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Comparing deliantra/server/include/object.h (file contents):
Revision 1.141 by root, Wed Aug 1 19:15:50 2007 UTC vs.
Revision 1.201 by root, Sat Jun 27 03:51:05 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
65 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 */
66} Body_Locations; 66} Body_Locations;
67 67
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
72
70/* 73/*
71 * 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
72 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
73 * 76 *
74 * key and value are shared-strings. 77 * key and value are shared-strings.
75 * 78 *
76 * 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
77 * accessing the list directly. 80 * accessing the list directly.
78 * 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.
79 */ 82 */
80struct key_value 83struct key_value : slice_allocated
81{ 84{
82 key_value *next; 85 key_value *next;
83 shstr key, value; 86 shstr key, value;
84}; 87};
85 88
86struct UUID 89struct UUID
87{ 90{
88 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
89 96
90 UUID () { } 97 UUID () { }
91 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; } 99 operator uint64() { return seq; }
93 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 }
94}; 122};
95
96extern void init_uuid ();
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
99 123
100/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
101 * 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
102 * 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
103 * can_apply and will_apply? 127 * can_apply and will_apply?
112{ 136{
113 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
115}; 139};
116 140
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
117INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
118// these are being copied 155// these are being copied
119struct object_copy : attachable 156struct object_copy : attachable
120{ 157{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 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 */
124 159
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* 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 */
136 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 */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
143 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 */
144 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 */
145 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 */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 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 */
152 190
153 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
154 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 */
155 uint32 ACC (RW, nrof); /* How many of the objects */ 193 sint32 ACC (RW, nrof); /* How many of the objects */
156 194
157 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
158 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 */
159
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 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
165 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
168 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) */
169 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
171 */ 211 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 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 */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
176 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 */
177 sint16 ACC (RW, level); /* Level of creature or object */ 217 sint16 ACC (RW, level); /* Level of creature or object */
218
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 sint8 ACC (RW, item_power); /* power rating of the object */
180 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) */
181 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
182 sint32 ACC (RW, weight); /* Attributes of the object */ 231 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
184 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 */
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 234 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
191 faceidx ACC (RW, sound_destroy); /* played on destroy */
192 living ACC (RO, stats); /* Str, Con, Dex, etc */ 235 living ACC (RO, stats); /* Str, Con, Dex, etc */
193 /* See the pod/objects.pod for more info about body locations */ 236 /* See the pod/objects.pod for more info about body locations */
194 237
195 /* Following mostly refers to fields only used for monsters */ 238 /* Following mostly refers to fields only used for monsters */
196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197 239
198 /* allows different movement patterns for attackers */ 240 /* allows different movement patterns for attackers */
199 sint32 ACC (RW, move_status); /* What stage in attack mode */ 241 sint32 ACC (RW, move_status); /* What stage in attack mode */
200 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
201 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. */
207 * only used in spells. 249 * only used in spells.
208 */ 250 */
209 sint16 ACC (RW, duration); /* How long the spell lasts */ 251 sint16 ACC (RW, duration); /* How long the spell lasts */
210 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
211 253
212 uint16 ACC (RW, start_holding);
213 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
214 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 */
215
216 sint8 ACC (RW, range); /* Range of the spell */ 256 sint8 ACC (RW, range); /* Range of the spell */
217 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
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block);/* What movement types this blocks */ 260 MoveType ACC (RW, move_block);/* What movement types this blocks */
220
221 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
222 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
223 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 */
224 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
225 266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
226 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 */
227 271 shstr ACC (RW, spellarg); /* only used in arrows - get rid of it? */
228 char *ACC (RW, spellarg);
229 272
230 /* Following are values used by any object */ 273 /* Following are values used by any object */
231 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
232 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
233 flags_t flag; /* various flags */ 276
234#if FOR_PERL
235 bool ACC (RW, flag[NUM_FLAGS]);
236#endif
237 uint16 ACC (RW, animation_id);/* An index into the animation array */ 277 uint16 ACC (RW, animation_id);/* An index into the animation array */
238 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
239 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
240 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 280
241 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 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 */
243}; 294};
244 295
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
245struct object : zero_initialised, object_copy 301struct object : zero_initialised, object_copy
246{ 302{
247 // These variables are not changed by ->copy_to 303 // These variables are not changed by ->copy_to
248 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 */
249 305
250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 306 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 int ACC (RO, count); 307 int ACC (RO, count);
252 object_vector_index ACC (RO, index); // index into objects 308 object_vector_index ACC (RO, index); // index into objects
253 object_vector_index ACC (RO, active); // index into actives 309 object_vector_index ACC (RO, active); // index into actives
254 310
255 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 */
256 312
257 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 */
258 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 */
259 /* Note: stacked in the *same* environment */ 315 /* Note: stacked in the *same* environment */
260 object *inv; /* Pointer to the first object in the inventory */ 316 object *inv; /* Pointer to the first object in the inventory */
269 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 */
270 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
271 client_container *seen_by; // seen by which player/container currently? 327 client_container *seen_by; // seen by which player/container currently?
