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Comparing deliantra/server/include/object.h (file contents):
Revision 1.119 by root, Sat May 12 13:27:37 2007 UTC vs.
Revision 1.201 by root, Sat Jun 27 03:51:05 2009 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 (©) 2005,2006,2007,2008,2009 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
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35enum { 34enum {
35 body_skill,
36 body_combat,
36 body_range, 37 body_range,
37 body_shield, 38 body_shield,
38 body_combat,
39 body_arm, 39 body_arm,
40 body_torso, 40 body_torso,
41 body_head, 41 body_head,
42 body_neck, 42 body_neck,
43 body_skill,
44 body_finger, 43 body_finger,
45 body_shoulder, 44 body_shoulder,
46 body_foot, 45 body_foot,
47 body_hand, 46 body_hand,
48 body_wrist, 47 body_wrist,
49 body_waist, 48 body_waist,
50 NUM_BODY_LOCATIONS 49 NUM_BODY_LOCATIONS
51}; 50};
52 51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
53/* See common/item.c */ 59/* See common/item.c */
54 60
55typedef struct Body_Locations 61typedef struct Body_Locations
56{ 62{
57 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
58 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 */
59 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 */
60} Body_Locations; 66} Body_Locations;
61 67
62extern 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];
63 72
64/* 73/*
65 * 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
66 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
67 * 76 *
68 * key and value are shared-strings. 77 * key and value are shared-strings.
69 * 78 *
70 * 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
71 * accessing the list directly. 80 * accessing the list directly.
72 * 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.
73 */ 82 */
74struct key_value 83struct key_value : slice_allocated
75{ 84{
76 key_value *next; 85 key_value *next;
77 shstr key, value; 86 shstr key, value;
78}; 87};
79 88
80struct UUID 89struct UUID
81{ 90{
82 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
83 96
84 UUID () { } 97 UUID () { }
85 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
86 operator uint64() { return seq; } 99 operator uint64() { return seq; }
87 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 }
88}; 122};
89
90extern void init_uuid ();
91extern UUID gen_uuid ();
92extern const uint64 UUID_SKIP;
93 123
94/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
95 * 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
96 * 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
97 * can_apply and will_apply? 127 * can_apply and will_apply?
100#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
101#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
102#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
103#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
104 134
105/* However, if you're keeping a pointer of some sort, you probably
106 * don't just want it copied, so you'll need to add to common/object.C,
107 * e.g. ->copy_to ()
108 */
109
110struct body_slot 135struct body_slot
111{ 136{
112 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
113 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
114}; 139};
115 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
116INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
117// these are being copied 155// these are being copied
118struct object_copy : attachable 156struct object_copy : attachable
119{ 157{
120 typedef bitset<NUM_FLAGS> flags_t;
121
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 159
124 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
125 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
130 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
131 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
132 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
133 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
134 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
135 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
136 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
137 shstr ACC (RW, lore); /* Obscure information about this object, */
138 /* To get put into books and the like. */
139 shstr ACC (RW, materialname); /* specific material name */
140 shstr ACC (RW, custom_name); /* Custom name assigned by player */
141// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
149 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
150 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
151 190
152 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
153 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
154 uint32 ACC (RW, nrof); /* How many of the objects */ 193 sint32 ACC (RW, nrof); /* How many of the objects */
155 194
156 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158
159 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
164 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
168 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
169 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
170 */ 211 */
171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
173 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
174 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
176 sint16 ACC (RW, level); /* Level of creature or object */ 217 sint16 ACC (RW, level); /* Level of creature or object */
218
177 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
178 sint8 ACC (RW, item_power); /* power rating of the object */
179 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */
223
224 faceidx ACC (RW, face); /* the graphical face */
225
226 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */
228
229 body_slot slot [NUM_BODY_LOCATIONS];
230
181 sint32 ACC (RW, weight); /* Attributes of the object */ 231 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */ 233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */ 234 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 body_slot slot [NUM_BODY_LOCATIONS];
188 faceidx ACC (RW, face); /* Face with colors */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */ 235 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the pod/objects.pod for more info about body locations */ 236 /* See the pod/objects.pod for more info about body locations */
191 237
192 /* Following mostly refers to fields only used for monsters */ 238 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 239
195 /* allows different movement patterns for attackers */ 240 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 241 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
204 * only used in spells. 249 * only used in spells.
