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Comparing deliantra/server/include/object.h (file contents):
Revision 1.145 by root, Sat Aug 25 22:19:26 2007 UTC vs.
Revision 1.215 by root, Sat Nov 7 18:30:05 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
32
33//+GPL
31 34
32typedef int tag_t; 35typedef int tag_t;
33 36
34enum { 37enum {
35 body_skill, 38 body_skill,
65 const char *nonuse_name; /* Name to describe objects we can't use */ 68 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 69} Body_Locations;
67 70
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 72
73#define NUM_COINS 4 /* number of coin types */
74extern const char *const coins[NUM_COINS + 1];
75
70/* 76/*
71 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
72 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
73 * 79 *
74 * key and value are shared-strings. 80 * key and value are shared-strings.
75 * 81 *
76 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
77 * accessing the list directly. 83 * accessing the list directly.
78 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
79 */ 85 */
80struct key_value 86struct key_value : slice_allocated
81{ 87{
82 key_value *next; 88 key_value *next;
83 shstr key, value; 89 shstr key, value;
84}; 90};
85 91
92//-GPL
93
86struct UUID 94struct UUID
87{ 95{
88 uint64 seq; 96 uint64 seq;
97
98 static UUID cur; // last uuid generated
99 static void init ();
100 static UUID gen ();
89 101
90 UUID () { } 102 UUID () { }
91 UUID (uint64 seq) : seq(seq) { } 103 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; } 104 operator uint64() { return seq; }
93 void operator =(uint64 seq) { this->seq = seq; } 105 void operator =(uint64 seq) { this->seq = seq; }
106
107 typedef char BUF [32];
108
109 bool parse (const char *s)
110 {
111 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
112 }
113
114 const char *c_str (char *buf, int len) const
115 {
116 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
117
118 return buf;
119 }
120
121 const char *c_str () const
122 {
123 static BUF buf;
124
125 return c_str (buf, sizeof (buf));
126 }
94}; 127};
95 128
96extern void init_uuid (); 129//+GPL
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
99 130
100/* Definition for WILL_APPLY values. Replaces having harcoded values 131/* Definition for WILL_APPLY values. Replaces having harcoded values
101 * sprinkled in the code. Note that some of these also replace fields 132 * 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 133 * that were in the can_apply area. What is the point of having both
103 * can_apply and will_apply? 134 * can_apply and will_apply?
112{ 143{
113 signed char info:4; /* body info as loaded from the file */ 144 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */ 145 signed char used:4; /* Calculated value based on items equipped */
115}; 146};
116 147
148typedef struct oblnk
149{ /* Used to link together several objects */
150 object_ptr ob;
151 struct oblnk *next;
152} objectlink;
153
154typedef struct oblinkpt
155{ /* Used to link together several object links */
156 struct oblnk *link;
157 struct oblinkpt *next;
158 shstr id; /* Used as connected value in buttons/gates */
159} oblinkpt;
160
117INTERFACE_CLASS (object) 161INTERFACE_CLASS (object)
118// these are being copied 162// these are being copied
119struct object_copy : attachable 163struct object_copy : attachable
120{ 164{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 165 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124 166
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 167 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */ 168 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 169 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 173 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 174 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 175 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 176 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* If this is an exit, this is the filename */ 177 /* If this is an exit, this is the filename */
178
179 typedef bitset<NUM_FLAGS> flags_t;
180 flags_t flag; /* various flags */
181#if FOR_PERL
182 bool ACC (RW, flag[NUM_FLAGS]);
183#endif
184
185 shstr ACC (RW, materialname); /* specific material name */
136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 186 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 */ 187// 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 */ 188 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 */ 189 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 */ 190 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 */ 191 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 195 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 196 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152 197
153 float ACC (RW, speed); /* The overall speed of this object */ 198 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 */ 199 float ACC (RW, speed_left); /* How much speed is left to spend this round */
200
155 uint32 ACC (RW, nrof); /* How many of the objects */ 201 sint32 ACC (RW, nrof); /* How many of the objects */
156
157 /* This next big block are basically used for monsters and equipment */ 202 /* This next big block is basically used for monsters and equipment */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 203 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 204 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
205
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 206 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 207 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 208 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 209 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
210
165 uint16 ACC (RW, materials); /* What materials this object consists of */ 211 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 212 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 213 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 214 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
215
169 /* Note that the last_.. values are sometimes used for non obvious 216 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp. 217 * meanings by some objects, eg, sp penalty, permanent exp.
