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Comparing deliantra/server/include/object.h (file contents):
Revision 1.135 by root, Sun Jul 1 05:00:18 2007 UTC vs.
Revision 1.209 by sf-marcmagus, Sun Oct 11 01:35:52 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 */
193
155 uint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
156
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) */
168 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
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 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 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 */
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 */
216
176 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 */
177 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
219
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 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) */ 221 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 */ 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
182 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
184 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
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 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); /* Face with colors */
190 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the pod/objects.pod for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
192 240
193 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
195
196 /* allows different movement patterns for attackers */
197 sint32 ACC (RW, move_status); /* What stage in attack mode */
198 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
199 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
200 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */
202 242
203 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
205 * only used in spells. 245 * only used in spells.
206 */ 246 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
208 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
209
210 uint16 ACC (RW, start_holding);
211 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
212 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 */
213
214 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
215 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. */
216 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
217 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
218
219 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
220 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 */
221 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 */
222 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
223 264
265 // 8 free bits
266
267 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268 // /* races/classes can need less/more exp to gain levels */
269 static const float expmul = 1.0;//D
224 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 */
225
226 char *ACC (RW, spellarg);
227 271
228 /* Following are values used by any object */ 272 /* Following are values used by any object */
229 /* this objects turns into or what this object creates */ 273 /* this objects turns into or what this object creates */
230 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
231 flags_t flag; /* various flags */ 275
232#if FOR_PERL
233 bool ACC (RW, flag[NUM_FLAGS]);
234#endif
235 uint16 ACC (RW, animation_id);/* An index into the animation array */
236 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
237 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 276 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
238 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
239 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 278 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280 uint16 ACC (RW, animation_id);/* An index into the animation array */
281 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
282
283 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
284 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
285 /* allows different movement patterns for attackers */
286 uint8 ACC (RW, move_status); /* What stage in attack mode */
287 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
288
289 //16+ free bits
290
291 // rarely-accessed members should be at the end
292 shstr ACC (RW, tag); // a tag used to tracking this object
293 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
294 shstr ACC (RW, lore); /* Obscure information about this object, */
295 /* To get put into books and the like. */
296 shstr ACC (RW, custom_name); /* Custom name assigned by player */
241}; 297};
242 298
299const char *query_weight (const object *op);
300const char *query_short_name (const object *op);
301const char *query_name (const object *op);
302const char *query_base_name (const object *op, int plural);
303
243struct object : zero_initialised, object_copy 304struct object : zero_initialised, object_copy
244{ 305{
245 // These variables are not changed by ->copy_to 306 // These variables are not changed by ->copy_to
246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 307 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
247 308
248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 309 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
249 int ACC (RO, count); 310 int ACC (RO, count);
250 object_vector_index ACC (RO, index); // index into objects 311 object_vector_index ACC (RO, index); // index into objects
251 object_vector_index ACC (RO, active); // index into actives 312 object_vector_index ACC (RO, active); // index into actives
252 313
253 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 314 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
254 315
255 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 316 object *ACC (RW, below); /* Pointer to the object stacked below this one */
256 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 317 object *ACC (RW, above); /* Pointer to the object stacked above this one */
257 /* Note: stacked in the *same* environment */ 318 /* Note: stacked in the *same* environment */
258 object *inv; /* Pointer to the first object in the inventory */ 319 object *inv; /* Pointer to the first object in the inventory */
267 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 328 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
268 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 329 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
269 client_container *seen_by; // seen by which player/container currently? 330 client_container *seen_by; // seen by which player/container currently?
