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Comparing deliantra/server/include/object.h (file contents):
Revision 1.196 by root, Thu Jan 8 03:03:24 2009 UTC vs.
Revision 1.221 by root, Wed Nov 11 23:27:57 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
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
32
33//+GPL
31 34
32typedef int tag_t; 35typedef int tag_t;
33 36
34enum { 37enum {
35 body_skill, 38 body_skill,
84{ 87{
85 key_value *next; 88 key_value *next;
86 shstr key, value; 89 shstr key, value;
87}; 90};
88 91
92//-GPL
93
89struct UUID 94struct UUID
90{ 95{
91 uint64 seq; 96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 99
93 static UUID cur; // last uuid generated 100 static UUID cur; // last uuid generated
94 static void init (); 101 static void init ();
95 static UUID gen (); 102 static UUID gen ();
96 103
97 UUID () { } 104 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 106 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 107 void operator =(uint64 seq) { this->seq = seq; }
101 108
102 typedef char BUF [32];
103
104 bool parse (const char *s) 109 bool parse (const char *s);
105 { 110 char *append (char *buf) const;
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const 111 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 112};
113
114//+GPL
123 115
124/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 117 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both 118 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 119 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
134 126
135struct body_slot 127struct body_slot
136{ 128{
129 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 130 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 131};
140 132
141typedef struct oblnk 133typedef struct oblnk
142{ /* Used to link together several objects */ 134{ /* Used to link together several objects */
143 object_ptr ob; 135 object_ptr ob;
173 flags_t flag; /* various flags */ 165 flags_t flag; /* various flags */
174#if FOR_PERL 166#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]); 167 bool ACC (RW, flag[NUM_FLAGS]);
176#endif 168#endif
177 169
178 shstr ACC (RW, materialname); /* specific material name */ 170 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 171 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
180// materialtype_t *ACC (RW, material); /* What material this object consists of */
181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 172 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 173 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 174 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190 181
191 float ACC (RW, speed); /* The overall speed of this object */ 182 float ACC (RW, speed); /* The overall speed of this object */
192 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
193 sint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198 189
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203 194
204 uint16 ACC (RW, materials); /* What materials this object consists of */ 195 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
209 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
211 */ 202 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
218 210
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 212 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */ 214 uint8 ACC (RW, weapontype); /* type of weapon */
223 215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
224 faceidx ACC (RW, face); /* the graphical face */ 218 faceidx ACC (RW, face); /* the graphical face */
225 219
226 faceidx ACC (RW, sound); /* the sound face */ 220 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */ 221 faceidx ACC (RW, sound_destroy); /* played on destroy */
228 222
229 body_slot slot [NUM_BODY_LOCATIONS];
230
231 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
234 sint64 ACC (RW, perm_exp); /* Permanent exp */ 228 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
237 231
238 /* Following mostly refers to fields only used for monsters */ 232 /* Following mostly refers to fields only used for monsters */
239
240 /* allows different movement patterns for attackers */
241 sint32 ACC (RW, move_status); /* What stage in attack mode */
242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
245 /* races/classes can need less/more exp to gain levels */
246 233
247 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
249 * only used in spells. 236 * only used in spells.
250 */ 237 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
255 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 */
256 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
258 246
247 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */ 249 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 252 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266 255
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits 256 // 8 free bits
269 257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
272 262
273 /* Following are values used by any object */ 263 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276 266
277 uint16 ACC (RW, animation_id);/* An index into the animation array */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273
274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
276 /* allows different movement patterns for attackers */
277 uint8 ACC (RW, move_status); /* What stage in attack mode */
278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
284 279
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 280 //16+ free bits
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287 281
288 // rarely-accessed members should be at the end 282 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object 283 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */ 285 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */ 286 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
294}; 288};
295 289
290const char *query_weight (const object *op);
291const char *query_short_name (const object *op);
292const char *query_name (const object *op);
293const char *query_base_name (const object *op, int plural);
294
296struct object : zero_initialised, object_copy 295struct object : zero_initialised, object_copy
297{ 296{
298 // These variables are not changed by ->copy_to 297 // These variables are not changed by ->copy_to
299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 298 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
300 299
309 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 308 object *ACC (RW, above); /* Pointer to the object stacked above this one */
310 /* Note: stacked in the *same* environment */ 309 /* Note: stacked in the *same* environment */
311 object *inv; /* Pointer to the first object in the inventory */ 310 object *inv; /* Pointer to the first object in the inventory */
312 311
313 //TODO: container must move into client 312 //TODO: container must move into client
314 object_ptr ACC (RW, container); /* Current container being used. I think this 313 object_ptr ACC (RW, container);/* Currently opened container. I think this
315 * is only used by the player right now. 314 * is only used by the player right now.