171 */ 218 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 219 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 220 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 221 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */ 222 sint16 ACC (RW, last_eat); /* How long since we last ate */
223
176 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 224 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
177 sint16 ACC (RW, level); /* Level of creature or object */ 225 sint16 ACC (RW, level); /* Level of creature or object */
226
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 227 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) */ 228 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 */ 229 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
230 uint8 ACC (RW, weapontype); /* type of weapon */
231
232 faceidx ACC (RW, face); /* the graphical face */
233
234 faceidx ACC (RW, sound); /* the sound face */
235 faceidx ACC (RW, sound_destroy); /* played on destroy */
236
237 body_slot slot [NUM_BODY_LOCATIONS];
238
182 sint32 ACC (RW, weight); /* Attributes of the object */ 239 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 240 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
241
184 sint32 ACC (RW, carrying); /* How much weight this object contains */ 242 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
243
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 244 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 */ 245 living ACC (RO, stats); /* Str, Con, Dex, etc */
193 /* See the pod/objects.pod for more info about body locations */ 246 /* See the pod/objects.pod for more info about body locations */
194 247
195 /* Following mostly refers to fields only used for monsters */ 248 /* Following mostly refers to fields only used for monsters */
196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197
198 /* allows different movement patterns for attackers */
199 sint32 ACC (RW, move_status); /* What stage in attack mode */
200 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. */
202 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
203 /* races/classes can need less/more exp to gain levels */
204 249
205 /* Spell related information, may be useful elsewhere 250 /* Spell related information, may be useful elsewhere
206 * Note that other fields are used - these files are basically 251 * Note that other fields are used - these files are basically
207 * only used in spells. 252 * only used in spells.
208 */ 253 */
209 sint16 ACC (RW, duration); /* How long the spell lasts */ 254 sint16 ACC (RW, duration); /* How long the spell lasts */
210 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 255 uint8 ACC (RW, casting_time); /* time left before spell goes off */
211
212 uint16 ACC (RW, start_holding);
213 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 256 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
257
214 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 258 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
215
216 sint8 ACC (RW, range); /* Range of the spell */ 259 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 260 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
261 sint8 ACC (RW, item_power); /* power rating of the object */
262
263 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 264 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block);/* What movement types this blocks */ 265 MoveType ACC (RW, move_block);/* What movement types this blocks */
220
221 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 266 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
267
222 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 268 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
223 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 269 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
224 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 270 MoveType ACC (RW, move_slow); /* Movement types this slows down */
225 271
272 // 8 free bits
273
274 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
275 // /* races/classes can need less/more exp to gain levels */
276 static const float expmul = 1.0;//D
226 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 277 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
227
228 char *ACC (RW, spellarg);
229 278
230 /* Following are values used by any object */ 279 /* Following are values used by any object */
