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Comparing deliantra/server/include/object.h (file contents):
Revision 1.197 by root, Thu Jan 8 19:23:44 2009 UTC vs.
Revision 1.237 by root, Fri Apr 9 02:45:16 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset>
28
29#include "cfperl.h" 28#include "cfperl.h"
30#include "shstr.h" 29#include "shstr.h"
31 30
31//+GPL
32
32typedef int tag_t; 33typedef int tag_t;
33 34
35// also see common/item.C
34enum { 36enum
37{
35 body_skill, 38 body_skill,
36 body_combat, 39 body_combat,
37 body_range, 40 body_range,
38 body_shield, 41 body_shield,
39 body_arm, 42 body_arm,
47 body_wrist, 50 body_wrist,
48 body_waist, 51 body_waist,
49 NUM_BODY_LOCATIONS 52 NUM_BODY_LOCATIONS
50}; 53};
51 54
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
59/* See common/item.c */ 55/* See common/item.c */
60 56
61typedef struct Body_Locations 57typedef struct Body_Locations
62{ 58{
63 keyword save_name; /* Name used to load/save it to disk */ 59 keyword save_name; /* Name used to load/save it to disk */
84{ 80{
85 key_value *next; 81 key_value *next;
86 shstr key, value; 82 shstr key, value;
87}; 83};
88 84
85//-GPL
86
89struct UUID 87struct UUID
90{ 88{
91 uint64 seq; 89 uint64 seq;
90
91 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 92
93 static UUID cur; // last uuid generated 93 static UUID cur; // last uuid generated
94 static void init (); 94 static void init ();
95 static UUID gen (); 95 static UUID gen ();
96 96
97 UUID () { } 97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101 101
102 typedef char BUF [32];
103
104 bool parse (const char *s) 102 bool parse (const char *s);
105 { 103 char *append (char *buf) const;
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const 104 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 105};
106
107//+GPL
123 108
124/* Definition for WILL_APPLY values. Replaces having harcoded values 109/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 110 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both 111 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 112 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 117#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 118#define WILL_APPLY_FOOD 0x10
134 119
135struct body_slot 120struct body_slot
136{ 121{
122 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 123 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 124};
140 125
141typedef struct oblnk 126typedef struct oblnk
142{ /* Used to link together several objects */ 127{ /* Used to link together several objects */
143 object_ptr ob; 128 object_ptr ob;
173 flags_t flag; /* various flags */ 158 flags_t flag; /* various flags */
174#if FOR_PERL 159#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]); 160 bool ACC (RW, flag[NUM_FLAGS]);
176#endif 161#endif
177 162
178 shstr ACC (RW, materialname); /* specific material name */ 163 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 */ 164 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 */ 165 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 */ 166 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 */ 167 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 */ 168 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 169 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 172 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 173 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190 174
191 float ACC (RW, speed); /* The overall speed of this object */ 175 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 */ 176 float ACC (RW, speed_left); /* How much speed is left to spend this round */
177
193 sint32 ACC (RW, nrof); /* How many of the objects */ 178 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */ 179 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 180 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 181 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198 182
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 183 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 186 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203 187
204 uint16 ACC (RW, materials); /* What materials this object consists of */ 188 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 189 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 190 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) */ 191 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
192
209 /* Note that the last_.. values are sometimes used for non obvious 193 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp. 194 * meanings by some objects, eg, sp penalty, permanent exp.