272 key_value *key_values; /* Fields not explictly known by the loader. */ 328 key_value *key_values; /* Fields not explictly known by the loader. */
273 329
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
274 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
275 void post_load_check (); // do some adjustments after parsing 366 MTH void post_load_check (); // do some adjustments after parsing
276 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.
277 bool write (object_freezer &f); 368 bool write (object_freezer &f);
278 369
279 MTH int slottype () const; 370 MTH int slottype () const;
280 MTH static object *create (); 371 MTH static object *create ();
281 object &operator =(const object &src); 372 const mapxy &operator =(const mapxy &pos);
282 MTH void copy_to (object *dst); 373 MTH void copy_to (object *dst);
283 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
284 void do_destroy (); 376 void do_destroy ();
285 void gather_callbacks (AV *&callbacks, event_type event) const; 377 void gather_callbacks (AV *&callbacks, event_type event) const;
286 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 }
287 384
288 // 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
289 MTH void destroy_inv (bool drop_to_ground = false); 386 MTH void destroy_inv (bool drop_to_ground = false);
290 MTH object *insert (object *item); // insert into inventory 387 MTH object *insert (object *item); // insert into inventory
291 MTH void play_sound (faceidx sound) const; 388 MTH void play_sound (faceidx sound) const;
389 MTH void say_msg (const char *msg) const;
292 390
293 void do_remove (); 391 void do_remove ();
294 MTH void remove () 392 MTH void remove ()
295 { 393 {
296 if (!flag [FLAG_REMOVED]) 394 if (!flag [FLAG_REMOVED])
297 do_remove (); 395 do_remove ();
396 }
397
398 MTH bool blocked (maptile *m, int x, int y) const;
399
400 void move_to (const mapxy &pos)
401 {
402 remove ();
403 *this = pos;
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);
298 } 413 }
299 414
300 static bool can_merge_slow (object *op1, object *op2); 415 static bool can_merge_slow (object *op1, object *op2);
301 416
302 // this is often used in time-critical code, so optimise 417 // this is often used in time-critical code, so optimise
307 && can_merge_slow (op1, op2); 422 && can_merge_slow (op1, op2);
308 } 423 }
309 424
310 MTH void set_owner (object *owner); 425 MTH void set_owner (object *owner);
311 MTH void set_speed (float speed); 426 MTH void set_speed (float speed);
427 MTH void set_glow_radius (sint8 rad);
312 MTH bool change_weapon (object *ob); 428 MTH bool change_weapon (object *ob);
313 MTH bool change_skill (object *ob); 429 MTH bool change_skill (object *ob);
314 430
315 MTH void open_container (object *new_container); 431 MTH void open_container (object *new_container);
316 MTH void close_container () 432 MTH void close_container ()
317 { 433 {
318 open_container (0); 434 open_container (0);
319 } 435 }
320 436
321 MTH object *force_find (const shstr name); 437 MTH object *force_find (shstr_tmp name);
322 MTH void force_add (const shstr name, int duration = 0); 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 ();
323 443
324 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 444 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
325 bool should_invoke (event_type event) 445 bool should_invoke (event_type event)
326 { 446 {
327 return ev_want_event [event] || ev_want_type [type] || cb; 447 return ev_want_event [event] || ev_want_type [type] || cb;
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 }
410 559
411 MTH bool is_head () 560 MTH bool is_head () const
412 { 561 {
413 return head_ () == this; 562 return head_ () == this;
414 } 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;
415 592
416 MTH std::string long_desc (object *who = 0); 593 MTH std::string long_desc (object *who = 0);
417 MTH std::string describe_monster (object *who = 0); 594 MTH std::string describe_monster (object *who = 0);
418 MTH std::string describe_item (object *who = 0); 595 MTH std::string describe_item (object *who = 0);
419 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); }
420 602
421 // If this object has no extra parts but should have them, 603 // If this object has no extra parts but should have them,
422 // add them, effectively expanding heads into multipart 604 // add them, effectively expanding heads into multipart
423 // objects. This method only works on objects not inserted 605 // objects. This method only works on objects not inserted
424 // anywhere. 606 // anywhere.