231 /* this objects turns into or what this object creates */ 280 /* this objects turns into or what this object creates */
232 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 281 treasurelist *ACC (RW, randomitems); /* Items to be generated */
233 flags_t flag; /* various flags */ 282
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 */
238 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
239 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 283 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
240 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
241 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 284 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 285 uint8 ACC (RW, will_apply); /* See crossfire.doc */
286 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
287 uint16 ACC (RW, animation_id);/* An index into the animation array */
288 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
289
290 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
291 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
292 /* allows different movement patterns for attackers */
293 uint8 ACC (RW, move_status); /* What stage in attack mode */
294 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
295
296 //16+ free bits
297
298 // rarely-accessed members should be at the end
299 shstr ACC (RW, tag); // a tag used to tracking this object
300 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
301 shstr ACC (RW, lore); /* Obscure information about this object, */
302 /* To get put into books and the like. */
303 shstr ACC (RW, custom_name); /* Custom name assigned by player */
243}; 304};
244 305
306const char *query_weight (const object *op);
307const char *query_short_name (const object *op);
308const char *query_name (const object *op);
309const char *query_base_name (const object *op, int plural);
310
245struct object : zero_initialised, object_copy 311struct object : zero_initialised, object_copy
246{ 312{
247 // These variables are not changed by ->copy_to 313 // These variables are not changed by ->copy_to
248 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 314 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
249 315
250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 int ACC (RO, count); 317 int ACC (RO, count);
252 object_vector_index ACC (RO, index); // index into objects 318 object_vector_index ACC (RO, index); // index into objects
253 object_vector_index ACC (RO, active); // index into actives 319 object_vector_index ACC (RO, active); // index into actives
258 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 324 object *ACC (RW, above); /* Pointer to the object stacked above this one */
259 /* Note: stacked in the *same* environment */ 325 /* Note: stacked in the *same* environment */
260 object *inv; /* Pointer to the first object in the inventory */ 326 object *inv; /* Pointer to the first object in the inventory */
261 327
262 //TODO: container must move into client 328 //TODO: container must move into client
263 object_ptr ACC (RW, container); /* Current container being used. I think this 329 object_ptr ACC (RW, container);/* Currently opened container. I think this
264 * is only used by the player right now. 330 * is only used by the player right now.
265 */ 331 */
266 object *ACC (RW, env); /* Pointer to the object which is the environment. 332 object *ACC (RW, env); /* Pointer to the object which is the environment.
267 * This is typically the container that the object is in. 333 * This is typically the container that the object is in.
268 */ 334 */
269 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 335 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 336 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?
272 key_value *key_values; /* Fields not explictly known by the loader. */ 337 key_value *key_values; /* Fields not explictly known by the loader. */
273 338
339 // privates / perl
340 shstr_tmp kv_get (shstr_tmp key) const;
341 void kv_del (shstr_tmp key);
342 void kv_set (shstr_tmp key, shstr_tmp value);
343
344//-GPL
345
346 // custom extra fields management
347 struct key_value_access_proxy
348 {
349 object &ob;
350 shstr_tmp key;
351
352 key_value_access_proxy (object &ob, shstr_tmp key)
353 : ob (ob), key (key)
354 {
355 }
356
357 const key_value_access_proxy &operator =(shstr_tmp value) const
358 {
359 ob.kv_set (key, value);
360 return *this;
361 }
362
363 operator const shstr_tmp () const { return ob.kv_get (key); }
364 operator const char *() const { return ob.kv_get (key); }
