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Comparing deliantra/server/include/object.h (file contents):
Revision 1.133 by root, Thu Jun 7 18:58:30 2007 UTC vs.
Revision 1.218 by root, Mon Nov 9 03:08:24 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 it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * 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 Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32
33//+GPL
32 34
33typedef int tag_t; 35typedef int tag_t;
34 36
35enum { 37enum {
36 body_skill, 38 body_skill,
66 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 */
67} Body_Locations; 69} Body_Locations;
68 70
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 71extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
70 72
73#define NUM_COINS 4 /* number of coin types */
74extern const char *const coins[NUM_COINS + 1];
75
71/* 76/*
72 * 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
73 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 79 *
75 * key and value are shared-strings. 80 * key and value are shared-strings.
76 * 81 *
77 * 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
78 * accessing the list directly. 83 * accessing the list directly.
79 * 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.
80 */ 85 */
81struct key_value 86struct key_value : slice_allocated
82{ 87{
83 key_value *next; 88 key_value *next;
84 shstr key, value; 89 shstr key, value;
85}; 90};
86 91
92//-GPL
93
87struct UUID 94struct UUID
88{ 95{
89 uint64 seq; 96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
90 103
91 UUID () { } 104 UUID () { }
92 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; } 106 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; } 107 void operator =(uint64 seq) { this->seq = seq; }
108
109 bool parse (const char *s);
110 char *append (char *buf) const;
111 char *c_str () const;
95}; 112};
96 113
97extern void init_uuid (); 114//+GPL
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
100 115
101/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
102 * sprinkled in the code. Note that some of these also replace fields 117 * 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 118 * that were in the can_apply area. What is the point of having both
104 * can_apply and will_apply? 119 * can_apply and will_apply?
109#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
111 126
112struct body_slot 127struct body_slot
113{ 128{
129 signed char used:4; /* Calculated value based on items equipped */
114 signed char info:4; /* body info as loaded from the file */ 130 signed char info:4; /* body info as loaded from the file */
115 signed char used:4; /* Calculated value based on items equipped */
116}; 131};
132
133typedef struct oblnk
134{ /* Used to link together several objects */
135 object_ptr ob;
136 struct oblnk *next;
137} objectlink;
138
139typedef struct oblinkpt
140{ /* Used to link together several object links */
141 struct oblnk *link;
142 struct oblinkpt *next;
143 shstr id; /* Used as connected value in buttons/gates */
144} oblinkpt;
117 145
118INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
119// these are being copied 147// these are being copied
120struct object_copy : attachable 148struct object_copy : attachable
121{ 149{
122 typedef bitset<NUM_FLAGS> flags_t;
123
124 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 150 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
125 151
126 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127 uint8 ACC (RW, subtype); /* subtype of object */ 153 uint8 ACC (RW, subtype); /* subtype of object */
128 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 162 /* If this is an exit, this is the filename */
163
164 typedef bitset<NUM_FLAGS> flags_t;
165 flags_t flag; /* various flags */
166#if FOR_PERL
167 bool ACC (RW, flag[NUM_FLAGS]);
168#endif
169
170 shstr ACC (RW, materialname); /* specific material name */
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 171 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 */ 172// 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 */ 173 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 */ 174 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 */ 175 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 */ 176 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
151 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 180 arch_ptr ACC (RW, arch); /* Pointer to archetype */
152 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 181 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
153 182
154 float ACC (RW, speed); /* The overall speed of this object */ 183 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 */ 184 float ACC (RW, speed_left); /* How much speed is left to spend this round */
185
156 uint32 ACC (RW, nrof); /* How many of the objects */ 186 sint32 ACC (RW, nrof); /* How many of the objects */
157
158 /* This next big block are basically used for monsters and equipment */ 187 /* This next big block is basically used for monsters and equipment */
159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 188 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 189 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
190
162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 191 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 192 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 193 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 194 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
195
166 uint16 ACC (RW, materials); /* What materials this object consists of */ 196 uint16 ACC (RW, materials); /* What materials this object consists of */
167 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 197 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
168 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 198 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
169 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 199 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
200
170 /* Note that the last_.. values are sometimes used for non obvious 201 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp. 202 * meanings by some objects, eg, sp penalty, permanent exp.