205 */ 250 */
206 sint16 ACC (RW, duration); /* How long the spell lasts */ 251 sint16 ACC (RW, duration); /* How long the spell lasts */
207 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
208 253
209 uint16 ACC (RW, start_holding);
210 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
211 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
212
213 sint8 ACC (RW, range); /* Range of the spell */ 256 sint8 ACC (RW, range); /* Range of the spell */
214 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
258
215 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
216 MoveType ACC (RW, move_block);/* What movement types this blocks */ 260 MoveType ACC (RW, move_block);/* What movement types this blocks */
217
218 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
219 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
220 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
221 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
222 266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
223 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
224 271 shstr ACC (RW, spellarg); /* only used in arrows - get rid of it? */
225 char *ACC (RW, spellarg);
226 272
227 /* Following are values used by any object */ 273 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
229 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
230 flags_t flag; /* various flags */ 276
231#if FOR_PERL
232 bool ACC (RW, flag[NUM_FLAGS]);
233#endif
234 uint16 ACC (RW, animation_id);/* An index into the animation array */ 277 uint16 ACC (RW, animation_id);/* An index into the animation array */
235 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
236 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
237 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 280
238 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
239 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 282 uint8 ACC (RW, will_apply); /* See crossfire.doc */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287
288 // rarely-accessed members should be at the end
289 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 */
291 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */
240}; 294};
241 295
296const char *query_weight (const object *op);
297const char *query_short_name (const object *op);
298const char *query_name (const object *op);
299const char *query_base_name (const object *op, int plural);
300
242struct object : zero_initialised, object_copy 301struct object : zero_initialised, object_copy
243{ 302{
244 // These variables are not changed by ->copy_to 303 // These variables are not changed by ->copy_to
245 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 304 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
246 305
247 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 306 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 int ACC (RO, count); 307 int ACC (RO, count);
249 int ACC (RO, index); // index into objects 308 object_vector_index ACC (RO, index); // index into objects
250 int ACC (RO, active); // index into actives 309 object_vector_index ACC (RO, active); // index into actives
251 310
252 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 311 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
253 312
254 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 313 object *ACC (RW, below); /* Pointer to the object stacked below this one */
255 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 314 object *ACC (RW, above); /* Pointer to the object stacked above this one */
256 /* Note: stacked in the *same* environment */ 315 /* Note: stacked in the *same* environment */
257 object *inv; /* Pointer to the first object in the inventory */ 316 object *inv; /* Pointer to the first object in the inventory */
266 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 325 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
267 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 326 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
268 client_container *seen_by; // seen by which player/container currently? 327 client_container *seen_by; // seen by which player/container currently?