365
366 private:
367 void operator =(int);
368 };
369
370 // operator [] is too annoying to use
371 const key_value_access_proxy kv (shstr_tmp key)
372 {
373 return key_value_access_proxy (*this, key);
374 }
375
274 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 376 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 377 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. 378 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
277 bool write (object_freezer &f); 379 bool write (object_freezer &f);
278 380
279 MTH int slottype () const; 381 MTH int slottype () const;
280 MTH static object *create (); 382 MTH static object *create ();
281 object &operator =(const object &src); 383 const mapxy &operator =(const mapxy &pos);
282 MTH void copy_to (object *dst); 384 MTH void copy_to (object *dst);
283 MTH object *clone (); // create + copy_to 385 MTH object *clone (); // create + copy_to a single object
386 MTH object *deep_clone (); // copy whole more chain and inventory
284 void do_destroy (); 387 void do_destroy ();
285 void gather_callbacks (AV *&callbacks, event_type event) const; 388 void gather_callbacks (AV *&callbacks, event_type event) const;
286 MTH void destroy (bool destroy_inventory = false); 389 MTH void destroy ();
390 MTH void drop_and_destroy ()
391 {
392 destroy_inv (true);
393 destroy ();
394 }
287 395
288 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 396 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
289 MTH void destroy_inv (bool drop_to_ground = false); 397 MTH void destroy_inv (bool drop_to_ground = false);
290 MTH object *insert (object *item); // insert into inventory 398 MTH object *insert (object *item); // insert into inventory
291 MTH void play_sound (faceidx sound) const; 399 MTH void play_sound (faceidx sound) const;
400 MTH void say_msg (const char *msg) const;
292 401
293 void do_remove (); 402 void do_remove ();
294 MTH void remove () 403 MTH void remove ()
295 { 404 {
296 if (!flag [FLAG_REMOVED]) 405 if (!flag [FLAG_REMOVED])
297 do_remove (); 406 do_remove ();
407 }
408
409 MTH bool blocked (maptile *m, int x, int y) const;
410
411 void move_to (const mapxy &pos)
412 {
413 remove ();
414 *this = pos;
415 insert_at (this, this);
416 }
417
418 // high-level move functions, return true if successful
419 int move (int dir, object *originator);
420
421 int move (int dir)
422 {
423 return move (dir, this);
298 } 424 }
299 425
300 static bool can_merge_slow (object *op1, object *op2); 426 static bool can_merge_slow (object *op1, object *op2);
301 427
302 // this is often used in time-critical code, so optimise 428 // this is often used in time-critical code, so optimise
307 && can_merge_slow (op1, op2); 433 && can_merge_slow (op1, op2);
308 } 434 }
309 435
310 MTH void set_owner (object *owner); 436 MTH void set_owner (object *owner);
311 MTH void set_speed (float speed); 437 MTH void set_speed (float speed);
438 MTH void set_glow_radius (sint8 rad);
312 MTH bool change_weapon (object *ob); 439 MTH bool change_weapon (object *ob);
313 MTH bool change_skill (object *ob); 440 MTH bool change_skill (object *ob);
314 441
315 MTH void open_container (object *new_container); 442 MTH void open_container (object *new_container);
316 MTH void close_container () 443 MTH void close_container ()
317 { 444 {
318 open_container (0); 445 open_container (0);
319 } 446 }
320 447
448 // potential future accessor for "container"
449 MTH object *container_ () const
450 {
451 return container;
452 }
453
454 MTH bool is_open_container () const
455 {
456 // strangely enough, using ?: here causes code to inflate
457 return type == CONTAINER
458 && ((env && env->container_ () == this)
459 || (!env && flag [FLAG_APPLIED]));
460 }
461
321 MTH object *force_find (const shstr name); 462 MTH object *force_find (shstr_tmp name);
463 MTH void force_set_timer (int duration);
322 MTH void force_add (const shstr name, int duration = 0); 464 MTH object *force_add (shstr_tmp name, int duration = 0);
465
466 oblinkpt *find_link () const;
467 MTH void add_link (maptile *map, shstr_tmp id);
468 MTH void remove_link ();
323 469
324 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 470 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
325 bool should_invoke (event_type event) 471 bool should_invoke (event_type event)
326 { 472 {
327 return ev_want_event [event] || ev_want_type [type] || cb; 473 return ev_want_event [event] || ev_want_type [type] || cb;