270 key_value *key_values; /* Fields not explictly known by the loader. */ 331 key_value *key_values; /* Fields not explictly known by the loader. */
271 332
333 // privates / perl
334 shstr_tmp kv_get (shstr_tmp key) const;
335 void kv_del (shstr_tmp key);
336 void kv_set (shstr_tmp key, shstr_tmp value);
337
338 // custom extra fields management
339 struct key_value_access_proxy
340 {
341 object &ob;
342 shstr_tmp key;
343
344 key_value_access_proxy (object &ob, shstr_tmp key)
345 : ob (ob), key (key)
346 {
347 }
348
349 const key_value_access_proxy &operator =(shstr_tmp value) const
350 {
351 ob.kv_set (key, value);
352 return *this;
353 }
354
355 operator const shstr_tmp () const { return ob.kv_get (key); }
356 operator const char *() const { return ob.kv_get (key); }
357
358 private:
359 void operator =(int);
360 };
361
362 // operator [] is too annoying to use
363 const key_value_access_proxy kv (shstr_tmp key)
364 {
365 return key_value_access_proxy (*this, key);
366 }
367
272 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 368 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
273 void post_load_check (); // do some adjustments after parsing 369 MTH void post_load_check (); // do some adjustments after parsing
274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 370 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
275 bool write (object_freezer &f); 371 bool write (object_freezer &f);
276 372
277 MTH int slottype () const; 373 MTH int slottype () const;
278 MTH static object *create (); 374 MTH static object *create ();
279 object &operator =(const object &src); 375 const mapxy &operator =(const mapxy &pos);
280 MTH void copy_to (object *dst); 376 MTH void copy_to (object *dst);
281 MTH object *clone (); // create + copy_to 377 MTH object *clone (); // create + copy_to a single object
378 MTH object *deep_clone (); // copy whole more chain and inventory
282 void do_destroy (); 379 void do_destroy ();
283 void gather_callbacks (AV *&callbacks, event_type event) const; 380 void gather_callbacks (AV *&callbacks, event_type event) const;
284 MTH void destroy (bool destroy_inventory = false); 381 MTH void destroy ();
382 MTH void drop_and_destroy ()
383 {
384 destroy_inv (true);
385 destroy ();
386 }
285 387
286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
287 MTH void destroy_inv (bool drop_to_ground = false); 389 MTH void destroy_inv (bool drop_to_ground = false);
288 MTH object *insert (object *item); // insert into inventory 390 MTH object *insert (object *item); // insert into inventory
391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
393
289 void do_remove (); 394 void do_remove ();
290 MTH void remove () 395 MTH void remove ()
291 { 396 {
292 if (!flag [FLAG_REMOVED]) 397 if (!flag [FLAG_REMOVED])
293 do_remove (); 398 do_remove ();
399 }
400
401 MTH bool blocked (maptile *m, int x, int y) const;
402
403 void move_to (const mapxy &pos)
404 {
405 remove ();
406 *this = pos;
407 insert_at (this, this);
408 }
409
410 // high-level move functions, return true if successful
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
294 } 416 }
295 417
296 static bool can_merge_slow (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
297 419
298 // this is often used in time-critical code, so optimise 420 // this is often used in time-critical code, so optimise
303 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
304 } 426 }
305 427
306 MTH void set_owner (object *owner); 428 MTH void set_owner (object *owner);
307 MTH void set_speed (float speed); 429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
308 MTH bool change_weapon (object *ob); 431 MTH bool change_weapon (object *ob);
309 MTH bool change_skill (object *ob); 432 MTH bool change_skill (object *ob);
310 433
311 MTH void open_container (object *new_container); 434 MTH void open_container (object *new_container);
312 MTH void close_container () 435 MTH void close_container ()
313 { 436 {
314 open_container (0); 437 open_container (0);
315 } 438 }
439
440 MTH object *force_find (shstr_tmp name);
441 MTH object *force_add (shstr_tmp name, int duration = 0);
442
443 oblinkpt *find_link () const;
444 MTH void add_link (maptile *map, shstr_tmp id);