211 */ 195 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 196 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 197 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 198 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */ 199 sint16 ACC (RW, last_eat); /* How long since we last ate */
200
216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */ 202 sint16 ACC (RW, level); /* Level of creature or object */
218 203
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 204 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 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) */
221 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 */
222 uint8 ACC (RW, weapontype); /* type of weapon */ 207 uint8 ACC (RW, weapontype); /* type of weapon */
223 208
209 body_slot slot [NUM_BODY_LOCATIONS];
210
224 faceidx ACC (RW, face); /* the graphical face */ 211 faceidx ACC (RW, face); /* the graphical face */
225 212
226 faceidx ACC (RW, sound); /* the sound face */ 213 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */ 214 faceidx ACC (RW, sound_destroy); /* played on destroy */
228 215
229 body_slot slot [NUM_BODY_LOCATIONS];
230
231 sint32 ACC (RW, weight); /* Attributes of the object */ 216 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 217 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
218
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 219 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
220
234 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
237 224
238 /* Following mostly refers to fields only used for monsters */ 225 /* 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 */
246 226
247 /* Spell related information, may be useful elsewhere 227 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically 228 * Note that other fields are used - these files are basically
249 * only used in spells. 229 * only used in spells.
250 */ 230 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */ 231 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 232 uint8 ACC (RW, casting_time); /* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 233 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
234
255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 235 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
256 sint8 ACC (RW, range); /* Range of the spell */ 236 sint8 ACC (RW, range); /* Range of the spell */
257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 237 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
238 sint8 ACC (RW, item_power); /* power rating of the object */
258 239
240 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 */ 241 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */ 242 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 243 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
244
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 245 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 246 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 247 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266 248
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits 249 // 8 free bits
269 250
251 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
252 // /* races/classes can need less/more exp to gain levels */
253 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 254 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
272 255
273 /* Following are values used by any object */ 256 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */ 257 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 258 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276 259
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 */ 260 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 261 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 262 uint8 ACC (RW, will_apply); /* See crossfire.doc */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
266
267 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 268 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
269 /* allows different movement patterns for attackers */
270 uint8 ACC (RW, move_status); /* What stage in attack mode */
271 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
284 272
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 273 //16+ free bits
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287 274
288 // rarely-accessed members should be at the end 275 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object 276 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 */ 277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */ 278 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */ 279 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
294}; 281};
295 282
283const_utf8_string query_weight (const object *op);
284const_utf8_string query_short_name (const object *op);
285const_utf8_string query_name (const object *op);
286const_utf8_string query_base_name (const object *op, int plural);
287sint64 query_cost (const object *tmp, object *who, int flag);
288const char *query_cost_string (const object *tmp, object *who, int flag);
289
290int change_ability_duration (object *spell, object *caster);
291int min_casting_level (object *caster, object *spell);
292int casting_level (object *caster, object *spell);
293sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
294int SP_level_dam_adjust (object *caster, object *spob);
295int SP_level_duration_adjust (object *caster, object *spob);
296int SP_level_range_adjust (object *caster, object *spob);
297
296struct object : zero_initialised, object_copy 298struct object : zero_initialised, object_copy
297{ 299{
298 // These variables are not changed by ->copy_to 300 // These variables are not changed by ->copy_to
299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 301 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
300 302
309 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 311 object *ACC (RW, above); /* Pointer to the object stacked above this one */
310 /* Note: stacked in the *same* environment */ 312 /* Note: stacked in the *same* environment */
311 object *inv; /* Pointer to the first object in the inventory */ 313 object *inv; /* Pointer to the first object in the inventory */
312 314
313 //TODO: container must move into client 315 //TODO: container must move into client
314 object_ptr ACC (RW, container); /* Current container being used. I think this 316 object_ptr ACC (RW, container);/* Currently opened container. I think this
315 * is only used by the player right now. 317 * is only used by the player right now.
316 */ 318 */
317 object *ACC (RW, env); /* Pointer to the object which is the environment. 319 object *ACC (RW, env); /* Pointer to the object which is the environment.
318 * This is typically the container that the object is in. 320 * This is typically the container that the object is in.