172 */ 203 */
173 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 204 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
174 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 205 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
175 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 206 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
176 sint16 ACC (RW, last_eat); /* How long since we last ate */ 207 sint16 ACC (RW, last_eat); /* How long since we last ate */
208
177 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 209 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
178 sint16 ACC (RW, level); /* Level of creature or object */ 210 sint16 ACC (RW, level); /* Level of creature or object */
211
179 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 212 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) */ 213 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 */ 214 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
215 uint8 ACC (RW, weapontype); /* type of weapon */
216
217 body_slot slot [NUM_BODY_LOCATIONS];
218
219 faceidx ACC (RW, face); /* the graphical face */
220
221 faceidx ACC (RW, sound); /* the sound face */
222 faceidx ACC (RW, sound_destroy); /* played on destroy */
223
183 sint32 ACC (RW, weight); /* Attributes of the object */ 224 sint32 ACC (RW, weight); /* Attributes of the object */
184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 225 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
226
185 sint32 ACC (RW, carrying); /* How much weight this object contains */ 227 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
228
186 sint64 ACC (RW, perm_exp); /* Permanent exp */ 229 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 */ 230 living ACC (RO, stats); /* Str, Con, Dex, etc */
192 /* See the pod/objects.pod for more info about body locations */ 231 /* See the pod/objects.pod for more info about body locations */
193 232
194 /* Following mostly refers to fields only used for monsters */ 233 /* 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 */
203 234
204 /* Spell related information, may be useful elsewhere 235 /* Spell related information, may be useful elsewhere
205 * Note that other fields are used - these files are basically 236 * Note that other fields are used - these files are basically
206 * only used in spells. 237 * only used in spells.
207 */ 238 */
208 sint16 ACC (RW, duration); /* How long the spell lasts */ 239 sint16 ACC (RW, duration); /* How long the spell lasts */
209 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 240 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 */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
242
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 243 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
215 sint8 ACC (RW, range); /* Range of the spell */ 244 sint8 ACC (RW, range); /* Range of the spell */
216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 245 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
246 sint8 ACC (RW, item_power); /* power rating of the object */
247
248 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 */ 249 MoveType ACC (RW, move_type); /* Type of movement this object uses */
218 MoveType ACC (RW, move_block);/* What movement types this blocks */ 250 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 251 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
252
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 253 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 */ 254 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 255 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 256
257 // 8 free bits
258
259 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
260 // /* races/classes can need less/more exp to gain levels */
261 static const float expmul = 1.0;//D
225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 262 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
226
227 char *ACC (RW, spellarg);
228 263
229 /* Following are values used by any object */ 264 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */ 265 /* this objects turns into or what this object creates */
231 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 266 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 flags_t flag; /* various flags */ 267
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 */ 268 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 */ 269 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 270 uint8 ACC (RW, will_apply); /* See crossfire.doc */
271 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
272 uint16 ACC (RW, animation_id);/* An index into the animation array */
273 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
274
275 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
276 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
277 /* allows different movement patterns for attackers */
278 uint8 ACC (RW, move_status); /* What stage in attack mode */
279 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
280
281 //16+ free bits
282
283 // rarely-accessed members should be at the end
284 shstr ACC (RW, tag); // a tag used to tracking this object
285 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
286 shstr ACC (RW, lore); /* Obscure information about this object, */
287 /* To get put into books and the like. */
288 shstr ACC (RW, custom_name); /* Custom name assigned by player */
242}; 289};
243 290
291const char *query_weight (const object *op);
292const char *query_short_name (const object *op);
293const char *query_name (const object *op);
294const char *query_base_name (const object *op, int plural);
295
244struct object : zero_initialised, object_copy 296struct object : zero_initialised, object_copy
245{ 297{
246 // These variables are not changed by ->copy_to 298 // These variables are not changed by ->copy_to
247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
248 300
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count); 302 int ACC (RO, count);
251 int ACC (RO, index); // index into objects 303 object_vector_index ACC (RO, index); // index into objects
252 int ACC (RO, active); // index into actives 304 object_vector_index ACC (RO, active); // index into actives
253 305
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 306 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
255 307
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 308 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 */ 309 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */ 310 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */ 311 object *inv; /* Pointer to the first object in the inventory */
260 312
261 //TODO: container must move into client 313 //TODO: container must move into client
262 object_ptr ACC (RW, container); /* Current container being used. I think this 314 object_ptr ACC (RW, container);/* Currently opened container. I think this
263 * is only used by the player right now. 315 * is only used by the player right now.