445 MTH void remove_link ();
316 446
317 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 447 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
318 bool should_invoke (event_type event) 448 bool should_invoke (event_type event)
319 { 449 {
320 return ev_want_event [event] || ev_want_type [type] || cb; 450 return ev_want_event [event] || ev_want_type [type] || cb;
335 // info must hold 256 * 3 bytes currently 465 // info must hold 256 * 3 bytes currently
336 const char *debug_desc (char *info) const; 466 const char *debug_desc (char *info) const;
337 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 467 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
338 const char *flag_desc (char *desc, int len) const; 468 const char *flag_desc (char *desc, int len) const;
339 469
470 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
471 MTH object *split (sint32 nr = 1); // return 0 on failure
472
340 int number_of () const 473 MTH int number_of () const
341 { 474 {
342 return nrof ? nrof : 1; 475 return nrof ? nrof : 1;
343 } 476 }
344 477
345 uint64 total_weight () const 478 MTH sint32 total_weight () const
346 { 479 {
347 return weight * number_of (); 480 return (weight + carrying) * number_of ();
348 } 481 }
482
483 MTH void update_weight ();
349 484
350 // return the dominant material of this item, always return something 485 // return the dominant material of this item, always return something
351 const materialtype_t *dominant_material () const; 486 const materialtype_t *dominant_material () const;
352 487
353 // return the volume of this object in cm³ 488 // return the volume of this object in cm³
354 uint64 volume () const 489 MTH uint64 volume () const
355 { 490 {
356 return total_weight () 491 return (uint64)total_weight ()
357 * 1000 492 * 1000
358 * (type == CONTAINER ? 1000 : 1) 493 * (type == CONTAINER ? 1000 : 1)
359 / dominant_material ()->density; 494 / dominant_material ()->density;
360 } 495 }
361 496
497 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
498
499 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
362 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 500 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
363 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 501 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
364 || type == CLOAK || type == BOOTS || type == GLOVES 502 || type == CLOAK || type == BOOTS || type == GLOVES
365 || type == BRACERS || type == GIRDLE; } 503 || type == BRACERS || type == GIRDLE; }
366 MTH bool is_alive () const { return (type == PLAYER 504 MTH bool is_alive () const { return (type == PLAYER
376 514
377 // temporary: wether the object can be saved in a map file 515 // temporary: wether the object can be saved in a map file
378 // contr => is a player 516 // contr => is a player
379 // head => only save head of a multitile object 517 // head => only save head of a multitile object
380 // owner => can not reference owner yet 518 // owner => can not reference owner yet
381 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 519 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
382 520
383 /* This return true if object has still randomitems which 521 /* This return true if object has still randomitems which
384 * could be expanded. 522 * could be expanded.
385 */ 523 */
386 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 524 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
387 525
526 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
527
528 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
529
530 // returns the outermost owner, never returns 0
531 MTH object *outer_owner ()
532 {
533 object *op;
534
535 for (op = this; op->owner; op = op->owner)
536 ;
537
538 return op;
539 }
540
541 // returns the outermost environment, never returns 0
542 MTH object *outer_env_or_self () const
543 {
544 const object *op;
545
546 for (op = this; op->env; op = op->env)
547 ;
548
549 return const_cast<object *>(op);
550 }
551
552 // returns the outermost environment, may return 0
553 MTH object *outer_env () const
554 {
555 return env ? outer_env_or_self () : 0;
556 }
557
388 // returns the player that has this object in his inventory, or 0 558 // returns the player that has this object in his inventory, or 0