319 */ 321 */
320 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 322 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 323 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. */ 324 key_value *key_values; /* Fields not explictly known by the loader. */
324 325
325 // privates / perl 326 // privates / perl
326 shstr_tmp kv_get (shstr_tmp key) const; 327 shstr_tmp kv_get (shstr_tmp key) const;
327 void kv_del (shstr_tmp key); 328 void kv_del (shstr_tmp key);
328 void kv_set (shstr_tmp key, shstr_tmp value); 329 void kv_set (shstr_tmp key, shstr_tmp value);
330
331//-GPL
329 332
330 // custom extra fields management 333 // custom extra fields management
331 struct key_value_access_proxy 334 struct key_value_access_proxy
332 { 335 {
333 object &ob; 336 object &ob;
360 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 363 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
361 MTH void post_load_check (); // do some adjustments after parsing 364 MTH void post_load_check (); // do some adjustments after parsing
362 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 365 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
363 bool write (object_freezer &f); 366 bool write (object_freezer &f);
364 367
365 MTH int slottype () const;
366 MTH static object *create (); 368 MTH static object *create ();
367 const mapxy &operator =(const mapxy &pos); 369 const mapxy &operator =(const mapxy &pos);
368 MTH void copy_to (object *dst); 370 MTH void copy_to (object *dst);
369 MTH object *clone (); // create + copy_to a single object 371 MTH object *clone (); // create + copy_to a single object
370 MTH object *deep_clone (); // copy whole more chain and inventory 372 MTH object *deep_clone (); // copy whole more chain and inventory
377 destroy (); 379 destroy ();
378 } 380 }
379 381
380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 382 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
381 MTH void destroy_inv (bool drop_to_ground = false); 383 MTH void destroy_inv (bool drop_to_ground = false);
384 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
382 MTH object *insert (object *item); // insert into inventory 385 MTH object *insert (object *item); // insert into inventory
383 MTH void play_sound (faceidx sound) const; 386 MTH void play_sound (faceidx sound) const;
384 MTH void say_msg (const char *msg) const; 387 MTH void say_msg (const_utf8_string msg) const;
385 388
386 void do_remove (); 389 void do_remove ();
387 MTH void remove () 390 MTH void remove ()
388 { 391 {
389 if (!flag [FLAG_REMOVED]) 392 if (!flag [FLAG_REMOVED])
397 remove (); 400 remove ();
398 *this = pos; 401 *this = pos;
399 insert_at (this, this); 402 insert_at (this, this);
400 } 403 }
401 404
402 // high-level move functions, return true if successful 405 // high-level move method.
406 // object op is trying to move in direction dir.
407 // originator is typically the same as op, but
408 // can be different if originator is causing op to
409 // move (originator is pushing op)
410 // returns 0 if the object is not able to move to the
411 // desired space, 1 otherwise (in which case we also
412 // move the object accordingly. This function is
413 // very similiar to move_object.
403 int move (int dir, object *originator); 414 int move (int dir, object *originator);
404 415
405 int move (int dir) 416 int move (int dir)
406 { 417 {
407 return move (dir, this); 418 return move (dir, this);
408 } 419 }
420
421 // changes move_type to a new value - handles move_on/move_off effects
422 MTH void change_move_type (MoveType mt);
409 423
410 static bool can_merge_slow (object *op1, object *op2); 424 static bool can_merge_slow (object *op1, object *op2);
411 425
412 // this is often used in time-critical code, so optimise 426 // this is often used in time-critical code, so optimise
413 MTH static bool can_merge (object *op1, object *op2) 427 MTH static bool can_merge (object *op1, object *op2)
417 && can_merge_slow (op1, op2); 431 && can_merge_slow (op1, op2);