264 */ 316 */
265 object *ACC (RW, env); /* Pointer to the object which is the environment. 317 object *ACC (RW, env); /* Pointer to the object which is the environment.
266 * This is typically the container that the object is in. 318 * This is typically the container that the object is in.
267 */ 319 */
268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 320 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 321 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?
271 key_value *key_values; /* Fields not explictly known by the loader. */ 322 key_value *key_values; /* Fields not explictly known by the loader. */
272 323
324 // privates / perl
325 shstr_tmp kv_get (shstr_tmp key) const;
326 void kv_del (shstr_tmp key);
327 void kv_set (shstr_tmp key, shstr_tmp value);
328
329//-GPL
330
331 // custom extra fields management
332 struct key_value_access_proxy
333 {
334 object &ob;
335 shstr_tmp key;
336
337 key_value_access_proxy (object &ob, shstr_tmp key)
338 : ob (ob), key (key)
339 {
340 }
341
342 const key_value_access_proxy &operator =(shstr_tmp value) const
343 {
344 ob.kv_set (key, value);
345 return *this;
346 }
347
348 operator const shstr_tmp () const { return ob.kv_get (key); }
349 operator const char *() const { return ob.kv_get (key); }
350
351 private:
352 void operator =(int);
353 };
354
355 // operator [] is too annoying to use
356 const key_value_access_proxy kv (shstr_tmp key)
357 {
358 return key_value_access_proxy (*this, key);
359 }
360
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 361 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 362 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. 363 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f); 364 bool write (object_freezer &f);
277 365
278 MTH int slottype () const; 366 MTH int slottype () const;
279 MTH static object *create (); 367 MTH static object *create ();
280 object &operator =(const object &src); 368 const mapxy &operator =(const mapxy &pos);
281 MTH void copy_to (object *dst); 369 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to 370 MTH object *clone (); // create + copy_to a single object
371 MTH object *deep_clone (); // copy whole more chain and inventory
283 void do_destroy (); 372 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const; 373 void gather_callbacks (AV *&callbacks, event_type event) const;
285 MTH void destroy (bool destroy_inventory = false); 374 MTH void destroy ();
375 MTH void drop_and_destroy ()
376 {
377 destroy_inv (true);
378 destroy ();
379 }
286 380
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 381 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false); 382 MTH void destroy_inv (bool drop_to_ground = false);
289 MTH object *insert (object *item); // insert into inventory 383 MTH object *insert (object *item); // insert into inventory
384 MTH void play_sound (faceidx sound) const;
385 MTH void say_msg (const char *msg) const;
386
290 void do_remove (); 387 void do_remove ();
291 MTH void remove () 388 MTH void remove ()
292 { 389 {
293 if (!flag [FLAG_REMOVED]) 390 if (!flag [FLAG_REMOVED])
294 do_remove (); 391 do_remove ();
392 }
393
394 MTH bool blocked (maptile *m, int x, int y) const;
395
396 void move_to (const mapxy &pos)
397 {
398 remove ();
399 *this = pos;
400 insert_at (this, this);
401 }
402
403 // high-level move functions, return true if successful
404 int move (int dir, object *originator);
405
406 int move (int dir)
407 {
408 return move (dir, this);
295 } 409 }
296 410
297 static bool can_merge_slow (object *op1, object *op2); 411 static bool can_merge_slow (object *op1, object *op2);
298 412
299 // this is often used in time-critical code, so optimise 413 // this is often used in time-critical code, so optimise
304 && can_merge_slow (op1, op2); 418 && can_merge_slow (op1, op2);
305 } 419 }
306 420
307 MTH void set_owner (object *owner); 421 MTH void set_owner (object *owner);
308 MTH void set_speed (float speed); 422 MTH void set_speed (float speed);
423 MTH void set_glow_radius (sint8 rad);
309 MTH bool change_weapon (object *ob); 424 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob); 425 MTH bool change_skill (object *ob);
311 426
312 MTH void open_container (object *new_container); 427 MTH void open_container (object *new_container);
313 MTH void close_container () 428 MTH void close_container ()
314 { 429 {