316 */ 315 */
317 object *ACC (RW, env); /* Pointer to the object which is the environment. 316 object *ACC (RW, env); /* Pointer to the object which is the environment.
318 * This is typically the container that the object is in. 317 * This is typically the container that the object is in.
319 */ 318 */
320 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 319 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
321 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 320 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
322 client_container *seen_by; // seen by which player/container currently?
323 key_value *key_values; /* Fields not explictly known by the loader. */ 321 key_value *key_values; /* Fields not explictly known by the loader. */
324 322
325 // privates / perl 323 // privates / perl
326 shstr_tmp kv_get (shstr_tmp key) const; 324 shstr_tmp kv_get (shstr_tmp key) const;
327 void kv_del (shstr_tmp key); 325 void kv_del (shstr_tmp key);
328 void kv_set (shstr_tmp key, shstr_tmp value); 326 void kv_set (shstr_tmp key, shstr_tmp value);
327
328//-GPL
329 329
330 // custom extra fields management 330 // custom extra fields management
331 struct key_value_access_proxy 331 struct key_value_access_proxy
332 { 332 {
333 object &ob; 333 object &ob;
378 } 378 }
379 379
380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
381 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
382 MTH object *insert (object *item); // insert into inventory 382 MTH object *insert (object *item); // insert into inventory
383 MTH void play_sound (faceidx sound); 383 MTH void play_sound (faceidx sound) const;
384 MTH void say_msg (const char *msg) const;
384 385
385 void do_remove (); 386 void do_remove ();
386 MTH void remove () 387 MTH void remove ()
387 { 388 {
388 if (!flag [FLAG_REMOVED]) 389 if (!flag [FLAG_REMOVED])
416 && can_merge_slow (op1, op2); 417 && can_merge_slow (op1, op2);
417 } 418 }
418 419
419 MTH void set_owner (object *owner); 420 MTH void set_owner (object *owner);
420 MTH void set_speed (float speed); 421 MTH void set_speed (float speed);
422 MTH void set_glow_radius (sint8 rad);
421 MTH bool change_weapon (object *ob); 423 MTH bool change_weapon (object *ob);
422 MTH bool change_skill (object *ob); 424 MTH bool change_skill (object *ob);
423 425
424 MTH void open_container (object *new_container); 426 MTH void open_container (object *new_container);
425 MTH void close_container () 427 MTH void close_container ()
426 { 428 {
427 open_container (0); 429 open_container (0);
428 } 430 }
429 431
432 // potential future accessor for "container"
433 MTH object *container_ () const
434 {
435 return container;
436 }
437
438 MTH bool is_open_container () const
439 {
440 // strangely enough, using ?: here causes code to inflate
441 return type == CONTAINER
442 && ((env && env->container_ () == this)
443 || (!env && flag [FLAG_APPLIED]));
444 }
445
430 MTH object *force_find (shstr_tmp name); 446 MTH object *force_find (shstr_tmp name);
447 MTH void force_set_timer (int duration);
431 MTH object *force_add (shstr_tmp name, int duration = 0); 448 MTH object *force_add (shstr_tmp name, int duration = 0);
432 449
433 oblinkpt *find_link () const; 450 oblinkpt *find_link () const;
434 MTH void add_link (maptile *map, shstr_tmp id); 451 MTH void add_link (maptile *map, shstr_tmp id);
435 MTH void remove_link (); 452 MTH void remove_link ();
471 } 488 }
472 489
473 MTH void update_weight (); 490 MTH void update_weight ();
474 491
475 // return the dominant material of this item, always return something 492 // return the dominant material of this item, always return something
476 const materialtype_t *dominant_material () const; 493 const materialtype_t *dominant_material () const
494 {
495 return material;
496 }
477 497
478 // return the volume of this object in cm³ 498 // return the volume of this object in cm³
479 MTH uint64 volume () const 499 MTH uint64 volume () const
480 { 500 {
481 return (uint64)total_weight () 501 return (uint64)total_weight ()
482 * 1000 502 * 1024 // 1000 actually
483 * (type == CONTAINER ? 1000 : 1) 503 * (type == CONTAINER ? 128 : 1)
484 / dominant_material ()->density; 504 / dominant_material ()->density; // ugh, division
485 } 505 }
506
507 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
486 508
487 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 509 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
488 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 510 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
489 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 511 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
490 || type == CLOAK || type == BOOTS || type == GLOVES 512 || type == CLOAK || type == BOOTS || type == GLOVES
496 MTH bool is_arrow () const { return type == ARROW 518 MTH bool is_arrow () const { return type == ARROW
497 || (type == SPELL_EFFECT 519 || (type == SPELL_EFFECT
498 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 520 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
499 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 521 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
500 522
501 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 523 MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
502 524
503 // temporary: wether the object can be saved in a map file 525 // temporary: wether the object can be saved in a map file
504 // contr => is a player 526 // contr => is a player
505 // head => only save head of a multitile object 527 // head => only save head of a multitile object
506 // owner => can not reference owner yet 528 // owner => can not reference owner yet
509 /* This return true if object has still randomitems which 531 /* This return true if object has still randomitems which
510 * could be expanded. 532 * could be expanded.
