (RW, face); /* Face with colors */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
168 224
169 /* Following mostly refers to fields only used for monsters */ 225 /* Following mostly refers to fields only used for monsters */
170 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
171 226
172 /* allows different movement patterns for attackers */ 227 /* allows different movement patterns for attackers */
173 sint32 ACC (RW, move_status); /* What stage in attack mode */ 228 sint32 ACC (RW, move_status); /* What stage in attack mode */
174 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
175 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
180 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
181 * only used in spells. 236 * only used in spells.
182 */ 237 */
183 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
184 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
185 uint16 ACC (RW, start_holding); 240
186 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
187 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
188 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
189 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
190 245
191 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
192 MoveType ACC (RW, move_block);/* What movement types this blocks */ 247 MoveType ACC (RW, move_block);/* What movement types this blocks */
193 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
194 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
195 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
196 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
197 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
198
199 char *ACC (RW, spellarg); 258 char *ACC (RW, spellarg);
200 259
201 /* Following are values used by any object */ 260 /* Following are values used by any object */
202 /* this objects turns into or what this object creates */ 261 /* this objects turns into or what this object creates */
203 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
204 flags_t flag; /* various flags */ 263
205#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */ 264 uint16 ACC (RW, animation_id);/* An index into the animation array */
209 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
210 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
211 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 267
212 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
213 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
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 */
214}; 281};
215 282
216struct object : zero_initialised, object_copy 283struct object : zero_initialised, object_copy
217{ 284{
218 // These variables are not changed by ->copy_to 285 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
220 287
221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count); 289 int ACC (RO, count);
223 int ACC (RO, index); // index into objects 290 object_vector_index ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives 291 object_vector_index ACC (RO, active); // index into actives
225 292
226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 293 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
227 294
228 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 295 object *ACC (RW, below); /* Pointer to the object stacked below this one */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 296 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */ 297 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 298 object *inv; /* Pointer to the first object in the inventory */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 307 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 308 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently? 309 client_container *seen_by; // seen by which player/container currently?
243 key_value *key_values; /* Fields not explictly known by the loader. */ 310 key_value *key_values; /* Fields not explictly known by the loader. */
244 311
312 // privates / perl
313 const shstr &kv_get (const shstr &key) const;
314 void kv_del (const shstr &key);
315 void kv_set (const shstr &key, const shstr &value);
316
317 // custom extra fields management
318 struct key_value_access_proxy
319 {
320 object &ob;
321 shstr key;
322
323 key_value_access_proxy (object &ob, const shstr &key)
324 : ob (ob), key (key)
325 {
326 }
327
328 const key_value_access_proxy &operator =(const shstr &value) const
329 {
330 ob.kv_set (key, value);
331 return *this;
332 }
333
334 operator const shstr &() const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); }
336
337 private:
338 void operator =(int);
339 };
340
341 // operator [] is too annoying to use
342 const key_value_access_proxy kv (const shstr &key)
343 {
344 return key_value_access_proxy (*this, key);
345 }
346
245 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 347 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
348 MTH void post_load_check (); // do some adjustments after parsing
246 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 349 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 bool write (object_freezer &f); 350 bool write (object_freezer &f);
248 351
352 MTH int slottype () const;
249 MTH static object *create (); 353 MTH static object *create ();
250 object &operator =(const object &src); 354 const mapxy &operator =(const mapxy &pos);