418 } 432 }
419 433
420 MTH void set_owner (object *owner); 434 MTH void set_owner (object *owner);
421 MTH void set_speed (float speed); 435 MTH void set_speed (float speed);
422 MTH bool change_weapon (object *ob); 436 MTH void set_glow_radius (sint8 rad);
423 MTH bool change_skill (object *ob); 437 MTH bool change_skill (object *ob); // deprecated?
424 438
425 MTH void open_container (object *new_container); 439 MTH void open_container (object *new_container);
426 MTH void close_container () 440 MTH void close_container ()
427 { 441 {
428 open_container (0); 442 open_container (0);
429 } 443 }
430 444
445 // potential future accessor for "container"
446 MTH object *container_ () const
447 {
448 return container;
449 }
450
451 MTH bool is_open_container () const
452 {
453 // strangely enough, using ?: here causes code to inflate
454 return type == CONTAINER
455 && ((env && env->container_ () == this)
456 || (!env && flag [FLAG_APPLIED]));
457 }
458
431 MTH object *force_find (shstr_tmp name); 459 MTH object *force_find (shstr_tmp name);
460 MTH void force_set_timer (int duration);
432 MTH object *force_add (shstr_tmp name, int duration = 0); 461 MTH object *force_add (shstr_tmp name, int duration = 0);
433 462
434 oblinkpt *find_link () const; 463 oblinkpt *find_link () const;
435 MTH void add_link (maptile *map, shstr_tmp id); 464 MTH void add_link (maptile *map, shstr_tmp id);
436 MTH void remove_link (); 465 MTH void remove_link ();
452 MTH void drain_stat (); 481 MTH void drain_stat ();
453 MTH void drain_specific_stat (int deplete_stats); 482 MTH void drain_specific_stat (int deplete_stats);
454 MTH void change_luck (int value); 483 MTH void change_luck (int value);
455 484
456 // info must hold 256 * 3 bytes currently 485 // info must hold 256 * 3 bytes currently
457 const char *debug_desc (char *info) const; 486 const_utf8_string debug_desc (char *info) const;
458 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 487 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
459 const char *flag_desc (char *desc, int len) const; 488 const_utf8_string flag_desc (char *desc, int len) const;
460 489
461 MTH bool decrease (sint32 nr = 1); // returns true if anything is left 490 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
462 MTH object *split (sint32 nr = 1); // return 0 on failure 491 MTH object *split (sint32 nr = 1); // return 0 on failure
463 492
464 MTH int number_of () const 493 MTH int number_of () const
472 } 501 }
473 502
474 MTH void update_weight (); 503 MTH void update_weight ();
475 504
476 // return the dominant material of this item, always return something 505 // return the dominant material of this item, always return something
477 const materialtype_t *dominant_material () const; 506 const materialtype_t *dominant_material () const
507 {
508 return material;
509 }
478 510
479 // return the volume of this object in cm³ 511 // return the volume of this object in cm³
480 MTH uint64 volume () const 512 MTH uint64 volume () const
481 { 513 {
482 return (uint64)total_weight () 514 return (uint64)total_weight ()
483 * 1000 515 * 1024 // 1000 actually
484 * (type == CONTAINER ? 1000 : 1) 516 * (type == CONTAINER ? 128 : 1)
485 / dominant_material ()->density; 517 / dominant_material ()->density; // ugh, division
486 } 518 }
519
520 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
487 521
488 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 522 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
489 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 523 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
490 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 524 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
491 || type == CLOAK || type == BOOTS || type == GLOVES 525 || type == CLOAK || type == BOOTS || type == GLOVES
497 MTH bool is_arrow () const { return type == ARROW 531 MTH bool is_arrow () const { return type == ARROW
498 || (type == SPELL_EFFECT 532 || (type == SPELL_EFFECT
499 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 533 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
500 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 534 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
501 535
536 MTH bool is_dragon () const;
537
538 MTH bool is_immunity () const { return invisible && type == SIGN; }
539
502 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 540 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
503 541
504 // temporary: wether the object can be saved in a map file 542 // temporary: wether the object can be saved in a map file
505 // contr => is a player 543 // contr => is a player
506 // head => only save head of a multitile object 544 // head => only save head of a multitile object
507 // owner => can not reference owner yet 545 // owner => can not reference owner yet
510 /* This return true if object has still randomitems which 548 /* This return true if object has still randomitems which
511 * could be expanded. 549 * could be expanded.