269 key_value *key_values; /* Fields not explictly known by the loader. */ 328 key_value *key_values; /* Fields not explictly known by the loader. */
270 329
330 // privates / perl
331 shstr_tmp kv_get (shstr_tmp key) const;
332 void kv_del (shstr_tmp key);
333 void kv_set (shstr_tmp key, shstr_tmp value);
334
335 // custom extra fields management
336 struct key_value_access_proxy
337 {
338 object &ob;
339 shstr_tmp key;
340
341 key_value_access_proxy (object &ob, shstr_tmp key)
342 : ob (ob), key (key)
343 {
344 }
345
346 const key_value_access_proxy &operator =(shstr_tmp value) const
347 {
348 ob.kv_set (key, value);
349 return *this;
350 }
351
352 operator const shstr_tmp () const { return ob.kv_get (key); }
353 operator const char *() const { return ob.kv_get (key); }
354
355 private:
356 void operator =(int);
357 };
358
359 // operator [] is too annoying to use
360 const key_value_access_proxy kv (shstr_tmp key)
361 {
362 return key_value_access_proxy (*this, key);
363 }
364
271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 365 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
272 void post_load_check (); // do some adjustments after parsing 366 MTH void post_load_check (); // do some adjustments after parsing
273 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 367 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
274 bool write (object_freezer &f); 368 bool write (object_freezer &f);
275 369
370 MTH int slottype () const;
276 MTH static object *create (); 371 MTH static object *create ();
277 object &operator =(const object &src); 372 const mapxy &operator =(const mapxy &pos);
278 MTH void copy_to (object *dst); 373 MTH void copy_to (object *dst);
279 MTH object *clone (); // create + copy_to 374 MTH object *clone (); // create + copy_to a single object
375 MTH object *deep_clone (); // copy whole more chain and inventory
280 void do_destroy (); 376 void do_destroy ();
281 void gather_callbacks (AV *&callbacks, event_type event) const; 377 void gather_callbacks (AV *&callbacks, event_type event) const;
282 MTH void destroy (bool destroy_inventory = false); 378 MTH void destroy ();
379 MTH void drop_and_destroy ()
380 {
381 destroy_inv (true);
382 destroy ();
383 }
283 384
284 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 385 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
285 MTH void destroy_inv (bool drop_to_ground = false); 386 MTH void destroy_inv (bool drop_to_ground = false);
286 MTH object *insert (object *item); // insert into inventory 387 MTH object *insert (object *item); // insert into inventory
388 MTH void play_sound (faceidx sound) const;
389 MTH void say_msg (const char *msg) const;
390
287 void do_remove (); 391 void do_remove ();
288 MTH void remove () 392 MTH void remove ()
289 { 393 {
290 if (!flag [FLAG_REMOVED]) 394 if (!flag [FLAG_REMOVED])
291 do_remove (); 395 do_remove ();
292 } 396 }
293 397
294 // move this object to the top of its env's inventory to speed up 398 MTH bool blocked (maptile *m, int x, int y) const;
295 // searches for it.
296 MTH void inv_splay ()
297 {
298 if (env && env->inv != this)
299 {
300 if (above) above->below = below;
301 if (below) below->above = above;
302 399
303 above = 0; 400 void move_to (const mapxy &pos)
304 below = env->inv; 401 {
305 below->above = this; 402 remove ();
306 env->inv = this; 403 *this = pos;
307 } 404 insert_at (this, this);
405 }
406
407 // high-level move functions, return true if successful
408 int move (int dir, object *originator);
409
410 int move (int dir)
411 {
412 return move (dir, this);
308 } 413 }
309 414
310 static bool can_merge_slow (object *op1, object *op2); 415 static bool can_merge_slow (object *op1, object *op2);
311 416
312 // this is often used in time-critical code, so optimise 417 // this is often used in time-critical code, so optimise
317 && can_merge_slow (op1, op2); 422 && can_merge_slow (op1, op2);
318 } 423 }
319 424
320 MTH void set_owner (object *owner); 425 MTH void set_owner (object *owner);
321 MTH void set_speed (float speed); 426 MTH void set_speed (float speed);
427 MTH void set_glow_radius (sint8 rad);
322 MTH void set_weapon (object *ob); 428 MTH bool change_weapon (object *ob);
429 MTH bool change_skill (object *ob);
323 430
324 MTH void open_container (object *new_container); 431 MTH void open_container (object *new_container);
325 MTH void close_container () 432 MTH void close_container ()
326 { 433 {
327 open_container (0); 434 open_container (0);
435 }
436
437 MTH object *force_find (shstr_tmp name);
