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Comparing deliantra/server/include/object.h (file contents):
Revision 1.134 by root, Sun Jun 24 00:33:54 2007 UTC vs.
Revision 1.202 by root, Sat Jun 27 08:25:36 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
66 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 */
67} Body_Locations; 66} Body_Locations;
68 67
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
70 69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
72
71/* 73/*
72 * 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
73 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 76 *
75 * key and value are shared-strings. 77 * key and value are shared-strings.
76 * 78 *
77 * 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
78 * accessing the list directly. 80 * accessing the list directly.
79 * 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.
80 */ 82 */
81struct key_value 83struct key_value : slice_allocated
82{ 84{
83 key_value *next; 85 key_value *next;
84 shstr key, value; 86 shstr key, value;
85}; 87};
86 88
87struct UUID 89struct UUID
88{ 90{
89 uint64 seq; 91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
90 96
91 UUID () { } 97 UUID () { }
92 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; } 99 operator uint64() { return seq; }
94 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 }
95}; 122};
96
97extern void init_uuid ();
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
100 123
101/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
102 * 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
103 * 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
104 * can_apply and will_apply? 127 * can_apply and will_apply?
113{ 136{
114 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
115 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
116}; 139};
117 140
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
118INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
119// these are being copied 155// these are being copied
120struct object_copy : attachable 156struct object_copy : attachable
121{ 157{
122 typedef bitset<NUM_FLAGS> flags_t;
123
124 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 */
125 159
126 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
128 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* 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 */
137 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 */
138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
144 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 */
145 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 */
146 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 */
147 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
151 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
152 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 */
153 190
154 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
155 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 */
193
156 uint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
157
158 /* This next big block are basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
159 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 */
160
161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
165 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
166 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
167 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
168 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
169 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
170 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
172 */ 211 */
173 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
174 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
175 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
176 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
177 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
178 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
219
179 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
180 sint8 ACC (RW, item_power); /* power rating of the object */
181 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
182 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 222 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 uint8 ACC (RW, weapontype); /* type of weapon */
224
225 faceidx ACC (RW, face); /* the graphical face */
226
227 faceidx ACC (RW, sound); /* the sound face */
228 faceidx ACC (RW, sound_destroy); /* played on destroy */
229
230 body_slot slot [NUM_BODY_LOCATIONS];
231
183 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
185 sint32 ACC (RW, carrying); /* How much weight this object contains */ 235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
186 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
187 uint32 ACC (RW, weapontype); /* type of weapon */
188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 body_slot slot [NUM_BODY_LOCATIONS];
190 faceidx ACC (RW, face); /* Face with colors */
191 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
192 /* See the pod/objects.pod for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
193 240
194 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
196
197 /* allows different movement patterns for attackers */
198 sint32 ACC (RW, move_status); /* What stage in attack mode */
199 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
200 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
202 /* races/classes can need less/more exp to gain levels */
203 242
204 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
205 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
206 * only used in spells. 245 * only used in spells.