559 // we assume the player is always the outer env
389 MTH object *in_player () const 560 MTH object *in_player () const
390 { 561 {
391 for (object *op = env; op; op = op->env) 562 object *op = outer_env_or_self ();
392 if (op->type == PLAYER)
393 return op;
394 563
395 return 0; 564 return op->type == PLAYER ? op : 0;
396 } 565 }
397 566
398 // "temporary" helper function 567 // "temporary" helper function
399 MTH object *head_ () 568 MTH object *head_ () const
400 { 569 {
401 return head ? head : this; 570 return head ? head : const_cast<object *>(this);
402 } 571 }
403 572
404 MTH bool is_head () 573 MTH bool is_head () const
405 { 574 {
406 return head_ () == this; 575 return head_ () == this;
407 } 576 }
408 577
578 MTH bool is_on_map () const
579 {
580 return !env && !flag [FLAG_REMOVED];
581 }
582
583 MTH bool is_inserted () const
584 {
585 return !flag [FLAG_REMOVED];
586 }
587
588 MTH bool is_player () const
589 {
590 return !!contr;
591 }
592
593 MTH bool affects_los () const
594 {
595 return glow_radius || flag [FLAG_BLOCKSVIEW];
596 }
597
598 MTH bool has_carried_lights () const
599 {
600 return glow_radius;
601 }
602
603 // returns the player that cna see this object, if any
604 MTH object *visible_to () const;
605
409 MTH std::string long_desc (object *who = 0); 606 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
410 MTH std::string describe_monster (object *who = 0); 607 MTH std::string describe_monster (object *who = 0);
411 MTH std::string describe_item (object *who = 0); 608 MTH std::string describe_item (object *who = 0);
412 MTH std::string describe (object *who = 0); 609 MTH std::string describe (object *who = 0); // long description, without name
610
611 MTH const char *query_weight () { return ::query_weight (this); }
612 MTH const char *query_name () { return ::query_name (this); }
613 MTH const char *query_short_name () { return ::query_short_name (this); }
614 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
413 615
414 // If this object has no extra parts but should have them, 616 // If this object has no extra parts but should have them,
415 // add them, effectively expanding heads into multipart 617 // add them, effectively expanding heads into multipart
416 // objects. This method only works on objects not inserted 618 // objects. This method only works on objects not inserted
417 // anywhere. 619 // anywhere.
420 MTH void create_treasure (treasurelist *tl, int flags = 0); 622 MTH void create_treasure (treasurelist *tl, int flags = 0);
421 623
422 // insert object at same map position as 'where' 624 // insert object at same map position as 'where'
423 // handles both inventory and map "positions" 625 // handles both inventory and map "positions"
424 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 626 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
627 MTH void drop_unpaid_items ();
425 628
426 MTH void activate (); 629 MTH void activate ();
427 MTH void deactivate (); 630 MTH void deactivate ();
428 MTH void activate_recursive (); 631 MTH void activate_recursive ();
429 MTH void deactivate_recursive (); 632 MTH void deactivate_recursive ();
430 633
431 // set the givne flag on all objects in the inventory recursively 634 // set the given flag on all objects in the inventory recursively
432 MTH void set_flag_inv (int flag, int value = 1); 635 MTH void set_flag_inv (int flag, int value = 1);
433 636
434 void enter_exit (object *exit);//Perl 637 void enter_exit (object *exit);//Perl
435 MTH void enter_map (maptile *newmap, int x, int y); 638 MTH void enter_map (maptile *newmap, int x, int y);
639 void player_goto (const char *path, int x, int y); // only for players
436 640
437 // returns the mapspace this object is in 641 // returns the mapspace this object is in
438 mapspace &ms () const; 642 mapspace &ms () const;
439 643
440 // fully recursive iterator 644 // fully recursive iterator
476 { 680 {
477 return this; 681 return this;
478 } 682 }
479 683
480 /* This returns TRUE if the object is something that 684 /* This returns TRUE if the object is something that
481 * should be displayed in the floorbox/inventory window 685 * a client might want to know about.