438 MTH object *force_add (shstr_tmp name, int duration = 0);
439
440 oblinkpt *find_link () const;
441 MTH void add_link (maptile *map, shstr_tmp id);
442 MTH void remove_link ();
443
444 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
445 bool should_invoke (event_type event)
446 {
447 return ev_want_event [event] || ev_want_type [type] || cb;
328 } 448 }
329 449
330 MTH void instantiate (); 450 MTH void instantiate ();
331 451
332 // recalculate all stats 452 // recalculate all stats
342 // info must hold 256 * 3 bytes currently 462 // info must hold 256 * 3 bytes currently
343 const char *debug_desc (char *info) const; 463 const char *debug_desc (char *info) const;
344 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 464 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
345 const char *flag_desc (char *desc, int len) const; 465 const char *flag_desc (char *desc, int len) const;
346 466
467 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
468 MTH object *split (sint32 nr = 1); // return 0 on failure
469
347 int number_of () const 470 MTH int number_of () const
348 { 471 {
349 return nrof ? nrof : 1; 472 return nrof ? nrof : 1;
350 } 473 }
351 474
352 uint64 total_weight () const 475 MTH sint32 total_weight () const
353 { 476 {
354 return weight * number_of (); 477 return (weight + carrying) * number_of ();
355 } 478 }
479
480 MTH void update_weight ();
356 481
357 // return the dominant material of this item, always return something 482 // return the dominant material of this item, always return something
358 const materialtype_t *dominant_material () const; 483 const materialtype_t *dominant_material () const;
359 484
360 // return the volume of this object in cm³ 485 // return the volume of this object in cm³
361 uint64 volume () const 486 MTH uint64 volume () const
362 { 487 {
363 return total_weight () 488 return (uint64)total_weight ()
364 * 1000 489 * 1000
365 * (type == CONTAINER ? 1000 : 1) 490 * (type == CONTAINER ? 1000 : 1)
366 / dominant_material ()->density; 491 / dominant_material ()->density;
367 } 492 }
368 493
494 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
369 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 495 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
370 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 496 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
371 || type == CLOAK || type == BOOTS || type == GLOVES 497 || type == CLOAK || type == BOOTS || type == GLOVES
372 || type == BRACERS || type == GIRDLE; } 498 || type == BRACERS || type == GIRDLE; }
373 MTH bool is_alive () const { return (type == PLAYER 499 MTH bool is_alive () const { return (type == PLAYER
383 509
384 // temporary: wether the object can be saved in a map file 510 // temporary: wether the object can be saved in a map file
385 // contr => is a player 511 // contr => is a player
386 // head => only save head of a multitile object 512 // head => only save head of a multitile object
387 // owner => can not reference owner yet 513 // owner => can not reference owner yet
388 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 514 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
389 515
390 /* This return true if object has still randomitems which 516 /* This return true if object has still randomitems which
391 * could be expanded. 517 * could be expanded.
392 */ 518 */
393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 519 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
394 520
521 MTH bool has_dialogue () const { return *&msg == '@'; }
522
523 // returns the outermost owner, never returns 0
524 MTH object *outer_owner ()
525 {
526 object *op;
527
528 for (op = this; op->owner; op = op->owner)
529 ;
530
531 return op;
532 }
533
534 // returns the outermost environment, never returns 0
535 MTH object *outer_env () const
536 {
537 const object *op;
538
539 for (op = this; op->env; op = op->env)
540 ;
541
542 return const_cast<object *>(op);
543 }
544
395 // returns the player that has this object in his inventory, or 0 545 // returns the player that has this object in his inventory, or 0
546 // we assume the player is always the outer env
396 MTH object *in_player () const 547 MTH object *in_player () const
397 { 548 {
398 for (object *op = env; op; op = op->env) 549 object *op = outer_env ();
399 if (op->type == PLAYER)
400 return op;
401 550
402 return 0; 551 return op->type == PLAYER ? op : 0;
403 } 552 }
404 553
405 // "temporary" helper function 554 // "temporary" helper function