342 // info must hold 256 * 3 bytes currently 488 // info must hold 256 * 3 bytes currently
343 const char *debug_desc (char *info) const; 489 const char *debug_desc (char *info) const;
344 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 490 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
345 const char *flag_desc (char *desc, int len) const; 491 const char *flag_desc (char *desc, int len) const;
346 492
493 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
494 MTH object *split (sint32 nr = 1); // return 0 on failure
495
347 int number_of () const 496 MTH int number_of () const
348 { 497 {
349 return nrof ? nrof : 1; 498 return nrof ? nrof : 1;
350 } 499 }
351 500
352 uint64 total_weight () const 501 MTH sint32 total_weight () const
353 { 502 {
354 return weight * number_of (); 503 return (weight + carrying) * number_of ();
355 } 504 }
505
506 MTH void update_weight ();
356 507
357 // return the dominant material of this item, always return something 508 // return the dominant material of this item, always return something
358 const materialtype_t *dominant_material () const; 509 const materialtype_t *dominant_material () const;
359 510
360 // return the volume of this object in cm³ 511 // return the volume of this object in cm³
361 uint64 volume () const 512 MTH uint64 volume () const
362 { 513 {
363 return total_weight () 514 return (uint64)total_weight ()
364 * 1000 515 * 1000
365 * (type == CONTAINER ? 1000 : 1) 516 * (type == CONTAINER ? 1000 : 1)
366 / dominant_material ()->density; 517 / dominant_material ()->density;
367 } 518 }
368 519
520 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
521
522 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
369 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 523 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
370 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 524 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
371 || type == CLOAK || type == BOOTS || type == GLOVES 525 || type == CLOAK || type == BOOTS || type == GLOVES
372 || type == BRACERS || type == GIRDLE; } 526 || type == BRACERS || type == GIRDLE; }
373 MTH bool is_alive () const { return (type == PLAYER 527 MTH bool is_alive () const { return (type == PLAYER
377 MTH bool is_arrow () const { return type == ARROW 531 MTH bool is_arrow () const { return type == ARROW
378 || (type == SPELL_EFFECT 532 || (type == SPELL_EFFECT
379 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 533 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
380 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 534 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
381 535
382 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 536 MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
383 537
384 // temporary: wether the object can be saved in a map file 538 // temporary: wether the object can be saved in a map file
385 // contr => is a player 539 // contr => is a player
386 // head => only save head of a multitile object 540 // head => only save head of a multitile object
387 // owner => can not reference owner yet 541 // owner => can not reference owner yet
390 /* This return true if object has still randomitems which 544 /* This return true if object has still randomitems which
391 * could be expanded. 545 * could be expanded.
392 */ 546 */
393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 547 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
394 548
549 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
550
551 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
552
553 // returns the outermost owner, never returns 0
554 MTH object *outer_owner ()
555 {
556 object *op;
557
558 for (op = this; op->owner; op = op->owner)
559 ;
560
561 return op;
562 }
563
564 // returns the outermost environment, never returns 0
565 MTH object *outer_env_or_self () const
566 {
567 const object *op;
568
569 for (op = this; op->env; op = op->env)
570 ;
571
572 return const_cast<object *>(op);
573 }
574
575 // returns the outermost environment, may return 0
576 MTH object *outer_env () const
577 {
578 return env ? outer_env_or_self () : 0;
579 }
580
395 // returns the player that has this object in his inventory, or 0 581 // returns the player that has this object in his inventory, or 0
582 // we assume the player is always the outer env
396 MTH object *in_player () const 583 MTH object *in_player () const
397 { 584 {
398 for (object *op = env; op; op = op->env) 585 object *op = outer_env_or_self ();