251 MTH void copy_to (object *dst); 355 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to 356 MTH object *clone (); // create + copy_to a single object
357 MTH object *deep_clone (); // copy whole more chain and inventory
253 void do_destroy (); 358 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const; 359 void gather_callbacks (AV *&callbacks, event_type event) const;
255 MTH void destroy (bool destroy_inventory = false); 360 MTH void destroy ();
361 MTH void drop_and_destroy ()
362 {
363 destroy_inv (true);
364 destroy ();
365 }
256 366
257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false); 368 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH object *insert (object *item); // insert into inventory 369 MTH object *insert (object *item); // insert into inventory
370 MTH void play_sound (faceidx sound);
371
260 void do_remove (); 372 void do_remove ();
261 MTH void remove () 373 MTH void remove ()
262 { 374 {
263 if (!flag [FLAG_REMOVED]) 375 if (!flag [FLAG_REMOVED])
264 do_remove (); 376 do_remove ();
377 }
378
379 MTH bool blocked (maptile *m, int x, int y) const;
380
381 void move_to (const mapxy &pos)
382 {
383 remove ();
384 *this = pos;
385 insert_at (this, this);
265 } 386 }
266 387
267 static bool can_merge_slow (object *op1, object *op2); 388 static bool can_merge_slow (object *op1, object *op2);
268 389
269 // this is often used in time-critical code, so optimise 390 // this is often used in time-critical code, so optimise
274 && can_merge_slow (op1, op2); 395 && can_merge_slow (op1, op2);
275 } 396 }
276 397
277 MTH void set_owner (object *owner); 398 MTH void set_owner (object *owner);
278 MTH void set_speed (float speed); 399 MTH void set_speed (float speed);
279 MTH void set_weapon (object *ob); 400 MTH bool change_weapon (object *ob);
401 MTH bool change_skill (object *ob);
280 402
281 MTH void open_container (object *new_container); 403 MTH void open_container (object *new_container);
282 MTH void close_container () 404 MTH void close_container ()
283 { 405 {
284 open_container (0); 406 open_container (0);
407 }
408
409 MTH object *force_find (const shstr name);
410 MTH object *force_add (const shstr name, int duration = 0);
411
412 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
413 bool should_invoke (event_type event)
414 {
415 return ev_want_event [event] || ev_want_type [type] || cb;
285 } 416 }
286 417
287 MTH void instantiate (); 418 MTH void instantiate ();
288 419
289 // recalculate all stats 420 // recalculate all stats
299 // info must hold 256 * 3 bytes currently 430 // info must hold 256 * 3 bytes currently
300 const char *debug_desc (char *info) const; 431 const char *debug_desc (char *info) const;
301 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 432 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
302 const char *flag_desc (char *desc, int len) const; 433 const char *flag_desc (char *desc, int len) const;
303 434
435 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
436 MTH object *split (sint32 nr = 1); // return 0 on failure
437
304 int number_of () const 438 MTH int number_of () const
305 { 439 {
306 return nrof ? nrof : 1; 440 return nrof ? nrof : 1;
307 } 441 }
308 442
309 uint64 total_weight () const 443 MTH sint32 total_weight () const
310 { 444 {
311 return weight * number_of (); 445 return (weight + carrying) * number_of ();
312 } 446 }
447
448 MTH void update_weight ();
313 449
314 // return the dominant material of this item, always return something 450 // return the dominant material of this item, always return something
315 const materialtype_t *dominant_material () const; 451 const materialtype_t *dominant_material () const;
316 452
317 // return the volume of this object in cm³ 453 // return the volume of this object in cm³
318 uint64 volume () const 454 MTH uint64 volume () const
319 { 455 {
320 return total_weight () 456 return total_weight ()
321 * 1000 457 * 1000
322 * (type == CONTAINER ? 1000 : 1) 458 * (type == CONTAINER ? 1000 : 1)
323 / dominant_material ()->density; 459 / dominant_material ()->density;
324 } 460 }
325 461
462 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
326 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 463 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
327 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 464 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
328 || type == CLOAK || type == BOOTS || type == GLOVES 465 || type == CLOAK || type == BOOTS || type == GLOVES
329 || type == BRACERS || type == GIRDLE; } 466 || type == BRACERS || type == GIRDLE; }
330 MTH bool is_alive () const { return (type == PLAYER 467 MTH bool is_alive () const { return (type == PLAYER
340 477
341 // temporary: wether the object can be saved in a map file 478 // temporary: wether the object can be saved in a map file
342 // contr => is a player 479 // contr => is a player
343 // head => only save head of a multitile object 480 // head => only save head of a multitile object
344 // owner => can not reference owner yet 481 // owner => can not reference owner yet
345 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 482 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
346 483
347 /* This return true if object has still randomitems which 484 /* This return true if object has still randomitems which
348 * could be expanded. 485 * could be expanded.