406 MTH object *head_ () 555 MTH object *head_ () const
407 { 556 {
408 return head ? head : this; 557 return head ? head : const_cast<object *>(this);
409 } 558 }
559
560 MTH bool is_head () const
561 {
562 return head_ () == this;
563 }
564
565 MTH bool is_on_map () const
566 {
567 return !env && !flag [FLAG_REMOVED];
568 }
569
570 MTH bool is_inserted () const
571 {
572 return !flag [FLAG_REMOVED];
573 }
574
575 MTH bool is_player () const
576 {
577 return !!contr;
578 }
579
580 MTH bool affects_los () const
581 {
582 return glow_radius || flag [FLAG_BLOCKSVIEW];
583 }
584
585 MTH bool has_carried_lights () const
586 {
587 return glow_radius;
588 }
589
590 // returns the player that cna see this object, if any
591 MTH object *visible_to () const;
410 592
411 MTH std::string long_desc (object *who = 0); 593 MTH std::string long_desc (object *who = 0);
412 MTH std::string describe_monster (object *who = 0); 594 MTH std::string describe_monster (object *who = 0);
413 MTH std::string describe_item (object *who = 0); 595 MTH std::string describe_item (object *who = 0);
414 MTH std::string describe (object *who = 0); 596 MTH std::string describe (object *who = 0);
597
598 MTH const char *query_weight () { return ::query_weight (this); }
599 MTH const char *query_name () { return ::query_name (this); }
600 MTH const char *query_short_name () { return ::query_short_name (this); }
601 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
415 602
416 // If this object has no extra parts but should have them, 603 // If this object has no extra parts but should have them,
417 // add them, effectively expanding heads into multipart 604 // add them, effectively expanding heads into multipart
418 // objects. This method only works on objects not inserted 605 // objects. This method only works on objects not inserted
419 // anywhere. 606 // anywhere.
422 MTH void create_treasure (treasurelist *tl, int flags = 0); 609 MTH void create_treasure (treasurelist *tl, int flags = 0);
423 610
424 // insert object at same map position as 'where' 611 // insert object at same map position as 'where'
425 // handles both inventory and map "positions" 612 // handles both inventory and map "positions"
426 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 613 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
614 MTH void drop_unpaid_items ();
427 615
428 MTH void activate (); 616 MTH void activate ();
429 MTH void deactivate (); 617 MTH void deactivate ();
430 MTH void activate_recursive (); 618 MTH void activate_recursive ();
431 MTH void deactivate_recursive (); 619 MTH void deactivate_recursive ();
432 620
433 // set the givne flag on all objects in the inventory recursively 621 // set the given flag on all objects in the inventory recursively
434 MTH void set_flag_inv (int flag, int value = 1); 622 MTH void set_flag_inv (int flag, int value = 1);
435 623
436 void enter_exit (object *exit);//Perl 624 void enter_exit (object *exit);//Perl
437 MTH void enter_map (maptile *newmap, int x, int y); 625 MTH void enter_map (maptile *newmap, int x, int y);
626 void player_goto (const char *path, int x, int y); // only for players
438 627
439 // returns the mapspace this object is in 628 // returns the mapspace this object is in
440 mapspace &ms () const; 629 mapspace &ms () const;
441 630
442 // fully recursive iterator 631 // fully recursive iterator
478 { 667 {
479 return this; 668 return this;
480 } 669 }
481 670
482 /* This returns TRUE if the object is something that 671 /* This returns TRUE if the object is something that
483 * should be displayed in the floorbox/inventory window 672 * a client might want to know about.
484 */ 673 */
485 MTH bool client_visible () const 674 MTH bool client_visible () const
486 { 675 {
487 return !invisible && type != PLAYER; 676 return !invisible && type != PLAYER;
488 } 677 }
489 678
679 // the client does nrof * this weight
680 MTH sint32 client_weight () const
681 {
682 return weight + carrying;
683 }
684
490 MTH struct region *region () const; 685 MTH struct region *region () const;
491 686
687 void statusmsg (const char *msg, int color = NDI_BLACK);
688 void failmsg (const char *msg, int color = NDI_RED);
689
690 const char *query_inventory (object *who = 0, const char *indent = "");
691
692 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
693 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
694
695 // make some noise with given item into direction dir,
696 // currently only used for players to make them temporarily visible
697 // when they are invisible.