207 */ 246 */
208 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
209 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
210
211 uint16 ACC (RW, start_holding);
212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
215 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 sint8 ACC (RW, item_power); /* power rating of the object */
255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
217 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
218 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 264
265 // 8 free bits
266
267 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
268 /* races/classes can need less/more exp to gain levels */
225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 269 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
226
227 char *ACC (RW, spellarg);
228 270
229 /* Following are values used by any object */ 271 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */ 272 /* this objects turns into or what this object creates */
231 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 273 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 flags_t flag; /* various flags */ 274
233#if FOR_PERL
234 bool ACC (RW, flag[NUM_FLAGS]);
235#endif
236 uint16 ACC (RW, animation_id);/* An index into the animation array */
237 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 275 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
240 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 276 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 277 uint8 ACC (RW, will_apply); /* See crossfire.doc */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint16 ACC (RW, animation_id);/* An index into the animation array */
280 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
281
282 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 */
284 /* allows different movement patterns for attackers */
285 uint8 ACC (RW, move_status); /* What stage in attack mode */
286 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
287
288 //16+ free bits
289
290 // rarely-accessed members should be at the end
291 shstr ACC (RW, tag); // a tag used to tracking this object
292 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
293 shstr ACC (RW, lore); /* Obscure information about this object, */
294 /* To get put into books and the like. */
295 shstr ACC (RW, custom_name); /* Custom name assigned by player */
242}; 296};
243 297
298const char *query_weight (const object *op);
299const char *query_short_name (const object *op);
300const char *query_name (const object *op);
301const char *query_base_name (const object *op, int plural);
302
244struct object : zero_initialised, object_copy 303struct object : zero_initialised, object_copy
245{ 304{
246 // These variables are not changed by ->copy_to 305 // These variables are not changed by ->copy_to
247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 306 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
248 307
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 308 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count); 309 int ACC (RO, count);
251 object_vector_index ACC (RO, index); // index into objects 310 object_vector_index ACC (RO, index); // index into objects
252 object_vector_index ACC (RO, active); // index into actives 311 object_vector_index ACC (RO, active); // index into actives
253 312
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 313 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
255 314
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 315 object *ACC (RW, below); /* Pointer to the object stacked below this one */
257 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 316 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */ 317 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */ 318 object *inv; /* Pointer to the first object in the inventory */
268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 327 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 328 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
270 client_container *seen_by; // seen by which player/container currently? 329 client_container *seen_by; // seen by which player/container currently?
271 key_value *key_values; /* Fields not explictly known by the loader. */ 330 key_value *key_values; /* Fields not explictly known by the loader. */
272 331
332 // privates / perl
333 shstr_tmp kv_get (shstr_tmp key) const;
334 void kv_del (shstr_tmp key);
335 void kv_set (shstr_tmp key, shstr_tmp value);
336
337 // custom extra fields management
338 struct key_value_access_proxy
339 {
340 object &ob;
341 shstr_tmp key;
342
343 key_value_access_proxy (object &ob, shstr_tmp key)
344 : ob (ob), key (key)
345 {
346 }
347
348 const key_value_access_proxy &operator =(shstr_tmp value) const
349 {
350 ob.kv_set (key, value);
351 return *this;
352 }
353
354 operator const shstr_tmp () const { return ob.kv_get (key); }
355 operator const char *() const { return ob.kv_get (key); }
356
357 private:
358 void operator =(int);
359 };
360
361 // operator [] is too annoying to use
362 const key_value_access_proxy kv (shstr_tmp key)
363 {
364 return key_value_access_proxy (*this, key);
365 }
366
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 367 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing 368 MTH void post_load_check (); // do some adjustments after parsing
275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 369 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f); 370 bool write (object_freezer &f);
277 371
278 MTH int slottype () const; 372 MTH int slottype () const;
279 MTH static object *create (); 373 MTH static object *create ();
280 object &operator =(const object &src); 374 const mapxy &operator =(const mapxy &pos);