511 */ 533 */
512 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 534 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
513 535
514 MTH bool has_dialogue () const { return *&msg == '@'; } 536 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
537
538 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
515 539
516 // returns the outermost owner, never returns 0 540 // returns the outermost owner, never returns 0
517 MTH object *outer_owner () 541 MTH object *outer_owner ()
518 { 542 {
519 object *op; 543 object *op;
523 547
524 return op; 548 return op;
525 } 549 }
526 550
527 // returns the outermost environment, never returns 0 551 // returns the outermost environment, never returns 0
528 MTH object *outer_env () 552 MTH object *outer_env_or_self () const
529 { 553 {
530 object *op; 554 const object *op;
531 555
532 for (op = this; op->env; op = op->env) 556 for (op = this; op->env; op = op->env)
533 ; 557 ;
534 558
535 return op; 559 return const_cast<object *>(op);
560 }
561
562 // returns the outermost environment, may return 0
563 MTH object *outer_env () const
564 {
565 return env ? outer_env_or_self () : 0;
536 } 566 }
537 567
538 // returns the player that has this object in his inventory, or 0 568 // returns the player that has this object in his inventory, or 0
539 // we assume the player is always the outer env 569 // we assume the player is always the outer env
540 MTH object *in_player () 570 MTH object *in_player () const
541 { 571 {
542 object *op = outer_env (); 572 object *op = outer_env_or_self ();
543 573
544 return op->type == PLAYER ? op : 0; 574 return op->type == PLAYER ? op : 0;
545 } 575 }
546 576
547 // "temporary" helper function 577 // "temporary" helper function
548 MTH object *head_ () 578 MTH object *head_ () const
549 { 579 {
550 return head ? head : this; 580 return head ? head : const_cast<object *>(this);
551 } 581 }
552 582
553 MTH bool is_head () 583 MTH bool is_head () const
554 { 584 {
555 return head_ () == this; 585 return head_ () == this;
556 } 586 }
557 587
558 MTH bool is_on_map () const 588 MTH bool is_on_map () const
581 } 611 }
582 612
583 // returns the player that cna see this object, if any 613 // returns the player that cna see this object, if any
584 MTH object *visible_to () const; 614 MTH object *visible_to () const;
585 615
586 MTH std::string long_desc (object *who = 0); 616 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
587 MTH std::string describe_monster (object *who = 0); 617 MTH std::string describe_monster (object *who = 0);
588 MTH std::string describe_item (object *who = 0); 618 MTH std::string describe_item (object *who = 0);
589 MTH std::string describe (object *who = 0); 619 MTH std::string describe (object *who = 0); // long description, without name
620
621 MTH const char *query_weight () { return ::query_weight (this); }
622 MTH const char *query_name () { return ::query_name (this); }
623 MTH const char *query_short_name () { return ::query_short_name (this); }
624 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
590 625
591 // If this object has no extra parts but should have them, 626 // If this object has no extra parts but should have them,
592 // add them, effectively expanding heads into multipart 627 // add them, effectively expanding heads into multipart
593 // objects. This method only works on objects not inserted 628 // objects. This method only works on objects not inserted
594 // anywhere. 629 // anywhere.
597 MTH void create_treasure (treasurelist *tl, int flags = 0); 632 MTH void create_treasure (treasurelist *tl, int flags = 0);
598 633
599 // insert object at same map position as 'where' 634 // insert object at same map position as 'where'
600 // handles both inventory and map "positions" 635 // handles both inventory and map "positions"
601 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 636 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
637 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
638 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
602 MTH void drop_unpaid_items (); 639 MTH void drop_unpaid_items ();
603 640
604 MTH void activate (); 641 MTH void activate ();
605 MTH void deactivate (); 642 MTH void deactivate ();
606 MTH void activate_recursive (); 643 MTH void activate_recursive ();
683 // make some noise with given item into direction dir, 720 // make some noise with given item into direction dir,
684 // currently only used for players to make them temporarily visible 721 // currently only used for players to make them temporarily visible
685 // when they are invisible. 722 // when they are invisible.
686 MTH void make_noise (); 723 MTH void make_noise ();
687 724
725 /* animation */
726 MTH bool has_anim () const { return animation_id; }
727 const animation &anim () const { return animations [animation_id]; }
728 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
729 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
730 /* anim_frames () returns the number of animations allocated. The last
731 * usuable animation will be anim_frames () - 1 (for example, if an object
732 * has 8 animations, anim_frames () will return 8, but the values will
733 * range from 0 through 7.