698 MTH void make_noise ();
699
700 /* animation */
701 bool has_anim () { return animation_id; }
702 const animation &anim () const { return animations [animation_id]; }
703 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
704 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
705 /* anim_frames () returns the number of animations allocated. The last
706 * usuable animation will be anim_frames () - 1 (for example, if an object
707 * has 8 animations, anim_frames () will return 8, but the values will
708 * range from 0 through 7.
709 */
710 int anim_frames () const { return anim ().num_animations; }
711 int anim_facings () const { return anim ().facings; }
712
492protected: 713protected:
493 friend struct archetype;
494
495 void link (); 714 void link ();
496 void unlink (); 715 void unlink ();
497 716
498 object (); 717 object ();
499 ~object (); 718 ~object ();
719
720private:
721 object &operator =(const object &);
722 object (const object &);
500}; 723};
501 724
502typedef object_vector<object, &object::index > objectvec; 725// move this object to the top of its env's inventory to speed up
503typedef object_vector<object, &object::active> activevec; 726// searches for it.
727static object *
728splay (object *ob)
729{
730 if (ob->env && ob->env->inv != ob)
731 {
732 if (ob->above) ob->above->below = ob->below;
733 if (ob->below) ob->below->above = ob->above;
504 734
505extern objectvec objects; 735 ob->above = 0;
506extern activevec actives; 736 ob->below = ob->env->inv;
737 ob->below->above = ob;
738 ob->env->inv = ob;
739 }
507 740
508#define for_all_objects(var) \ 741 return ob;
509 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 742}
510 declvar (object *, var, objects [_i])
511 743
512#define for_all_actives(var) \ 744object *find_skill_by_name_fuzzy (object *who, const char *name);
513 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 745object *find_skill_by_name (object *who, shstr_cmp sh);
514 declvar (object *, var, actives [_i]) 746object *find_skill_by_number (object *who, int skillno);
515
516typedef struct oblnk
517{ /* Used to link together several objects */
518 object_ptr ob;
519 struct oblnk *next;
520} objectlink;
521
522typedef struct oblinkpt
523{ /* Used to link together several object links */
524 struct oblnk *link;
525 long value; /* Used as connected value in buttons/gates */
526 struct oblinkpt *next;
527} oblinkpt;
528 747
529/* 748/*
530 * The archetype structure is a set of rules on how to generate and manipulate 749 * The archetype structure is a set of rules on how to generate and manipulate
531 * objects which point to archetypes. 750 * objects which point to archetypes.
532 * This probably belongs in arch.h, but there really doesn't appear to 751 * This probably belongs in arch.h, but there really doesn't appear to
534 * object and pointers. This structure should get removed, and just replaced 753 * object and pointers. This structure should get removed, and just replaced
535 * by the object structure 754 * by the object structure
536 */ 755 */
537 756
538INTERFACE_CLASS (archetype) 757INTERFACE_CLASS (archetype)
539struct archetype : zero_initialised, attachable 758struct archetype : object
540{ 759{
541 archetype (); 760 static arch_ptr empty; // the empty_archetype
761 MTH static void gc ();
762
763 archetype (const char *name);
542 ~archetype (); 764 ~archetype ();
543 void gather_callbacks (AV *&callbacks, event_type event) const; 765 void gather_callbacks (AV *&callbacks, event_type event) const;
544 766
767 MTH static archetype *find (const_utf8_string name);
768
769 MTH void link ();
770 MTH void unlink ();
771
772 MTH static object *get (const char *name); // (find() || singularity)->instance()
773 MTH object *instance ();
774
775 object_vector_index ACC (RW, archid); // index in archvector
776 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
777
778 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
779 sint8 ACC (RW, max_x), ACC (RW, max_y);
780
781 // support for archetype loading
545 static archetype *read (object_thawer &f); 782 static archetype *read (object_thawer &f);
546 static archetype *get (const char *name); // find or create 783 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
547 static archetype *find (const char *name); 784 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
548
549 void hash_add (); // add to hashtable
550 void hash_del (); // remove from hashtable
551
552 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
553 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
554 struct archetype *ACC (RW, head); /* The main part of a linked object */
555 struct archetype *ACC (RW, more); /* Next part of a linked object */
556 object ACC (RO, clone); /* An object from which to do ->copy_to () */
557 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
558 bool ACC (RW, linked); // linked into list of heads
559 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
560 * in comparison to the head.