512 */ 550 */
513 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 551 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
514 552
515 MTH bool has_dialogue () const { return *&msg == '@'; } 553 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
554
555 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
516 556
517 // returns the outermost owner, never returns 0 557 // returns the outermost owner, never returns 0
518 MTH object *outer_owner () 558 MTH object *outer_owner ()
519 { 559 {
520 object *op; 560 object *op;
524 564
525 return op; 565 return op;
526 } 566 }
527 567
528 // returns the outermost environment, never returns 0 568 // returns the outermost environment, never returns 0
529 MTH object *outer_env () const 569 MTH object *outer_env_or_self () const
530 { 570 {
531 const object *op; 571 const object *op;
532 572
533 for (op = this; op->env; op = op->env) 573 for (op = this; op->env; op = op->env)
534 ; 574 ;
535 575
536 return const_cast<object *>(op); 576 return const_cast<object *>(op);
577 }
578
579 // returns the outermost environment, may return 0
580 MTH object *outer_env () const
581 {
582 return env ? outer_env_or_self () : 0;
537 } 583 }
538 584
539 // returns the player that has this object in his inventory, or 0 585 // returns the player that has this object in his inventory, or 0
540 // we assume the player is always the outer env 586 // we assume the player is always the outer env
541 MTH object *in_player () const 587 MTH object *in_player () const
542 { 588 {
543 object *op = outer_env (); 589 object *op = outer_env_or_self ();
544 590
545 return op->type == PLAYER ? op : 0; 591 return op->type == PLAYER ? op : 0;
546 } 592 }
547 593
548 // "temporary" helper function 594 // "temporary" helper function
569 MTH bool is_player () const 615 MTH bool is_player () const
570 { 616 {
571 return !!contr; 617 return !!contr;
572 } 618 }
573 619
620 /* elmex: this method checks whether the object is in a shop */
621 MTH bool is_in_shop () const;
622
574 MTH bool affects_los () const 623 MTH bool affects_los () const
575 { 624 {
576 return glow_radius || flag [FLAG_BLOCKSVIEW]; 625 return glow_radius || flag [FLAG_BLOCKSVIEW];
577 } 626 }
578 627
582 } 631 }
583 632
584 // returns the player that cna see this object, if any 633 // returns the player that cna see this object, if any
585 MTH object *visible_to () const; 634 MTH object *visible_to () const;
586 635
587 MTH std::string long_desc (object *who = 0); 636 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
588 MTH std::string describe_monster (object *who = 0); 637 MTH std::string describe_monster (object *who = 0);
589 MTH std::string describe_item (object *who = 0); 638 MTH std::string describe_item (object *who = 0);
590 MTH std::string describe (object *who = 0); 639 MTH std::string describe (object *who = 0); // long description, without name
640
641 MTH const_utf8_string query_weight () { return ::query_weight (this); }
642 MTH const_utf8_string query_name () { return ::query_name (this); }
643 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
644 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
591 645
592 // If this object has no extra parts but should have them, 646 // If this object has no extra parts but should have them,
593 // add them, effectively expanding heads into multipart 647 // add them, effectively expanding heads into multipart
594 // objects. This method only works on objects not inserted 648 // objects. This method only works on objects not inserted
595 // anywhere. 649 // anywhere.