281 MTH void copy_to (object *dst); 375 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to 376 MTH object *clone (); // create + copy_to a single object
377 MTH object *deep_clone (); // copy whole more chain and inventory
283 void do_destroy (); 378 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const; 379 void gather_callbacks (AV *&callbacks, event_type event) const;
285 MTH void destroy (bool destroy_inventory = false); 380 MTH void destroy ();
381 MTH void drop_and_destroy ()
382 {
383 destroy_inv (true);
384 destroy ();
385 }
286 386
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 387 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false); 388 MTH void destroy_inv (bool drop_to_ground = false);
289 MTH object *insert (object *item); // insert into inventory 389 MTH object *insert (object *item); // insert into inventory
390 MTH void play_sound (faceidx sound) const;
391 MTH void say_msg (const char *msg) const;
392
290 void do_remove (); 393 void do_remove ();
291 MTH void remove () 394 MTH void remove ()
292 { 395 {
293 if (!flag [FLAG_REMOVED]) 396 if (!flag [FLAG_REMOVED])
294 do_remove (); 397 do_remove ();
398 }
399
400 MTH bool blocked (maptile *m, int x, int y) const;
401
402 void move_to (const mapxy &pos)
403 {
404 remove ();
405 *this = pos;
406 insert_at (this, this);
407 }
408
409 // high-level move functions, return true if successful
410 int move (int dir, object *originator);
411
412 int move (int dir)
413 {
414 return move (dir, this);
295 } 415 }
296 416
297 static bool can_merge_slow (object *op1, object *op2); 417 static bool can_merge_slow (object *op1, object *op2);
298 418
299 // this is often used in time-critical code, so optimise 419 // this is often used in time-critical code, so optimise
304 && can_merge_slow (op1, op2); 424 && can_merge_slow (op1, op2);
305 } 425 }
306 426
307 MTH void set_owner (object *owner); 427 MTH void set_owner (object *owner);
308 MTH void set_speed (float speed); 428 MTH void set_speed (float speed);
429 MTH void set_glow_radius (sint8 rad);
309 MTH bool change_weapon (object *ob); 430 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob); 431 MTH bool change_skill (object *ob);
311 432
312 MTH void open_container (object *new_container); 433 MTH void open_container (object *new_container);
313 MTH void close_container () 434 MTH void close_container ()
314 { 435 {
315 open_container (0); 436 open_container (0);
316 } 437 }
438
439 MTH object *force_find (shstr_tmp name);
440 MTH object *force_add (shstr_tmp name, int duration = 0);
441
442 oblinkpt *find_link () const;
443 MTH void add_link (maptile *map, shstr_tmp id);
444 MTH void remove_link ();
317 445
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 446 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event) 447 bool should_invoke (event_type event)
320 { 448 {
321 return ev_want_event [event] || ev_want_type [type] || cb; 449 return ev_want_event [event] || ev_want_type [type] || cb;
336 // info must hold 256 * 3 bytes currently 464 // info must hold 256 * 3 bytes currently
337 const char *debug_desc (char *info) const; 465 const char *debug_desc (char *info) const;
338 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 466 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
339 const char *flag_desc (char *desc, int len) const; 467 const char *flag_desc (char *desc, int len) const;
340 468
469 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
470 MTH object *split (sint32 nr = 1); // return 0 on failure
471
341 int number_of () const 472 MTH int number_of () const
342 { 473 {
343 return nrof ? nrof : 1; 474 return nrof ? nrof : 1;
344 } 475 }
345 476
346 uint64 total_weight () const 477 MTH sint32 total_weight () const
347 { 478 {
348 return weight * number_of (); 479 return (weight + carrying) * number_of ();
349 } 480 }
481
482 MTH void update_weight ();
350 483
351 // return the dominant material of this item, always return something 484 // return the dominant material of this item, always return something
352 const materialtype_t *dominant_material () const; 485 const materialtype_t *dominant_material () const;
353 486
354 // return the volume of this object in cm³ 487 // return the volume of this object in cm³
355 uint64 volume () const 488 MTH uint64 volume () const
356 { 489 {
357 return total_weight () 490 return (uint64)total_weight ()
358 * 1000 491 * 1000
359 * (type == CONTAINER ? 1000 : 1) 492 * (type == CONTAINER ? 1000 : 1)
360 / dominant_material ()->density; 493 / dominant_material ()->density;
361 } 494 }
362 495
496 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
363 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 497 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
364 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 498 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
365 || type == CLOAK || type == BOOTS || type == GLOVES 499 || type == CLOAK || type == BOOTS || type == GLOVES
366 || type == BRACERS || type == GIRDLE; } 500 || type == BRACERS || type == GIRDLE; }
367 MTH bool is_alive () const { return (type == PLAYER 501 MTH bool is_alive () const { return (type == PLAYER
377 511
378 // temporary: wether the object can be saved in a map file 512 // temporary: wether the object can be saved in a map file
379 // contr => is a player 513 // contr => is a player
380 // head => only save head of a multitile object 514 // head => only save head of a multitile object
381 // owner => can not reference owner yet 515 // owner => can not reference owner yet
382 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 516 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
383 517
384 /* This return true if object has still randomitems which 518 /* This return true if object has still randomitems which
385 * could be expanded. 519 * could be expanded.