399 if (op->type == PLAYER)
400 return op;
401 586
402 return 0; 587 return op->type == PLAYER ? op : 0;
403 } 588 }
404 589
405 // "temporary" helper function 590 // "temporary" helper function
406 MTH object *head_ () 591 MTH object *head_ () const
407 { 592 {
408 return head ? head : this; 593 return head ? head : const_cast<object *>(this);
409 } 594 }
410 595
411 MTH bool is_head () 596 MTH bool is_head () const
412 { 597 {
413 return head_ () == this; 598 return head_ () == this;
414 } 599 }
415 600
601 MTH bool is_on_map () const
602 {
603 return !env && !flag [FLAG_REMOVED];
604 }
605
606 MTH bool is_inserted () const
607 {
608 return !flag [FLAG_REMOVED];
609 }
610
611 MTH bool is_player () const
612 {
613 return !!contr;
614 }
615
616 MTH bool affects_los () const
617 {
618 return glow_radius || flag [FLAG_BLOCKSVIEW];
619 }
620
621 MTH bool has_carried_lights () const
622 {
623 return glow_radius;
624 }
625
626 // returns the player that cna see this object, if any
627 MTH object *visible_to () const;
628
416 MTH std::string long_desc (object *who = 0); 629 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
417 MTH std::string describe_monster (object *who = 0); 630 MTH std::string describe_monster (object *who = 0);
418 MTH std::string describe_item (object *who = 0); 631 MTH std::string describe_item (object *who = 0);
419 MTH std::string describe (object *who = 0); 632 MTH std::string describe (object *who = 0); // long description, without name
633
634 MTH const char *query_weight () { return ::query_weight (this); }
635 MTH const char *query_name () { return ::query_name (this); }
636 MTH const char *query_short_name () { return ::query_short_name (this); }
637 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
420 638
421 // If this object has no extra parts but should have them, 639 // If this object has no extra parts but should have them,
422 // add them, effectively expanding heads into multipart 640 // add them, effectively expanding heads into multipart
423 // objects. This method only works on objects not inserted 641 // objects. This method only works on objects not inserted
424 // anywhere. 642 // anywhere.
434 MTH void activate (); 652 MTH void activate ();
435 MTH void deactivate (); 653 MTH void deactivate ();
436 MTH void activate_recursive (); 654 MTH void activate_recursive ();
437 MTH void deactivate_recursive (); 655 MTH void deactivate_recursive ();
438 656
439 // set the givne flag on all objects in the inventory recursively 657 // set the given flag on all objects in the inventory recursively
440 MTH void set_flag_inv (int flag, int value = 1); 658 MTH void set_flag_inv (int flag, int value = 1);
441 659
442 void enter_exit (object *exit);//Perl 660 void enter_exit (object *exit);//Perl
443 MTH void enter_map (maptile *newmap, int x, int y); 661 MTH void enter_map (maptile *newmap, int x, int y);
662 void player_goto (const char *path, int x, int y); // only for players
444 663
445 // returns the mapspace this object is in 664 // returns the mapspace this object is in
446 mapspace &ms () const; 665 mapspace &ms () const;
447 666
448 // fully recursive iterator 667 // fully recursive iterator
484 { 703 {
485 return this; 704 return this;
486 } 705 }
487 706
488 /* This returns TRUE if the object is something that 707 /* This returns TRUE if the object is something that
489 * should be displayed in the floorbox/inventory window 708 * a client might want to know about.
490 */ 709 */
491 MTH bool client_visible () const 710 MTH bool client_visible () const
492 { 711 {
493 return !invisible && type != PLAYER; 712 return !invisible && type != PLAYER;
494 } 713 }
495 714
715 // the client does nrof * this weight
716 MTH sint32 client_weight () const
717 {
718 return weight + carrying;
719 }
720
496 MTH struct region *region () const; 721 MTH struct region *region () const;
497 722
498 void statusmsg (const char *msg, int color = NDI_BLACK); 723 void statusmsg (const char *msg, int color = NDI_BLACK);
499 void failmsg (const char *msg, int color = NDI_RED); 724 void failmsg (const char *msg, int color = NDI_RED);
725
726 const char *query_inventory (object *who = 0, const char *indent = "");
727
728 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
729 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
730
731 // make some noise with given item into direction dir,
732 // currently only used for players to make them temporarily visible
733 // when they are invisible.