315 open_container (0); 430 open_container (0);
316 } 431 }
432
433 // potential future accessor for "container"
434 MTH object *container_ () const
435 {
436 return container;
437 }
438
439 MTH bool is_open_container () const
440 {
441 // strangely enough, using ?: here causes code to inflate
442 return type == CONTAINER
443 && ((env && env->container_ () == this)
444 || (!env && flag [FLAG_APPLIED]));
445 }
446
447 MTH object *force_find (shstr_tmp name);
448 MTH void force_set_timer (int duration);
449 MTH object *force_add (shstr_tmp name, int duration = 0);
450
451 oblinkpt *find_link () const;
452 MTH void add_link (maptile *map, shstr_tmp id);
453 MTH void remove_link ();
317 454
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 455 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event) 456 bool should_invoke (event_type event)
320 { 457 {
321 return ev_want_event [event] || ev_want_type [type] || cb; 458 return ev_want_event [event] || ev_want_type [type] || cb;
336 // info must hold 256 * 3 bytes currently 473 // info must hold 256 * 3 bytes currently
337 const char *debug_desc (char *info) const; 474 const char *debug_desc (char *info) const;
338 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 475 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
339 const char *flag_desc (char *desc, int len) const; 476 const char *flag_desc (char *desc, int len) const;
340 477
478 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
479 MTH object *split (sint32 nr = 1); // return 0 on failure
480
341 int number_of () const 481 MTH int number_of () const
342 { 482 {
343 return nrof ? nrof : 1; 483 return nrof ? nrof : 1;
344 } 484 }
345 485
346 uint64 total_weight () const 486 MTH sint32 total_weight () const
347 { 487 {
348 return weight * number_of (); 488 return (weight + carrying) * number_of ();
349 } 489 }
490
491 MTH void update_weight ();
350 492
351 // return the dominant material of this item, always return something 493 // return the dominant material of this item, always return something
352 const materialtype_t *dominant_material () const; 494 const materialtype_t *dominant_material () const;
353 495
354 // return the volume of this object in cm³ 496 // return the volume of this object in cm³
355 uint64 volume () const 497 MTH uint64 volume () const
356 { 498 {
357 return total_weight () 499 return (uint64)total_weight ()
358 * 1000 500 * 1000
359 * (type == CONTAINER ? 1000 : 1) 501 * (type == CONTAINER ? 1000 : 1)
360 / dominant_material ()->density; 502 / dominant_material ()->density;
361 } 503 }
362 504
505 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
506
507 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
363 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 508 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 509 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
365 || type == CLOAK || type == BOOTS || type == GLOVES 510 || type == CLOAK || type == BOOTS || type == GLOVES
366 || type == BRACERS || type == GIRDLE; } 511 || type == BRACERS || type == GIRDLE; }
367 MTH bool is_alive () const { return (type == PLAYER 512 MTH bool is_alive () const { return (type == PLAYER
371 MTH bool is_arrow () const { return type == ARROW 516 MTH bool is_arrow () const { return type == ARROW
372 || (type == SPELL_EFFECT 517 || (type == SPELL_EFFECT
373 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 518 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
374 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 519 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
375 520
376 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 521 MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
377 522
378 // temporary: wether the object can be saved in a map file 523 // temporary: wether the object can be saved in a map file
379 // contr => is a player 524 // contr => is a player
380 // head => only save head of a multitile object 525 // head => only save head of a multitile object
381 // owner => can not reference owner yet 526 // owner => can not reference owner yet
382 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 527 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
383 528
384 /* This return true if object has still randomitems which 529 /* This return true if object has still randomitems which
385 * could be expanded. 530 * could be expanded.