598 MTH void create_treasure (treasurelist *tl, int flags = 0); 652 MTH void create_treasure (treasurelist *tl, int flags = 0);
599 653
600 // insert object at same map position as 'where' 654 // insert object at same map position as 'where'
601 // handles both inventory and map "positions" 655 // handles both inventory and map "positions"
602 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 656 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
657 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
658 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
603 MTH void drop_unpaid_items (); 659 MTH void drop_unpaid_items ();
604 660
605 MTH void activate (); 661 MTH void activate ();
606 MTH void deactivate (); 662 MTH void deactivate ();
607 MTH void activate_recursive (); 663 MTH void activate_recursive ();
610 // set the given flag on all objects in the inventory recursively 666 // set the given flag on all objects in the inventory recursively
611 MTH void set_flag_inv (int flag, int value = 1); 667 MTH void set_flag_inv (int flag, int value = 1);
612 668
613 void enter_exit (object *exit);//Perl 669 void enter_exit (object *exit);//Perl
614 MTH void enter_map (maptile *newmap, int x, int y); 670 MTH void enter_map (maptile *newmap, int x, int y);
615 void player_goto (const char *path, int x, int y); // only for players 671 void player_goto (const_utf8_string path, int x, int y); // only for players
672 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
616 673
617 // returns the mapspace this object is in 674 // returns the mapspace this object is in
618 mapspace &ms () const; 675 mapspace &ms () const;
619 676
620 // fully recursive iterator 677 // fully recursive iterator
671 return weight + carrying; 728 return weight + carrying;
672 } 729 }
673 730
674 MTH struct region *region () const; 731 MTH struct region *region () const;
675 732
676 void statusmsg (const char *msg, int color = NDI_BLACK); 733 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
677 void failmsg (const char *msg, int color = NDI_RED); 734 void failmsg (const_utf8_string msg, int color = NDI_RED);
678 735
679 const char *query_inventory (object *who = 0, const char *indent = ""); 736 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
680 737
681 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 738 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
682 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 739 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
683 740
684 // make some noise with given item into direction dir, 741 // make some noise with given item into direction dir,
685 // currently only used for players to make them temporarily visible 742 // currently only used for players to make them temporarily visible
686 // when they are invisible. 743 // when they are invisible.
687 MTH void make_noise (); 744 MTH void make_noise ();
688 745
746 /* animation */
747 MTH bool has_anim () const { return animation_id; }
748 const animation &anim () const { return animations [animation_id]; }
749 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
750 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
751 /* anim_frames () returns the number of animations allocated. The last
752 * usuable animation will be anim_frames () - 1 (for example, if an object
753 * has 8 animations, anim_frames () will return 8, but the values will
754 * range from 0 through 7.
755 */
756 MTH int anim_frames () const { return anim ().num_animations; }
757 MTH int anim_facings () const { return anim ().facings; }
758
759 MTH utf8_string as_string ();
760
689protected: 761protected:
690 void link (); 762 void link ();
691 void unlink (); 763 void unlink ();
692 764
693 object (); 765 object ();
698 object (const object &); 770 object (const object &);
699}; 771};
700 772
701// move this object to the top of its env's inventory to speed up 773// move this object to the top of its env's inventory to speed up
702// searches for it. 774// searches for it.
703static object * 775static inline object *
704splay (object *ob) 776splay (object *ob)
705{ 777{
706 if (ob->env && ob->env->inv != ob) 778 if (ob->above && ob->env)
707 { 779 {
708 if (ob->above) ob->above->below = ob->below; 780 if (ob->above) ob->above->below = ob->below;
709 if (ob->below) ob->below->above = ob->above; 781 if (ob->below) ob->below->above = ob->above;
710 782
711 ob->above = 0; 783 ob->above = 0;
715 } 787 }
716 788
717 return ob; 789 return ob;
718} 790}
719 791
792//+GPL
793
720object *find_skill_by_name_fuzzy (object *who, const char *name); 794object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
721object *find_skill_by_name (object *who, shstr_cmp sh); 795object *find_skill_by_name (object *who, shstr_cmp sh);