386 */ 520 */
387 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 521 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
388 522
523 MTH bool has_dialogue () const { return *&msg == '@'; }
524
525 // returns the outermost owner, never returns 0
526 MTH object *outer_owner ()
527 {
528 object *op;
529
530 for (op = this; op->owner; op = op->owner)
531 ;
532
533 return op;
534 }
535
536 // returns the outermost environment, never returns 0
537 MTH object *outer_env () const
538 {
539 const object *op;
540
541 for (op = this; op->env; op = op->env)
542 ;
543
544 return const_cast<object *>(op);
545 }
546
389 // returns the player that has this object in his inventory, or 0 547 // returns the player that has this object in his inventory, or 0
548 // we assume the player is always the outer env
390 MTH object *in_player () const 549 MTH object *in_player () const
391 { 550 {
392 for (object *op = env; op; op = op->env) 551 object *op = outer_env ();
393 if (op->type == PLAYER)
394 return op;
395 552
396 return 0; 553 return op->type == PLAYER ? op : 0;
397 } 554 }
398 555
399 // "temporary" helper function 556 // "temporary" helper function
400 MTH object *head_ () 557 MTH object *head_ () const
401 { 558 {
402 return head ? head : this; 559 return head ? head : const_cast<object *>(this);
403 } 560 }
404 561
405 MTH bool is_head () 562 MTH bool is_head () const
406 { 563 {
407 return head_ () == this; 564 return head_ () == this;
408 } 565 }
566
567 MTH bool is_on_map () const
568 {
569 return !env && !flag [FLAG_REMOVED];
570 }
571
572 MTH bool is_inserted () const
573 {
574 return !flag [FLAG_REMOVED];
575 }
576
577 MTH bool is_player () const
578 {
579 return !!contr;
580 }
581
582 MTH bool affects_los () const
583 {
584 return glow_radius || flag [FLAG_BLOCKSVIEW];
585 }
586
587 MTH bool has_carried_lights () const
588 {
589 return glow_radius;
590 }
591
592 // returns the player that cna see this object, if any
593 MTH object *visible_to () const;
409 594
410 MTH std::string long_desc (object *who = 0); 595 MTH std::string long_desc (object *who = 0);
411 MTH std::string describe_monster (object *who = 0); 596 MTH std::string describe_monster (object *who = 0);
412 MTH std::string describe_item (object *who = 0); 597 MTH std::string describe_item (object *who = 0);
413 MTH std::string describe (object *who = 0); 598 MTH std::string describe (object *who = 0);
599
600 MTH const char *query_weight () { return ::query_weight (this); }
601 MTH const char *query_name () { return ::query_name (this); }
602 MTH const char *query_short_name () { return ::query_short_name (this); }
603 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
414 604
415 // If this object has no extra parts but should have them, 605 // If this object has no extra parts but should have them,
416 // add them, effectively expanding heads into multipart 606 // add them, effectively expanding heads into multipart
417 // objects. This method only works on objects not inserted 607 // objects. This method only works on objects not inserted
418 // anywhere. 608 // anywhere.
421 MTH void create_treasure (treasurelist *tl, int flags = 0); 611 MTH void create_treasure (treasurelist *tl, int flags = 0);
422 612
423 // insert object at same map position as 'where' 613 // insert object at same map position as 'where'
424 // handles both inventory and map "positions" 614 // handles both inventory and map "positions"
425 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 615 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
616 MTH void drop_unpaid_items ();
426 617
427 MTH void activate (); 618 MTH void activate ();
428 MTH void deactivate (); 619 MTH void deactivate ();
429 MTH void activate_recursive (); 620 MTH void activate_recursive ();
430 MTH void deactivate_recursive (); 621 MTH void deactivate_recursive ();
431 622
432 // set the givne flag on all objects in the inventory recursively 623 // set the given flag on all objects in the inventory recursively
433 MTH void set_flag_inv (int flag, int value = 1); 624 MTH void set_flag_inv (int flag, int value = 1);
434 625
435 void enter_exit (object *exit);//Perl 626 void enter_exit (object *exit);//Perl
436 MTH void enter_map (maptile *newmap, int x, int y); 627 MTH void enter_map (maptile *newmap, int x, int y);
628 void player_goto (const char *path, int x, int y); // only for players
437 629
438 // returns the mapspace this object is in 630 // returns the mapspace this object is in
439 mapspace &ms () const; 631 mapspace &ms () const;
440 632
441 // fully recursive iterator 633 // fully recursive iterator
477 { 669 {
478 return this; 670 return this;
479 } 671 }
480 672
481 /* This returns TRUE if the object is something that 673 /* This returns TRUE if the object is something that
482 * should be displayed in the floorbox/inventory window 674 * a client might want to know about.