386 */ 531 */
387 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 532 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
388 533
534 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
535
536 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
537
538 // returns the outermost owner, never returns 0
539 MTH object *outer_owner ()
540 {
541 object *op;
542
543 for (op = this; op->owner; op = op->owner)
544 ;
545
546 return op;
547 }
548
549 // returns the outermost environment, never returns 0
550 MTH object *outer_env_or_self () const
551 {
552 const object *op;
553
554 for (op = this; op->env; op = op->env)
555 ;
556
557 return const_cast<object *>(op);
558 }
559
560 // returns the outermost environment, may return 0
561 MTH object *outer_env () const
562 {
563 return env ? outer_env_or_self () : 0;
564 }
565
389 // returns the player that has this object in his inventory, or 0 566 // returns the player that has this object in his inventory, or 0
567 // we assume the player is always the outer env
390 MTH object *in_player () const 568 MTH object *in_player () const
391 { 569 {
392 for (object *op = env; op; op = op->env) 570 object *op = outer_env_or_self ();
393 if (op->type == PLAYER)
394 return op;
395 571
396 return 0; 572 return op->type == PLAYER ? op : 0;
397 } 573 }
398 574
399 // "temporary" helper function 575 // "temporary" helper function
400 MTH object *head_ () 576 MTH object *head_ () const
401 { 577 {
402 return head ? head : this; 578 return head ? head : const_cast<object *>(this);
403 } 579 }
404 580
405 MTH bool is_head () 581 MTH bool is_head () const
406 { 582 {
407 return head_ () == this; 583 return head_ () == this;
408 } 584 }
409 585
586 MTH bool is_on_map () const
587 {
588 return !env && !flag [FLAG_REMOVED];
589 }
590
591 MTH bool is_inserted () const
592 {
593 return !flag [FLAG_REMOVED];
594 }
595
596 MTH bool is_player () const
597 {
598 return !!contr;
599 }
600
601 MTH bool affects_los () const
602 {
603 return glow_radius || flag [FLAG_BLOCKSVIEW];
604 }
605
606 MTH bool has_carried_lights () const
607 {
608 return glow_radius;
609 }
610
611 // returns the player that cna see this object, if any
612 MTH object *visible_to () const;
613
410 MTH std::string long_desc (object *who = 0); 614 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
411 MTH std::string describe_monster (object *who = 0); 615 MTH std::string describe_monster (object *who = 0);
412 MTH std::string describe_item (object *who = 0); 616 MTH std::string describe_item (object *who = 0);
413 MTH std::string describe (object *who = 0); 617 MTH std::string describe (object *who = 0); // long description, without name
618
619 MTH const char *query_weight () { return ::query_weight (this); }
620 MTH const char *query_name () { return ::query_name (this); }
621 MTH const char *query_short_name () { return ::query_short_name (this); }
622 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
414 623
415 // If this object has no extra parts but should have them, 624 // If this object has no extra parts but should have them,
416 // add them, effectively expanding heads into multipart 625 // add them, effectively expanding heads into multipart
417 // objects. This method only works on objects not inserted 626 // objects. This method only works on objects not inserted
418 // anywhere. 627 // anywhere.
421 MTH void create_treasure (treasurelist *tl, int flags = 0); 630 MTH void create_treasure (treasurelist *tl, int flags = 0);
422 631
423 // insert object at same map position as 'where' 632 // insert object at same map position as 'where'
424 // handles both inventory and map "positions" 633 // handles both inventory and map "positions"
425 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 634 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
635 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
636 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
637 MTH void drop_unpaid_items ();
426 638
427 MTH void activate (); 639 MTH void activate ();
428 MTH void deactivate (); 640 MTH void deactivate ();
429 MTH void activate_recursive (); 641 MTH void activate_recursive ();
430 MTH void deactivate_recursive (); 642 MTH void deactivate_recursive ();
431 643
432 // set the givne flag on all objects in the inventory recursively 644 // set the given flag on all objects in the inventory recursively
433 MTH void set_flag_inv (int flag, int value = 1); 645 MTH void set_flag_inv (int flag, int value = 1);
434 646
435 void enter_exit (object *exit);//Perl 647 void enter_exit (object *exit);//Perl
436 MTH void enter_map (maptile *newmap, int x, int y); 648 MTH void enter_map (maptile *newmap, int x, int y);
649 void player_goto (const char *path, int x, int y); // only for players
437 650
438 // returns the mapspace this object is in 651 // returns the mapspace this object is in
439 mapspace &ms () const; 652 mapspace &ms () const;
440 653
441 // fully recursive iterator 654 // fully recursive iterator
477 { 690 {
478 return this; 691 return this;
479 } 692 }
480 693
481 /* This returns TRUE if the object is something that 694 /* This returns TRUE if the object is something that
482 * should be displayed in the floorbox/inventory window 695 * a client might want to know about.