482 */ 686 */
483 MTH bool client_visible () const 687 MTH bool client_visible () const
484 { 688 {
485 return !invisible && type != PLAYER; 689 return !invisible && type != PLAYER;
486 } 690 }
487 691
692 // the client does nrof * this weight
693 MTH sint32 client_weight () const
694 {
695 return weight + carrying;
696 }
697
488 MTH struct region *region () const; 698 MTH struct region *region () const;
699
700 void statusmsg (const char *msg, int color = NDI_BLACK);
701 void failmsg (const char *msg, int color = NDI_RED);
702
703 const char *query_inventory (object *who = 0, const char *indent = "");
704
705 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
706 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
707
708 // make some noise with given item into direction dir,
709 // currently only used for players to make them temporarily visible
710 // when they are invisible.
711 MTH void make_noise ();
712
713 /* animation */
714 bool has_anim () { return animation_id; }
715 const animation &anim () const { return animations [animation_id]; }
716 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
717 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
718 /* anim_frames () returns the number of animations allocated. The last
719 * usuable animation will be anim_frames () - 1 (for example, if an object
720 * has 8 animations, anim_frames () will return 8, but the values will
721 * range from 0 through 7.
722 */
723 int anim_frames () const { return anim ().num_animations; }
724 int anim_facings () const { return anim ().facings; }
489 725
490protected: 726protected:
491 void link (); 727 void link ();
492 void unlink (); 728 void unlink ();
493 729
494 object (); 730 object ();
495 ~object (); 731 ~object ();
732
733private:
734 object &operator =(const object &);
735 object (const object &);
496}; 736};
497 737
498// move this object to the top of its env's inventory to speed up 738// move this object to the top of its env's inventory to speed up
499// searches for it. 739// searches for it.
500static object * 740static object *
501splay (object *ob) 741splay (object *ob)
502{ 742{
503 if (ob->env && ob->env->inv != ob) 743 if (ob->above && ob->env)
504 { 744 {
505 if (ob->above) ob->above->below = ob->below; 745 if (ob->above) ob->above->below = ob->below;
506 if (ob->below) ob->below->above = ob->above; 746 if (ob->below) ob->below->above = ob->above;
507 747
508 ob->above = 0; 748 ob->above = 0;
512 } 752 }
513 753
514 return ob; 754 return ob;
515} 755}
516 756
517typedef struct oblnk
518{ /* Used to link together several objects */
519 object_ptr ob;
520 struct oblnk *next;
521} objectlink;
522
523typedef struct oblinkpt
524{ /* Used to link together several object links */
525 struct oblnk *link;
526 long value; /* Used as connected value in buttons/gates */
527 struct oblinkpt *next;
528} oblinkpt;
529
530object *find_skill_by_name (object *who, const char *name); 757object *find_skill_by_name_fuzzy (object *who, const char *name);
531object *find_skill_by_name (object *who, const shstr &sh); 758object *find_skill_by_name (object *who, shstr_cmp sh);
532object *find_skill_by_number (object *who, int skillno); 759object *find_skill_by_number (object *who, int skillno);
533 760
534/* 761/*
535 * The archetype structure is a set of rules on how to generate and manipulate 762 * The archetype structure is a set of rules on how to generate and manipulate
536 * objects which point to archetypes. 763 * objects which point to archetypes.