483 */ 675 */
484 MTH bool client_visible () const 676 MTH bool client_visible () const
485 { 677 {
486 return !invisible && type != PLAYER; 678 return !invisible && type != PLAYER;
487 } 679 }
488 680
681 // the client does nrof * this weight
682 MTH sint32 client_weight () const
683 {
684 return weight + carrying;
685 }
686
489 MTH struct region *region () const; 687 MTH struct region *region () const;
688
689 void statusmsg (const char *msg, int color = NDI_BLACK);
690 void failmsg (const char *msg, int color = NDI_RED);
691
692 const char *query_inventory (object *who = 0, const char *indent = "");
693
694 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
695 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
696
697 // make some noise with given item into direction dir,
698 // currently only used for players to make them temporarily visible
699 // when they are invisible.
700 MTH void make_noise ();
701
702 /* animation */
703 bool has_anim () { return animation_id; }
704 const animation &anim () const { return animations [animation_id]; }
705 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
706 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
707 /* anim_frames () returns the number of animations allocated. The last
708 * usuable animation will be anim_frames () - 1 (for example, if an object
709 * has 8 animations, anim_frames () will return 8, but the values will
710 * range from 0 through 7.
711 */
712 int anim_frames () const { return anim ().num_animations; }
713 int anim_facings () const { return anim ().facings; }
490 714
491protected: 715protected:
492 void link (); 716 void link ();
493 void unlink (); 717 void unlink ();
494 718
495 object (); 719 object ();
496 ~object (); 720 ~object ();
721
722private:
723 object &operator =(const object &);
724 object (const object &);
497}; 725};
498 726
499// move this object to the top of its env's inventory to speed up 727// move this object to the top of its env's inventory to speed up
500// searches for it. 728// searches for it.
501static object * 729static object *
513 } 741 }
514 742
515 return ob; 743 return ob;
516} 744}
517 745
518typedef struct oblnk
519{ /* Used to link together several objects */
520 object_ptr ob;
521 struct oblnk *next;
522} objectlink;
523
524typedef struct oblinkpt
525{ /* Used to link together several object links */
526 struct oblnk *link;
527 long value; /* Used as connected value in buttons/gates */
528 struct oblinkpt *next;
529} oblinkpt;
530
531object *find_skill_by_name (object *who, const char *name); 746object *find_skill_by_name_fuzzy (object *who, const char *name);
532object *find_skill_by_name (object *who, const shstr &sh); 747object *find_skill_by_name (object *who, shstr_cmp sh);
533object *find_skill_by_number (object *who, int skillno); 748object *find_skill_by_number (object *who, int skillno);
534 749
535/* 750/*
536 * The archetype structure is a set of rules on how to generate and manipulate 751 * The archetype structure is a set of rules on how to generate and manipulate
537 * objects which point to archetypes. 752 * objects which point to archetypes.