483 */ 696 */
484 MTH bool client_visible () const 697 MTH bool client_visible () const
485 { 698 {
486 return !invisible && type != PLAYER; 699 return !invisible && type != PLAYER;
487 } 700 }
488 701
702 // the client does nrof * this weight
703 MTH sint32 client_weight () const
704 {
705 return weight + carrying;
706 }
707
489 MTH struct region *region () const; 708 MTH struct region *region () const;
709
710 void statusmsg (const char *msg, int color = NDI_BLACK);
711 void failmsg (const char *msg, int color = NDI_RED);
712
713 const char *query_inventory (object *who = 0, const char *indent = "");
714
715 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
716 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
717
718 // make some noise with given item into direction dir,
719 // currently only used for players to make them temporarily visible
720 // when they are invisible.
721 MTH void make_noise ();
722
723 /* animation */
724 MTH bool has_anim () const { return animation_id; }
725 const animation &anim () const { return animations [animation_id]; }
726 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
727 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
728 /* anim_frames () returns the number of animations allocated. The last
729 * usuable animation will be anim_frames () - 1 (for example, if an object
730 * has 8 animations, anim_frames () will return 8, but the values will
731 * range from 0 through 7.
732 */
733 MTH int anim_frames () const { return anim ().num_animations; }
734 MTH int anim_facings () const { return anim ().facings; }
735
736 MTH char *as_string ();
490 737
491protected: 738protected:
492 void link (); 739 void link ();
493 void unlink (); 740 void unlink ();
494 741
495 object (); 742 object ();
496 ~object (); 743 ~object ();
744
745private:
746 object &operator =(const object &);
747 object (const object &);
497}; 748};
498 749
499// move this object to the top of its env's inventory to speed up 750// move this object to the top of its env's inventory to speed up
500// searches for it. 751// searches for it.
501static object * 752static inline object *
502splay (object *ob) 753splay (object *ob)
503{ 754{
504 if (ob->env && ob->env->inv != ob) 755 if (ob->above && ob->env)
505 { 756 {
506 if (ob->above) ob->above->below = ob->below; 757 if (ob->above) ob->above->below = ob->below;
507 if (ob->below) ob->below->above = ob->above; 758 if (ob->below) ob->below->above = ob->above;
508 759
509 ob->above = 0; 760 ob->above = 0;
513 } 764 }
514 765
515 return ob; 766 return ob;
516} 767}
517 768
518typedef struct oblnk 769//+GPL
519{ /* Used to link together several objects */
520 object_ptr ob;
521 struct oblnk *next;
522} objectlink;
523 770
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); 771object *find_skill_by_name_fuzzy (object *who, const char *name);
532object *find_skill_by_name (object *who, const shstr &sh); 772object *find_skill_by_name (object *who, shstr_cmp sh);
533object *find_skill_by_number (object *who, int skillno); 773object *find_skill_by_number (object *who, int skillno);
534 774
535/* 775/*
536 * The archetype structure is a set of rules on how to generate and manipulate 776 * The archetype structure is a set of rules on how to generate and manipulate
537 * objects which point to archetypes. 777 * objects which point to archetypes.