349 */ 486 */
350 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 487 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
351 488
489 MTH bool has_dialogue () const { return *&msg == '@'; }
490
491 // returns the outermost owner, never returns 0
492 MTH object *outer_owner ()
493 {
494 object *op;
495
496 for (op = this; op->owner; op = op->owner)
497 ;
498
499 return op;
500 }
501
502 // returns the outermost environment, never returns 0
503 MTH object *outer_env ()
504 {
505 object *op;
506
507 for (op = this; op->env; op = op->env)
508 ;
509
510 return op;
511 }
512
352 // returns the player that has this object in his inventory, or 0 513 // returns the player that has this object in his inventory, or 0
514 // we assume the player is always the outer env
353 MTH object *in_player () const 515 MTH object *in_player ()
354 { 516 {
355 for (object *op = env; op; op = op->env) 517 object *op = outer_env ();
356 if (op->type == PLAYER)
357 return op;
358 518
359 return 0; 519 return op->type == PLAYER ? op : 0;
360 } 520 }
361 521
362 // "temporary" helper function 522 // "temporary" helper function
363 MTH object *head_ () 523 MTH object *head_ ()
364 { 524 {
365 return head ? head : this; 525 return head ? head : this;
366 } 526 }
527
528 MTH bool is_head ()
529 {
530 return head_ () == this;
531 }
532
533 MTH bool is_on_map () const
534 {
535 return !env && !flag [FLAG_REMOVED];
536 }
537
538 MTH bool is_inserted () const
539 {
540 return !flag [FLAG_REMOVED];
541 }
542
543 MTH bool is_player () const
544 {
545 return !!contr;
546 }
547
548 MTH bool affects_los () const
549 {
550 return glow_radius || flag [FLAG_BLOCKSVIEW];
551 }
552
553 // returns the player that cna see this object, if any
554 MTH object *visible_to () const;
367 555
368 MTH std::string long_desc (object *who = 0); 556 MTH std::string long_desc (object *who = 0);
369 MTH std::string describe_monster (object *who = 0); 557 MTH std::string describe_monster (object *who = 0);
370 MTH std::string describe_item (object *who = 0); 558 MTH std::string describe_item (object *who = 0);
371 MTH std::string describe (object *who = 0); 559 MTH std::string describe (object *who = 0);
379 MTH void create_treasure (treasurelist *tl, int flags = 0); 567 MTH void create_treasure (treasurelist *tl, int flags = 0);
380 568
381 // insert object at same map position as 'where' 569 // insert object at same map position as 'where'
382 // handles both inventory and map "positions" 570 // handles both inventory and map "positions"
383 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 571 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
572 MTH void drop_unpaid_items ();
384 573
385 MTH void activate (); 574 MTH void activate ();
386 MTH void deactivate (); 575 MTH void deactivate ();
387 MTH void activate_recursive (); 576 MTH void activate_recursive ();
388 MTH void deactivate_recursive (); 577 MTH void deactivate_recursive ();
389 578
390 // set the givne flag on all objects in the inventory recursively 579 // set the given flag on all objects in the inventory recursively
391 MTH void set_flag_inv (int flag, int value = 1); 580 MTH void set_flag_inv (int flag, int value = 1);
392 581
393 void enter_exit (object *exit);//Perl 582 void enter_exit (object *exit);//Perl
394 MTH void enter_map (maptile *newmap, int x, int y); 583 MTH void enter_map (maptile *newmap, int x, int y);
584 void player_goto (const char *path, int x, int y); // only for players
395 585
396 // returns the mapspace this object is in 586 // returns the mapspace this object is in
397 mapspace &ms () const; 587 mapspace &ms () const;
398 588
399 // fully recursive iterator 589 // fully recursive iterator
435 { 625 {
436 return this; 626 return this;
437 } 627 }
438 628
439 /* This returns TRUE if the object is something that 629 /* This returns TRUE if the object is something that
440 * should be displayed in the floorbox/inventory window 630 * a client might want to know about.