541 */ 768 */
542 769
543INTERFACE_CLASS (archetype) 770INTERFACE_CLASS (archetype)
544struct archetype : object 771struct archetype : object
545{ 772{
773 static arch_ptr empty; // the empty_archetype
774 MTH static void gc ();
775
546 archetype (const char *name); 776 archetype (const char *name);
547 ~archetype (); 777 ~archetype ();
548 void gather_callbacks (AV *&callbacks, event_type event) const; 778 void gather_callbacks (AV *&callbacks, event_type event) const;
549 779
550 static archetype *read (object_thawer &f);
551 static archetype *get (const char *name); // find or create
552 static archetype *find (const char *name); 780 MTH static archetype *find (const_utf8_string name);
553 781
554 void link (); 782 MTH void link ();
555 void unlink (); 783 MTH void unlink ();
784
785 MTH static object *get (const char *name); // (find() || singularity)->instance()
786 MTH object *instance ();
556 787
557 object_vector_index ACC (RW, archid); // index in archvector 788 object_vector_index ACC (RW, archid); // index in archvector
558 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 789 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
559 bool ACC (RW, stub); // if true, this is an invalid archetype
560 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
561 790
562 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 791 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
563 sint8 ACC (RW, max_x), ACC (RW, max_y); 792 sint8 ACC (RW, max_x), ACC (RW, max_y);
793
794 // support for archetype loading
795 static archetype *read (object_thawer &f);
796 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
797 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
564}; 798};
799
800// compatbiility, remove once replaced by ->instance
801inline object *
802arch_to_object (archetype *at)
803{
804 return at->instance ();
805}
565 806
566inline void 807inline void
567object_freezer::put (keyword k, archetype *v) 808object_freezer::put (keyword k, archetype *v)
568{ 809{
569 put (k, v ? &v->archname : (const char *)0); 810 put (k, v ? &v->archname : (const char *)0);
575 816
576extern objectvec objects; 817extern objectvec objects;
577extern activevec actives; 818extern activevec actives;
578extern archvec archetypes; 819extern archvec archetypes;
579 820
821// "safely" iterate over inv in a way such that the current item is removable
822// quite horrible, that's why its hidden in some macro
823#define for_inv_removable(op,var) \
824 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
825
580#define for_all_objects(var) \ 826#define for_all_objects(var) \
581 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 827 for (unsigned _i = 0; _i < objects.size (); ++_i) \
582 statementvar (object *, var, objects [_i]) 828 statementvar (object *, var, objects [_i])
583 829
584#define for_all_actives(var) \ 830#define for_all_actives(var) \
585 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 831 for (unsigned _i = 0; _i < actives.size (); ++_i) \
586 statementvar (object *, var, actives [_i]) 832 statementvar (object *, var, actives [_i])
587 833
588#define for_all_archetypes(var) \ 834#define for_all_archetypes(var) \
589 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 835 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
590 statementvar (archetype *, var, archetypes [_i]) 836 statementvar (archetype *, var, archetypes [_i])
591 837
592/* Used by update_object to know if the object being passed is 838/* Used by update_object to know if the object being passed is
593 * being added or removed. 839 * being added or removed.
612 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 858 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
613 * Use for treasure chests so the new object is the highest thing 859 * Use for treasure chests so the new object is the highest thing
614 * beneath the player, but not actually above it. Note - the 860 * beneath the player, but not actually above it. Note - the
615 * map and x,y coordinates for the object to be inserted must 861 * map and x,y coordinates for the object to be inserted must
616 * match the originator. 862 * match the originator.
617 * INS_MAP_LOAD: disable lots of checkings done at insertion to
618 * speed up map loading process, as we assume the ordering in
619 * loaded map is correct.
620 * 863 *
621 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 864 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
622 * are mutually exclusive. The behaviour for passing more than one 865 * are mutually exclusive. The behaviour for passing more than one
623 * should be considered undefined - while you may notice what happens 866 * should be considered undefined - while you may notice what happens
624 * right now if you pass more than one, that could very well change 867 * right now if you pass more than one, that could very well change
627#define INS_NO_MERGE 0x0001 870#define INS_NO_MERGE 0x0001
628#define INS_ABOVE_FLOOR_ONLY 0x0002 871#define INS_ABOVE_FLOOR_ONLY 0x0002
629#define INS_NO_WALK_ON 0x0004 872#define INS_NO_WALK_ON 0x0004
630#define INS_ON_TOP 0x0008 873#define INS_ON_TOP 0x0008
631#define INS_BELOW_ORIGINATOR 0x0010 874#define INS_BELOW_ORIGINATOR 0x0010
632#define INS_MAP_LOAD 0x0020
633 875
634#define ARCH_DEPLETION "depletion" 876#define ARCH_DEPLETION "depletion"
635 877
636#endif 878#endif
637 879

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