734 */
735 MTH int anim_frames () const { return anim ().num_animations; }
736 MTH int anim_facings () const { return anim ().facings; }
737
738 MTH char *as_string ();
739
688protected: 740protected:
689 void link (); 741 void link ();
690 void unlink (); 742 void unlink ();
691 743
692 object (); 744 object ();
697 object (const object &); 749 object (const object &);
698}; 750};
699 751
700// move this object to the top of its env's inventory to speed up 752// move this object to the top of its env's inventory to speed up
701// searches for it. 753// searches for it.
702static object * 754static inline object *
703splay (object *ob) 755splay (object *ob)
704{ 756{
705 if (ob->env && ob->env->inv != ob) 757 if (ob->above && ob->env)
706 { 758 {
707 if (ob->above) ob->above->below = ob->below; 759 if (ob->above) ob->above->below = ob->below;
708 if (ob->below) ob->below->above = ob->above; 760 if (ob->below) ob->below->above = ob->above;
709 761
710 ob->above = 0; 762 ob->above = 0;
713 ob->env->inv = ob; 765 ob->env->inv = ob;
714 } 766 }
715 767
716 return ob; 768 return ob;
717} 769}
770
771//+GPL
718 772
719object *find_skill_by_name_fuzzy (object *who, const char *name); 773object *find_skill_by_name_fuzzy (object *who, const char *name);
720object *find_skill_by_name (object *who, shstr_cmp sh); 774object *find_skill_by_name (object *who, shstr_cmp sh);
721object *find_skill_by_number (object *who, int skillno); 775object *find_skill_by_number (object *who, int skillno);
722 776
727 * be much left in the archetype - all it really is is a holder for the 781 * be much left in the archetype - all it really is is a holder for the
728 * object and pointers. This structure should get removed, and just replaced 782 * object and pointers. This structure should get removed, and just replaced
729 * by the object structure 783 * by the object structure
730 */ 784 */
731 785
786//-GPL
787
732INTERFACE_CLASS (archetype) 788INTERFACE_CLASS (archetype)
733struct archetype : object 789struct archetype : object
734{ 790{
735 static arch_ptr empty; // the empty_archetype 791 static arch_ptr empty; // the empty_archetype
736 MTH static void gc (); 792 MTH static void gc ();
744 MTH void link (); 800 MTH void link ();
745 MTH void unlink (); 801 MTH void unlink ();
746 802
747 MTH static object *get (const char *name); // (find() || singularity)->instance() 803 MTH static object *get (const char *name); // (find() || singularity)->instance()
748 MTH object *instance (); 804 MTH object *instance ();
805
806 MTH void post_load_check (); // do some adjustments after parsing
749 807
750 object_vector_index ACC (RW, archid); // index in archvector 808 object_vector_index ACC (RW, archid); // index in archvector
751 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 809 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
752 810
753 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 811 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
765{ 823{
766 return at->instance (); 824 return at->instance ();
767} 825}
768 826
769inline void 827inline void
770object_freezer::put (keyword k, archetype *v) 828object_freezer::put (const keyword_string k, archetype *v)
771{ 829{
772 put (k, v ? &v->archname : (const char *)0); 830 if (expect_true (v))
831 put (k, v->archname);
832 else
833 put (k);
773} 834}
774 835
775typedef object_vector<object, &object::index > objectvec; 836typedef object_vector<object, &object::index > objectvec;
776typedef object_vector<object, &object::active> activevec; 837typedef object_vector<object, &object::active> activevec;
777typedef object_vector<archetype, &archetype::archid> archvec; 838typedef object_vector<archetype, &archetype::archid> archvec;
794 statementvar (object *, var, actives [_i]) 855 statementvar (object *, var, actives [_i])
795 856
796#define for_all_archetypes(var) \ 857#define for_all_archetypes(var) \
797 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 858 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
798 statementvar (archetype *, var, archetypes [_i]) 859 statementvar (archetype *, var, archetypes [_i])
860
861//+GPL
799 862
800/* Used by update_object to know if the object being passed is 863/* Used by update_object to know if the object being passed is
801 * being added or removed. 864 * being added or removed.
802 */ 865 */
803#define UP_OBJ_INSERT 1 866#define UP_OBJ_INSERT 1
833#define INS_ABOVE_FLOOR_ONLY 0x0002 896#define INS_ABOVE_FLOOR_ONLY 0x0002
834#define INS_NO_WALK_ON 0x0004 897#define INS_NO_WALK_ON 0x0004
835#define INS_ON_TOP 0x0008 898#define INS_ON_TOP 0x0008
836#define INS_BELOW_ORIGINATOR 0x0010 899#define INS_BELOW_ORIGINATOR 0x0010
837 900
838#define ARCH_DEPLETION "depletion" 901//-GPL
839 902
840#endif 903#endif
841 904

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