722object *find_skill_by_number (object *who, int skillno); 796object *find_skill_by_number (object *who, int skillno);
723 797
724/* 798/*
725 * The archetype structure is a set of rules on how to generate and manipulate 799 * The archetype structure is a set of rules on how to generate and manipulate
728 * be much left in the archetype - all it really is is a holder for the 802 * be much left in the archetype - all it really is is a holder for the
729 * object and pointers. This structure should get removed, and just replaced 803 * object and pointers. This structure should get removed, and just replaced
730 * by the object structure 804 * by the object structure
731 */ 805 */
732 806
807//-GPL
808
733INTERFACE_CLASS (archetype) 809INTERFACE_CLASS (archetype)
734struct archetype : object 810struct archetype : object
735{ 811{
736 static arch_ptr empty; // the empty_archetype 812 static arch_ptr empty; // the empty_archetype
737 MTH static void gc (); 813 MTH static void gc ();
738 814
739 archetype (const char *name); 815 archetype (const_utf8_string name);
740 ~archetype (); 816 ~archetype ();
741 void gather_callbacks (AV *&callbacks, event_type event) const; 817 void gather_callbacks (AV *&callbacks, event_type event) const;
742 818
743 MTH static archetype *find (const_utf8_string name); 819 MTH static archetype *find (const_utf8_string name);
744 820
745 MTH void link (); 821 MTH void link ();
746 MTH void unlink (); 822 MTH void unlink ();
747 823
748 MTH static object *get (const char *name); // (find() || singularity)->instance() 824 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
749 MTH object *instance (); 825 MTH object *instance ();
826
827 MTH void post_load_check (); // do some adjustments after parsing
750 828
751 object_vector_index ACC (RW, archid); // index in archvector 829 object_vector_index ACC (RW, archid); // index in archvector
752 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 830 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
753 831
754 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 832 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
755 sint8 ACC (RW, max_x), ACC (RW, max_y);
756 833
757 // support for archetype loading 834 // support for archetype loading
758 static archetype *read (object_thawer &f); 835 static archetype *read (object_thawer &f);
759 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 836 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
760 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 837 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
761}; 838};
762 839
763// compatbiility, remove once replaced by ->instance 840// returns whether the object is a dragon player, which are often specialcased
764inline object * 841inline bool
765arch_to_object (archetype *at) 842object::is_dragon () const
766{ 843{
767 return at->instance (); 844 return arch->race == shstr_dragon && is_player ();
768} 845}
769 846
770inline void 847inline void
771object_freezer::put (keyword k, archetype *v) 848object_freezer::put (const keyword_string k, archetype *v)
772{ 849{
773 put (k, v ? &v->archname : (const char *)0); 850 if (expect_true (v))
851 put (k, v->archname);
852 else
853 put (k);
774} 854}
775 855
776typedef object_vector<object, &object::index > objectvec; 856typedef object_vector<object, &object::index > objectvec;
777typedef object_vector<object, &object::active> activevec; 857typedef object_vector<object, &object::active> activevec;
778typedef object_vector<archetype, &archetype::archid> archvec; 858typedef object_vector<archetype, &archetype::archid> archvec;
795 statementvar (object *, var, actives [_i]) 875 statementvar (object *, var, actives [_i])
796 876
797#define for_all_archetypes(var) \ 877#define for_all_archetypes(var) \
798 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 878 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
799 statementvar (archetype *, var, archetypes [_i]) 879 statementvar (archetype *, var, archetypes [_i])
880
881//+GPL
800 882
801/* Used by update_object to know if the object being passed is 883/* Used by update_object to know if the object being passed is
802 * being added or removed. 884 * being added or removed.
803 */ 885 */
804#define UP_OBJ_INSERT 1 886#define UP_OBJ_INSERT 1
834#define INS_ABOVE_FLOOR_ONLY 0x0002 916#define INS_ABOVE_FLOOR_ONLY 0x0002
835#define INS_NO_WALK_ON 0x0004 917#define INS_NO_WALK_ON 0x0004
836#define INS_ON_TOP 0x0008 918#define INS_ON_TOP 0x0008
837#define INS_BELOW_ORIGINATOR 0x0010 919#define INS_BELOW_ORIGINATOR 0x0010
838 920
839#define ARCH_DEPLETION "depletion" 921//-GPL
840 922
841#endif 923#endif
842 924

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