441 */ 631 */
442 MTH bool client_visible () const 632 MTH bool client_visible () const
443 { 633 {
444 return !invisible && type != PLAYER; 634 return !invisible && type != PLAYER;
445 } 635 }
446 636
637 // the client does nrof * this weight
638 MTH sint32 client_weight () const
639 {
640 return weight + carrying;
641 }
642
447 MTH struct region *region () const; 643 MTH struct region *region () const;
448 644
645 void statusmsg (const char *msg, int color = NDI_BLACK);
646 void failmsg (const char *msg, int color = NDI_RED);
647
648 const char *query_inventory (object *who = 0, const char *indent = "");
649
650 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
651 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
652
653 // make some noise with given item into direction dir,
654 // currently only used for players to make them temporarily visible
655 // when they are invisible.
656 MTH void make_noise ();
657
449protected: 658protected:
450 friend struct archetype;
451
452 void link (); 659 void link ();
453 void unlink (); 660 void unlink ();
454 661
455 object (); 662 object ();
456 ~object (); 663 ~object ();
664
665private:
666 object &operator =(const object &);
667 object (const object &);
457}; 668};
458 669
459typedef object_vector<object, &object::index > objectvec; 670// move this object to the top of its env's inventory to speed up
460typedef object_vector<object, &object::active> activevec; 671// searches for it.
672static object *
673splay (object *ob)
674{
675 if (ob->env && ob->env->inv != ob)
676 {
677 if (ob->above) ob->above->below = ob->below;
678 if (ob->below) ob->below->above = ob->above;
461 679
462extern objectvec objects; 680 ob->above = 0;
463extern activevec actives; 681 ob->below = ob->env->inv;
682 ob->below->above = ob;
683 ob->env->inv = ob;
684 }
464 685
465#define for_all_objects(var) \ 686 return ob;
466 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 687}
467 declvar (object *, var, objects [_i])
468
469#define for_all_actives(var) \
470 for (unsigned _i = 0; _i < actives.size (); ++_i) \
471 declvar (object *, var, actives [_i])
472 688
473typedef struct oblnk 689typedef struct oblnk
474{ /* Used to link together several objects */ 690{ /* Used to link together several objects */
475 object_ptr ob; 691 object_ptr ob;
476 struct oblnk *next; 692 struct oblnk *next;
477} objectlink; 693} objectlink;
478 694
479typedef struct oblinkpt 695typedef struct oblinkpt
480{ /* Used to link together several object links */ 696{ /* Used to link together several object links */
481 struct oblnk *link; 697 struct oblnk *link;
482 long value; /* Used as connected value in buttons/gates */ 698 sint32 value; /* Used as connected value in buttons/gates */
483 struct oblinkpt *next; 699 struct oblinkpt *next;
484} oblinkpt; 700} oblinkpt;
701
702object *find_skill_by_name (object *who, const char *name);
703object *find_skill_by_name (object *who, const shstr &sh);
704object *find_skill_by_number (object *who, int skillno);
485 705
486/* 706/*
487 * The archetype structure is a set of rules on how to generate and manipulate 707 * The archetype structure is a set of rules on how to generate and manipulate
488 * objects which point to archetypes. 708 * objects which point to archetypes.
489 * This probably belongs in arch.h, but there really doesn't appear to 709 * This probably belongs in arch.h, but there really doesn't appear to
491 * object and pointers. This structure should get removed, and just replaced 711 * object and pointers. This structure should get removed, and just replaced
492 * by the object structure 712 * by the object structure
493 */ 713 */
494 714
495INTERFACE_CLASS (archetype) 715INTERFACE_CLASS (archetype)
496struct archetype : zero_initialised, attachable 716struct archetype : object
497{ 717{
498 archetype (); 718 static arch_ptr empty; // the empty_archetype
719 MTH static void gc ();
720
721 archetype (const char *name);
499 ~archetype (); 722 ~archetype ();
500 void gather_callbacks (AV *&callbacks, event_type event) const; 723 void gather_callbacks (AV *&callbacks, event_type event) const;
501 724
725 MTH static archetype *find (const_utf8_string name);
726
727 MTH void link ();
728 MTH void unlink ();
729
730 MTH static object *get (const char *name); // (find() || singularity)->instance()
731 MTH object *instance ();
732
733 object_vector_index ACC (RW, archid); // index in archvector
734 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
735
736 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
737 sint8 ACC (RW, max_x), ACC (RW, max_y);
738
739 // support for archetype loading
502 static archetype *read (object_thawer &f); 740 static archetype *read (object_thawer &f);
503 static archetype *get (const char *name); // find or create 741 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
504 static archetype *find (const char *name); 742 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
505
506 void hash_add (); // add to hashtable
507 void hash_del (); // remove from hashtable
508
509 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
510 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
511 struct archetype *ACC (RW, head); /* The main part of a linked object */
512 struct archetype *ACC (RW, more); /* Next part of a linked object */
513 object ACC (RO, clone); /* An object from which to do ->copy_to () */
514 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
515 bool ACC (RW, linked); // linked into list of heads
516 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
517 * in comparison to the head.