434 MTH void activate (); 616 MTH void activate ();
435 MTH void deactivate (); 617 MTH void deactivate ();
436 MTH void activate_recursive (); 618 MTH void activate_recursive ();
437 MTH void deactivate_recursive (); 619 MTH void deactivate_recursive ();
438 620
439 // set the givne flag on all objects in the inventory recursively 621 // set the given flag on all objects in the inventory recursively
440 MTH void set_flag_inv (int flag, int value = 1); 622 MTH void set_flag_inv (int flag, int value = 1);
441 623
442 void enter_exit (object *exit);//Perl 624 void enter_exit (object *exit);//Perl
443 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
444 627
445 // returns the mapspace this object is in 628 // returns the mapspace this object is in
446 mapspace &ms () const; 629 mapspace &ms () const;
447 630
448 // fully recursive iterator 631 // fully recursive iterator
484 { 667 {
485 return this; 668 return this;
486 } 669 }
487 670
488 /* This returns TRUE if the object is something that 671 /* This returns TRUE if the object is something that
489 * should be displayed in the floorbox/inventory window 672 * a client might want to know about.
490 */ 673 */
491 MTH bool client_visible () const 674 MTH bool client_visible () const
492 { 675 {
493 return !invisible && type != PLAYER; 676 return !invisible && type != PLAYER;
494 } 677 }
495 678
679 // the client does nrof * this weight
680 MTH sint32 client_weight () const
681 {
682 return weight + carrying;
683 }
684
496 MTH struct region *region () const; 685 MTH struct region *region () const;
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; }
497 712
498protected: 713protected:
499 void link (); 714 void link ();
500 void unlink (); 715 void unlink ();
501 716
502 object (); 717 object ();
503 ~object (); 718 ~object ();
719
720private:
721 object &operator =(const object &);
722 object (const object &);
504}; 723};
505 724
506// move this object to the top of its env's inventory to speed up 725// move this object to the top of its env's inventory to speed up
507// searches for it. 726// searches for it.
508static object * 727static object *
520 } 739 }
521 740
522 return ob; 741 return ob;
523} 742}
524 743
525typedef struct oblnk
526{ /* Used to link together several objects */
527 object_ptr ob;
528 struct oblnk *next;
529} objectlink;
530
531typedef struct oblinkpt
532{ /* Used to link together several object links */
533 struct oblnk *link;
534 long value; /* Used as connected value in buttons/gates */
535 struct oblinkpt *next;
536} oblinkpt;
537
538object *find_skill_by_name (object *who, const char *name); 744object *find_skill_by_name_fuzzy (object *who, const char *name);
539object *find_skill_by_name (object *who, const shstr &sh); 745object *find_skill_by_name (object *who, shstr_cmp sh);
540object *find_skill_by_number (object *who, int skillno); 746object *find_skill_by_number (object *who, int skillno);
541 747
542/* 748/*
543 * 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
544 * objects which point to archetypes. 750 * objects which point to archetypes.