561 */
562}; 785};
786
787// compatbiility, remove once replaced by ->instance
788inline object *
789arch_to_object (archetype *at)
790{
791 return at->instance ();
792}
793
794inline void
795object_freezer::put (keyword k, archetype *v)
796{
797 put (k, v ? &v->archname : (const char *)0);
798}
799
800typedef object_vector<object, &object::index > objectvec;
801typedef object_vector<object, &object::active> activevec;
802typedef object_vector<archetype, &archetype::archid> archvec;
803
804extern objectvec objects;
805extern activevec actives;
806extern archvec archetypes;
807
808// "safely" iterate over inv in a way such that the current item is removable
809// quite horrible, that's why its hidden in some macro
810#define for_inv_removable(op,var) \
811 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
812
813#define for_all_objects(var) \
814 for (unsigned _i = 0; _i < objects.size (); ++_i) \
815 statementvar (object *, var, objects [_i])
816
817#define for_all_actives(var) \
818 for (unsigned _i = 0; _i < actives.size (); ++_i) \
819 statementvar (object *, var, actives [_i])
820
821#define for_all_archetypes(var) \
822 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
823 statementvar (archetype *, var, archetypes [_i])
563 824
564/* Used by update_object to know if the object being passed is 825/* Used by update_object to know if the object being passed is
565 * being added or removed. 826 * being added or removed.
566 */ 827 */
567#define UP_OBJ_INSERT 1 828#define UP_OBJ_INSERT 1
584 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 845 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
585 * Use for treasure chests so the new object is the highest thing 846 * Use for treasure chests so the new object is the highest thing
586 * beneath the player, but not actually above it. Note - the 847 * beneath the player, but not actually above it. Note - the
587 * map and x,y coordinates for the object to be inserted must 848 * map and x,y coordinates for the object to be inserted must
588 * match the originator. 849 * match the originator.
589 * INS_MAP_LOAD: disable lots of checkings done at insertion to
590 * speed up map loading process, as we assume the ordering in
591 * loaded map is correct.
592 * 850 *
593 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 851 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
594 * are mutually exclusive. The behaviour for passing more than one 852 * are mutually exclusive. The behaviour for passing more than one
595 * should be considered undefined - while you may notice what happens 853 * should be considered undefined - while you may notice what happens
596 * right now if you pass more than one, that could very well change 854 * right now if you pass more than one, that could very well change
599#define INS_NO_MERGE 0x0001 857#define INS_NO_MERGE 0x0001
600#define INS_ABOVE_FLOOR_ONLY 0x0002 858#define INS_ABOVE_FLOOR_ONLY 0x0002
601#define INS_NO_WALK_ON 0x0004 859#define INS_NO_WALK_ON 0x0004
602#define INS_ON_TOP 0x0008 860#define INS_ON_TOP 0x0008
603#define INS_BELOW_ORIGINATOR 0x0010 861#define INS_BELOW_ORIGINATOR 0x0010
604#define INS_MAP_LOAD 0x0020
605 862
606#define ARCH_SINGULARITY "singularity"
607#define ARCH_DETECT_MAGIC "detect_magic"
608#define ARCH_DEPLETION "depletion" 863#define ARCH_DEPLETION "depletion"
609#define ARCH_SYMPTOM "symptom"
610 864
611#endif 865#endif
612 866

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