734 MTH void make_noise ();
735
736 /* animation */
737 MTH bool has_anim () const { return animation_id; }
738 const animation &anim () const { return animations [animation_id]; }
739 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
740 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
741 /* anim_frames () returns the number of animations allocated. The last
742 * usuable animation will be anim_frames () - 1 (for example, if an object
743 * has 8 animations, anim_frames () will return 8, but the values will
744 * range from 0 through 7.
745 */
746 MTH int anim_frames () const { return anim ().num_animations; }
747 MTH int anim_facings () const { return anim ().facings; }
748
749 MTH char *as_string ();
500 750
501protected: 751protected:
502 void link (); 752 void link ();
503 void unlink (); 753 void unlink ();
504 754
505 object (); 755 object ();
506 ~object (); 756 ~object ();
757
758private:
759 object &operator =(const object &);
760 object (const object &);
507}; 761};
508 762
509// move this object to the top of its env's inventory to speed up 763// move this object to the top of its env's inventory to speed up
510// searches for it. 764// searches for it.
511static object * 765static inline object *
512splay (object *ob) 766splay (object *ob)
513{ 767{
514 if (ob->env && ob->env->inv != ob) 768 if (ob->above && ob->env)
515 { 769 {
516 if (ob->above) ob->above->below = ob->below; 770 if (ob->above) ob->above->below = ob->below;
517 if (ob->below) ob->below->above = ob->above; 771 if (ob->below) ob->below->above = ob->above;
518 772
519 ob->above = 0; 773 ob->above = 0;
523 } 777 }
524 778
525 return ob; 779 return ob;
526} 780}
527 781
528typedef struct oblnk 782//+GPL
529{ /* Used to link together several objects */
530 object_ptr ob;
531 struct oblnk *next;
532} objectlink;
533 783
534typedef struct oblinkpt
535{ /* Used to link together several object links */
536 struct oblnk *link;
537 long value; /* Used as connected value in buttons/gates */
538 struct oblinkpt *next;
539} oblinkpt;
540
541object *find_skill_by_name (object *who, const char *name); 784object *find_skill_by_name_fuzzy (object *who, const char *name);
542object *find_skill_by_name (object *who, const shstr &sh); 785object *find_skill_by_name (object *who, shstr_cmp sh);
543object *find_skill_by_number (object *who, int skillno); 786object *find_skill_by_number (object *who, int skillno);
544 787
545/* 788/*
546 * The archetype structure is a set of rules on how to generate and manipulate 789 * The archetype structure is a set of rules on how to generate and manipulate
547 * objects which point to archetypes. 790 * objects which point to archetypes.
549 * be much left in the archetype - all it really is is a holder for the 792 * be much left in the archetype - all it really is is a holder for the
550 * object and pointers. This structure should get removed, and just replaced 793 * object and pointers. This structure should get removed, and just replaced
551 * by the object structure 794 * by the object structure
552 */ 795 */
553 796
797//-GPL
798
554INTERFACE_CLASS (archetype) 799INTERFACE_CLASS (archetype)
555struct archetype : object 800struct archetype : object
556{ 801{
802 static arch_ptr empty; // the empty_archetype
803 MTH static void gc ();
804
557 archetype (const char *name); 805 archetype (const char *name);
558 ~archetype (); 806 ~archetype ();
559 void gather_callbacks (AV *&callbacks, event_type event) const; 807 void gather_callbacks (AV *&callbacks, event_type event) const;
560 808
561 static archetype *read (object_thawer &f);
562 static archetype *get (const char *name); // find or create
563 static archetype *find (const char *name); 809 MTH static archetype *find (const_utf8_string name);
564 810
565 void link (); 811 MTH void link ();
566 void unlink (); 812 MTH void unlink ();
813
814 MTH static object *get (const char *name); // (find() || singularity)->instance()
815 MTH object *instance ();
567 816
568 object_vector_index ACC (RW, archid); // index in archvector 817 object_vector_index ACC (RW, archid); // index in archvector
569 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 818 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
570 bool ACC (RW, stub); // if true, this is an invalid archetype