549 */ 755 */
550 756
551INTERFACE_CLASS (archetype) 757INTERFACE_CLASS (archetype)
552struct archetype : object 758struct archetype : object
553{ 759{
760 static arch_ptr empty; // the empty_archetype
761 MTH static void gc ();
762
554 archetype (const char *name); 763 archetype (const char *name);
555 ~archetype (); 764 ~archetype ();
556 void gather_callbacks (AV *&callbacks, event_type event) const; 765 void gather_callbacks (AV *&callbacks, event_type event) const;
557 766
558 static archetype *read (object_thawer &f);
559 static archetype *get (const char *name); // find or create
560 static archetype *find (const char *name); 767 MTH static archetype *find (const_utf8_string name);
561 768
562 void link (); 769 MTH void link ();
563 void unlink (); 770 MTH void unlink ();
771
772 MTH static object *get (const char *name); // (find() || singularity)->instance()
773 MTH object *instance ();
564 774
565 object_vector_index ACC (RW, archid); // index in archvector 775 object_vector_index ACC (RW, archid); // index in archvector
566 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 776 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
567 bool ACC (RW, stub); // if true, this is an invalid archetype
568 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
569 777
570 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 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...) */
571 sint8 ACC (RW, max_x), ACC (RW, max_y); 779 sint8 ACC (RW, max_x), ACC (RW, max_y);
780
781 // support for archetype loading
782 static archetype *read (object_thawer &f);
783 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
784 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
572}; 785};
786
787// compatbiility, remove once replaced by ->instance
788inline object *
789arch_to_object (archetype *at)
790{
791 return at->instance ();
792}
573 793
574inline void 794inline void
575object_freezer::put (keyword k, archetype *v) 795object_freezer::put (keyword k, archetype *v)
576{ 796{
577 put (k, v ? &v->archname : (const char *)0); 797 put (k, v ? &v->archname : (const char *)0);
583 803
584extern objectvec objects; 804extern objectvec objects;
585extern activevec actives; 805extern activevec actives;
586extern archvec archetypes; 806extern archvec archetypes;
587 807
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
588#define for_all_objects(var) \ 813#define for_all_objects(var) \
589 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 814 for (unsigned _i = 0; _i < objects.size (); ++_i) \
590 statementvar (object *, var, objects [_i]) 815 statementvar (object *, var, objects [_i])
591 816
592#define for_all_actives(var) \ 817#define for_all_actives(var) \
593 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 818 for (unsigned _i = 0; _i < actives.size (); ++_i) \
594 statementvar (object *, var, actives [_i]) 819 statementvar (object *, var, actives [_i])
595 820
596#define for_all_archetypes(var) \ 821#define for_all_archetypes(var) \
597 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 822 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
598 statementvar (archetype *, var, archetypes [_i]) 823 statementvar (archetype *, var, archetypes [_i])
599 824
600/* 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
601 * being added or removed. 826 * being added or removed.
620 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 845 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
621 * 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
622 * beneath the player, but not actually above it. Note - the 847 * beneath the player, but not actually above it. Note - the
623 * 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
624 * match the originator. 849 * match the originator.
625 * INS_MAP_LOAD: disable lots of checkings done at insertion to
626 * speed up map loading process, as we assume the ordering in
627 * loaded map is correct.
628 * 850 *
629 * 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
630 * are mutually exclusive. The behaviour for passing more than one 852 * are mutually exclusive. The behaviour for passing more than one
631 * should be considered undefined - while you may notice what happens 853 * should be considered undefined - while you may notice what happens
632 * 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
635#define INS_NO_MERGE 0x0001 857#define INS_NO_MERGE 0x0001
636#define INS_ABOVE_FLOOR_ONLY 0x0002 858#define INS_ABOVE_FLOOR_ONLY 0x0002
637#define INS_NO_WALK_ON 0x0004 859#define INS_NO_WALK_ON 0x0004
638#define INS_ON_TOP 0x0008 860#define INS_ON_TOP 0x0008
639#define INS_BELOW_ORIGINATOR 0x0010 861#define INS_BELOW_ORIGINATOR 0x0010
640#define INS_MAP_LOAD 0x0020
641 862
642#define ARCH_DEPLETION "depletion" 863#define ARCH_DEPLETION "depletion"
643 864
644#endif 865#endif
645 866

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