539 * be much left in the archetype - all it really is is a holder for the 779 * be much left in the archetype - all it really is is a holder for the
540 * object and pointers. This structure should get removed, and just replaced 780 * object and pointers. This structure should get removed, and just replaced
541 * by the object structure 781 * by the object structure
542 */ 782 */
543 783
784//-GPL
785
544INTERFACE_CLASS (archetype) 786INTERFACE_CLASS (archetype)
545struct archetype : object 787struct archetype : object
546{ 788{
789 static arch_ptr empty; // the empty_archetype
790 MTH static void gc ();
791
547 archetype (const char *name); 792 archetype (const char *name);
548 ~archetype (); 793 ~archetype ();
549 void gather_callbacks (AV *&callbacks, event_type event) const; 794 void gather_callbacks (AV *&callbacks, event_type event) const;
550 795
551 static archetype *read (object_thawer &f);
552 static archetype *get (const char *name); // find or create
553 static archetype *find (const char *name); 796 MTH static archetype *find (const_utf8_string name);
554 797
555 void link (); 798 MTH void link ();
556 void unlink (); 799 MTH void unlink ();
557 800
801 MTH static object *get (const char *name); // (find() || singularity)->instance()
802 MTH object *instance ();
803
804 MTH void post_load_check (); // do some adjustments after parsing
805
558 int ACC (RW, archid); // index in archvector 806 object_vector_index ACC (RW, archid); // index in archvector
559 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 807 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) */
562 808
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...) */ 809 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); 810 sint8 ACC (RW, max_x), ACC (RW, max_y);
811
812 // support for archetype loading
813 static archetype *read (object_thawer &f);
814 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
815 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
565}; 816};
817
818// compatbiility, remove once replaced by ->instance
819inline object *
820arch_to_object (archetype *at)
821{
822 return at->instance ();
823}
566 824
567inline void 825inline void
568object_freezer::put (keyword k, archetype *v) 826object_freezer::put (keyword k, archetype *v)
569{ 827{
570 put (k, v ? &v->archname : (const char *)0); 828 put (k, v ? &v->archname : (const char *)0);
576 834
577extern objectvec objects; 835extern objectvec objects;
578extern activevec actives; 836extern activevec actives;
579extern archvec archetypes; 837extern archvec archetypes;
580 838
839// "safely" iterate over inv in a way such that the current item is removable
840// quite horrible, that's why its hidden in some macro
841#define for_inv_removable(op,var) \
842 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
843
581#define for_all_objects(var) \ 844#define for_all_objects(var) \
582 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 845 for (unsigned _i = 0; _i < objects.size (); ++_i) \
583 statementvar (object *, var, objects [_i]) 846 statementvar (object *, var, objects [_i])
584 847
585#define for_all_actives(var) \ 848#define for_all_actives(var) \
586 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 849 for (unsigned _i = 0; _i < actives.size (); ++_i) \
587 statementvar (object *, var, actives [_i]) 850 statementvar (object *, var, actives [_i])
588 851
589#define for_all_archetypes(var) \ 852#define for_all_archetypes(var) \
590 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 853 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
591 statementvar (archetype *, var, archetypes [_i]) 854 statementvar (archetype *, var, archetypes [_i])
855
856//+GPL
592 857
593/* Used by update_object to know if the object being passed is 858/* Used by update_object to know if the object being passed is
594 * being added or removed. 859 * being added or removed.
595 */ 860 */
596#define UP_OBJ_INSERT 1 861#define UP_OBJ_INSERT 1
613 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 878 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
614 * Use for treasure chests so the new object is the highest thing 879 * Use for treasure chests so the new object is the highest thing
615 * beneath the player, but not actually above it. Note - the 880 * beneath the player, but not actually above it. Note - the
616 * map and x,y coordinates for the object to be inserted must 881 * map and x,y coordinates for the object to be inserted must
617 * match the originator. 882 * 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 * 883 *
622 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 884 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
623 * are mutually exclusive. The behaviour for passing more than one 885 * are mutually exclusive. The behaviour for passing more than one
624 * should be considered undefined - while you may notice what happens 886 * should be considered undefined - while you may notice what happens
625 * right now if you pass more than one, that could very well change 887 * right now if you pass more than one, that could very well change
628#define INS_NO_MERGE 0x0001 890#define INS_NO_MERGE 0x0001
629#define INS_ABOVE_FLOOR_ONLY 0x0002 891#define INS_ABOVE_FLOOR_ONLY 0x0002
630#define INS_NO_WALK_ON 0x0004 892#define INS_NO_WALK_ON 0x0004
631#define INS_ON_TOP 0x0008 893#define INS_ON_TOP 0x0008
632#define INS_BELOW_ORIGINATOR 0x0010 894#define INS_BELOW_ORIGINATOR 0x0010
633#define INS_MAP_LOAD 0x0020
634 895
635#define ARCH_DEPLETION "depletion" 896//-GPL
636 897
637#endif 898#endif
638 899

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