571 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
572 819
573 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 820 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
574 sint8 ACC (RW, max_x), ACC (RW, max_y); 821 sint8 ACC (RW, max_x), ACC (RW, max_y);
822
823 // support for archetype loading
824 static archetype *read (object_thawer &f);
825 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
826 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
575}; 827};
828
829// compatbiility, remove once replaced by ->instance
830inline object *
831arch_to_object (archetype *at)
832{
833 return at->instance ();
834}
576 835
577inline void 836inline void
578object_freezer::put (keyword k, archetype *v) 837object_freezer::put (keyword k, archetype *v)
579{ 838{
580 put (k, v ? &v->archname : (const char *)0); 839 put (k, v ? &v->archname : (const char *)0);
586 845
587extern objectvec objects; 846extern objectvec objects;
588extern activevec actives; 847extern activevec actives;
589extern archvec archetypes; 848extern archvec archetypes;
590 849
850// "safely" iterate over inv in a way such that the current item is removable
851// quite horrible, that's why its hidden in some macro
852#define for_inv_removable(op,var) \
853 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
854
591#define for_all_objects(var) \ 855#define for_all_objects(var) \
592 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 856 for (unsigned _i = 0; _i < objects.size (); ++_i) \
593 statementvar (object *, var, objects [_i]) 857 statementvar (object *, var, objects [_i])
594 858
595#define for_all_actives(var) \ 859#define for_all_actives(var) \
596 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 860 for (unsigned _i = 0; _i < actives.size (); ++_i) \
597 statementvar (object *, var, actives [_i]) 861 statementvar (object *, var, actives [_i])
598 862
599#define for_all_archetypes(var) \ 863#define for_all_archetypes(var) \
600 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 864 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
601 statementvar (archetype *, var, archetypes [_i]) 865 statementvar (archetype *, var, archetypes [_i])
866
867//+GPL
602 868
603/* Used by update_object to know if the object being passed is 869/* Used by update_object to know if the object being passed is
604 * being added or removed. 870 * being added or removed.
605 */ 871 */
606#define UP_OBJ_INSERT 1 872#define UP_OBJ_INSERT 1
623 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 889 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
624 * Use for treasure chests so the new object is the highest thing 890 * Use for treasure chests so the new object is the highest thing
625 * beneath the player, but not actually above it. Note - the 891 * beneath the player, but not actually above it. Note - the
626 * map and x,y coordinates for the object to be inserted must 892 * map and x,y coordinates for the object to be inserted must
627 * match the originator. 893 * match the originator.
628 * INS_MAP_LOAD: disable lots of checkings done at insertion to
629 * speed up map loading process, as we assume the ordering in
630 * loaded map is correct.
631 * 894 *
632 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 895 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
633 * are mutually exclusive. The behaviour for passing more than one 896 * are mutually exclusive. The behaviour for passing more than one
634 * should be considered undefined - while you may notice what happens 897 * should be considered undefined - while you may notice what happens
635 * right now if you pass more than one, that could very well change 898 * right now if you pass more than one, that could very well change
638#define INS_NO_MERGE 0x0001 901#define INS_NO_MERGE 0x0001
639#define INS_ABOVE_FLOOR_ONLY 0x0002 902#define INS_ABOVE_FLOOR_ONLY 0x0002
640#define INS_NO_WALK_ON 0x0004 903#define INS_NO_WALK_ON 0x0004
641#define INS_ON_TOP 0x0008 904#define INS_ON_TOP 0x0008
642#define INS_BELOW_ORIGINATOR 0x0010 905#define INS_BELOW_ORIGINATOR 0x0010
643#define INS_MAP_LOAD 0x0020
644 906
645#define ARCH_DEPLETION "depletion" 907//-GPL
646 908
647#endif 909#endif
648 910

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