542 */ 757 */
543 758
544INTERFACE_CLASS (archetype) 759INTERFACE_CLASS (archetype)
545struct archetype : object 760struct archetype : object
546{ 761{
762 static arch_ptr empty; // the empty_archetype
763 MTH static void gc ();
764
547 archetype (const char *name); 765 archetype (const char *name);
548 ~archetype (); 766 ~archetype ();
549 void gather_callbacks (AV *&callbacks, event_type event) const; 767 void gather_callbacks (AV *&callbacks, event_type event) const;
550 768
551 static archetype *read (object_thawer &f);
552 static archetype *get (const char *name); // find or create
553 static archetype *find (const char *name); 769 MTH static archetype *find (const_utf8_string name);
554 770
555 void link (); 771 MTH void link ();
556 void unlink (); 772 MTH void unlink ();
773
774 MTH static object *get (const char *name); // (find() || singularity)->instance()
775 MTH object *instance ();
557 776
558 object_vector_index ACC (RW, archid); // index in archvector 777 object_vector_index ACC (RW, archid); // index in archvector
559 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 778 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
560 bool ACC (RW, stub); // if true, this is an invalid archetype
561 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
562 779
563 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 780 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
564 sint8 ACC (RW, max_x), ACC (RW, max_y); 781 sint8 ACC (RW, max_x), ACC (RW, max_y);
782
783 // support for archetype loading
784 static archetype *read (object_thawer &f);
785 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
786 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
565}; 787};
788
789// compatbiility, remove once replaced by ->instance
790inline object *
791arch_to_object (archetype *at)
792{
793 return at->instance ();
794}
566 795
567inline void 796inline void
568object_freezer::put (keyword k, archetype *v) 797object_freezer::put (keyword k, archetype *v)
569{ 798{
570 put (k, v ? &v->archname : (const char *)0); 799 put (k, v ? &v->archname : (const char *)0);
576 805
577extern objectvec objects; 806extern objectvec objects;
578extern activevec actives; 807extern activevec actives;
579extern archvec archetypes; 808extern archvec archetypes;
580 809
810// "safely" iterate over inv in a way such that the current item is removable
811// quite horrible, that's why its hidden in some macro
812#define for_inv_removable(op,var) \
813 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
814
581#define for_all_objects(var) \ 815#define for_all_objects(var) \
582 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 816 for (unsigned _i = 0; _i < objects.size (); ++_i) \
583 statementvar (object *, var, objects [_i]) 817 statementvar (object *, var, objects [_i])
584 818
585#define for_all_actives(var) \ 819#define for_all_actives(var) \
586 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 820 for (unsigned _i = 0; _i < actives.size (); ++_i) \
587 statementvar (object *, var, actives [_i]) 821 statementvar (object *, var, actives [_i])
588 822
589#define for_all_archetypes(var) \ 823#define for_all_archetypes(var) \
590 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 824 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
591 statementvar (archetype *, var, archetypes [_i]) 825 statementvar (archetype *, var, archetypes [_i])
592 826
593/* Used by update_object to know if the object being passed is 827/* Used by update_object to know if the object being passed is
594 * being added or removed. 828 * being added or removed.
613 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 847 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
614 * Use for treasure chests so the new object is the highest thing 848 * Use for treasure chests so the new object is the highest thing
615 * beneath the player, but not actually above it. Note - the 849 * beneath the player, but not actually above it. Note - the
616 * map and x,y coordinates for the object to be inserted must 850 * map and x,y coordinates for the object to be inserted must
617 * match the originator. 851 * match the originator.
618 * INS_MAP_LOAD: disable lots of checkings done at insertion to
619 * speed up map loading process, as we assume the ordering in
620 * loaded map is correct.
621 * 852 *
622 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 853 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
623 * are mutually exclusive. The behaviour for passing more than one 854 * are mutually exclusive. The behaviour for passing more than one
624 * should be considered undefined - while you may notice what happens 855 * should be considered undefined - while you may notice what happens
625 * right now if you pass more than one, that could very well change 856 * right now if you pass more than one, that could very well change
628#define INS_NO_MERGE 0x0001 859#define INS_NO_MERGE 0x0001
629#define INS_ABOVE_FLOOR_ONLY 0x0002 860#define INS_ABOVE_FLOOR_ONLY 0x0002
630#define INS_NO_WALK_ON 0x0004 861#define INS_NO_WALK_ON 0x0004
631#define INS_ON_TOP 0x0008 862#define INS_ON_TOP 0x0008
632#define INS_BELOW_ORIGINATOR 0x0010 863#define INS_BELOW_ORIGINATOR 0x0010
633#define INS_MAP_LOAD 0x0020
634 864
635#define ARCH_DEPLETION "depletion" 865#define ARCH_DEPLETION "depletion"
636 866
637#endif 867#endif
638 868

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