518 */
519}; 743};
744
745// compatbiility, remove once replaced by ->instance
746inline object *
747arch_to_object (archetype *at)
748{
749 return at->instance ();
750}
751
752inline void
753object_freezer::put (keyword k, archetype *v)
754{
755 put (k, v ? &v->archname : (const char *)0);
756}
757
758typedef object_vector<object, &object::index > objectvec;
759typedef object_vector<object, &object::active> activevec;
760typedef object_vector<archetype, &archetype::archid> archvec;
761
762extern objectvec objects;
763extern activevec actives;
764extern archvec archetypes;
765
766// "safely" iterate over inv in a way such that the current item is removable
767// quite horrible, that's why its hidden in some macro
768#define for_inv_removable(op,var) \
769 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
770
771#define for_all_objects(var) \
772 for (unsigned _i = 0; _i < objects.size (); ++_i) \
773 statementvar (object *, var, objects [_i])
774
775#define for_all_actives(var) \
776 for (unsigned _i = 0; _i < actives.size (); ++_i) \
777 statementvar (object *, var, actives [_i])
778
779#define for_all_archetypes(var) \
780 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
781 statementvar (archetype *, var, archetypes [_i])
520 782
521/* Used by update_object to know if the object being passed is 783/* Used by update_object to know if the object being passed is
522 * being added or removed. 784 * being added or removed.
523 */ 785 */
524#define UP_OBJ_INSERT 1 786#define UP_OBJ_INSERT 1
541 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 803 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
542 * Use for treasure chests so the new object is the highest thing 804 * Use for treasure chests so the new object is the highest thing
543 * beneath the player, but not actually above it. Note - the 805 * beneath the player, but not actually above it. Note - the
544 * map and x,y coordinates for the object to be inserted must 806 * map and x,y coordinates for the object to be inserted must
545 * match the originator. 807 * match the originator.
546 * INS_MAP_LOAD: disable lots of checkings done at insertion to
547 * speed up map loading process, as we assume the ordering in
548 * loaded map is correct.
549 * 808 *
550 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 809 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
551 * are mutually exclusive. The behaviour for passing more than one 810 * are mutually exclusive. The behaviour for passing more than one
552 * should be considered undefined - while you may notice what happens 811 * should be considered undefined - while you may notice what happens
553 * right now if you pass more than one, that could very well change 812 * right now if you pass more than one, that could very well change
556#define INS_NO_MERGE 0x0001 815#define INS_NO_MERGE 0x0001
557#define INS_ABOVE_FLOOR_ONLY 0x0002 816#define INS_ABOVE_FLOOR_ONLY 0x0002
558#define INS_NO_WALK_ON 0x0004 817#define INS_NO_WALK_ON 0x0004
559#define INS_ON_TOP 0x0008 818#define INS_ON_TOP 0x0008
560#define INS_BELOW_ORIGINATOR 0x0010 819#define INS_BELOW_ORIGINATOR 0x0010
561#define INS_MAP_LOAD 0x0020
562 820
563#define ARCH_SINGULARITY "singularity"
564#define ARCH_DETECT_MAGIC "detect_magic"
565#define ARCH_DEPLETION "depletion" 821#define ARCH_DEPLETION "depletion"
566#define ARCH_SYMPTOM "symptom"
567 822
568#endif 823#endif
569 824

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