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Comparing deliantra/server/include/object.h (file contents):
Revision 1.174 by root, Sun May 4 15:22:14 2008 UTC vs.
Revision 1.218 by root, Mon Nov 9 03:08:24 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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
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,
84{ 87{
85 key_value *next; 88 key_value *next;
86 shstr key, value; 89 shstr key, value;
87}; 90};
88 91
92//-GPL
93
89struct UUID 94struct UUID
90{ 95{
91 uint64 seq; 96 uint64 seq;
97
98 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 99
93 static UUID cur; // last uuid generated 100 static UUID cur; // last uuid generated
94 static void init (); 101 static void init ();
95 static UUID gen (); 102 static UUID gen ();
96 103
97 UUID () { } 104 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 106 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 107 void operator =(uint64 seq) { this->seq = seq; }
101 108
102 typedef char BUF [32];
103
104 bool parse (const char *s) 109 bool parse (const char *s);
105 { 110 char *append (char *buf) const;
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const 111 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 112};
113
114//+GPL
123 115
124/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * 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
126 * 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
127 * can_apply and will_apply? 119 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
134 126
135struct body_slot 127struct body_slot
136{ 128{
129 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 130 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 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;
140 145
141INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
142// these are being copied 147// these are being copied
143struct object_copy : attachable 148struct object_copy : attachable
144{ 149{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 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 */
148 151
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 153 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 162 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 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 */
161 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 */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */ 172// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 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 */
169 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 */
170 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 */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 176 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 180 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 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 */
177 182
178 float ACC (RW, speed); /* The overall speed of this object */ 183 float ACC (RW, speed); /* The overall speed of this object */
179 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
180 uint32 ACC (RW, nrof); /* How many of the objects */ 186 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */ 187 /* This next big block is basically used for monsters and equipment */
183 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 */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 189 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
190
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 191 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 192 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 193 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 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
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 196 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 197 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 198 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 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
194 /* Note that the last_.. values are sometimes used for non obvious 201 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 202 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 203 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 204 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 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 */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 206 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 207 sint16 ACC (RW, last_eat); /* How long since we last ate */
208
201 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 */
202 sint16 ACC (RW, level); /* Level of creature or object */ 210 sint16 ACC (RW, level); /* Level of creature or object */
211
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 212 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
205 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) */
206 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
207 sint32 ACC (RW, weight); /* Attributes of the object */ 224 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 225 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
226
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 227 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
228
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 229 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */ 230 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 231 /* See the pod/objects.pod for more info about body locations */
219 232
220 /* Following mostly refers to fields only used for monsters */ 233 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222
223 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
228 /* races/classes can need less/more exp to gain levels */
229 234
230 /* Spell related information, may be useful elsewhere 235 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 236 * Note that other fields are used - these files are basically
232 * only used in spells. 237 * only used in spells.
233 */ 238 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 239 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 240 uint8 ACC (RW, casting_time); /* time left before spell goes off */
236
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
242
239 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 */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 244 sint8 ACC (RW, range); /* Range of the spell */
242 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. */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 249 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 250 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 251 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
252
247 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 */
248 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 */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 255 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 256
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
251 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 */
252
253 char *ACC (RW, spellarg);
254 263
255 /* Following are values used by any object */ 264 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 265 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 266 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 267
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 268 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 269 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 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 */
268}; 289};
269 290
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
270struct object : zero_initialised, object_copy 296struct object : zero_initialised, object_copy
271{ 297{
272 // These variables are not changed by ->copy_to 298 // These variables are not changed by ->copy_to
273 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 */
274 300
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 301 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count); 302 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects 303 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives 304 object_vector_index ACC (RO, active); // index into actives
283 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 */
284 /* Note: stacked in the *same* environment */ 310 /* Note: stacked in the *same* environment */
285 object *inv; /* Pointer to the first object in the inventory */ 311 object *inv; /* Pointer to the first object in the inventory */
286 312
287 //TODO: container must move into client 313 //TODO: container must move into client
288 object_ptr ACC (RW, container); /* Current container being used. I think this 314 object_ptr ACC (RW, container);/* Currently opened container. I think this
289 * is only used by the player right now. 315 * is only used by the player right now.
290 */ 316 */
291 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.
292 * This is typically the container that the object is in. 318 * This is typically the container that the object is in.
293 */ 319 */
294 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 */
295 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
296 client_container *seen_by; // seen by which player/container currently?
297 key_value *key_values; /* Fields not explictly known by the loader. */ 322 key_value *key_values; /* Fields not explictly known by the loader. */
298 323
299 // privates / perl 324 // privates / perl
300 const shstr &kv_get (const shstr &key) const; 325 shstr_tmp kv_get (shstr_tmp key) const;
301 void kv_del (const shstr &key); 326 void kv_del (shstr_tmp key);
302 void kv_set (const shstr &key, const shstr &value); 327 void kv_set (shstr_tmp key, shstr_tmp value);
328
329//-GPL
303 330
304 // custom extra fields management 331 // custom extra fields management
305 struct key_value_access_proxy 332 struct key_value_access_proxy
306 { 333 {
307 object &ob; 334 object &ob;
308 shstr key; 335 shstr_tmp key;
309 336
310 key_value_access_proxy (object &ob, const shstr &key) 337 key_value_access_proxy (object &ob, shstr_tmp key)
311 : ob (ob), key (key) 338 : ob (ob), key (key)
312 { 339 {
313 } 340 }
314 341
315 const key_value_access_proxy &operator =(const shstr &value) const 342 const key_value_access_proxy &operator =(shstr_tmp value) const
316 { 343 {
317 ob.kv_set (key, value); 344 ob.kv_set (key, value);
318 return *this; 345 return *this;
319 } 346 }
320 347
321 operator const shstr &() const { return ob.kv_get (key); } 348 operator const shstr_tmp () const { return ob.kv_get (key); }
322 operator const char *() const { return ob.kv_get (key); } 349 operator const char *() const { return ob.kv_get (key); }
323 350
324 private: 351 private:
325 void operator =(int); 352 void operator =(int);
326 }; 353 };
327 354
328 // operator [] is too annoying to use 355 // operator [] is too annoying to use
329 const key_value_access_proxy kv (const shstr &key) 356 const key_value_access_proxy kv (shstr_tmp key)
330 { 357 {
331 return key_value_access_proxy (*this, key); 358 return key_value_access_proxy (*this, key);
332 } 359 }
333 360
334 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
342 MTH void copy_to (object *dst); 369 MTH void copy_to (object *dst);
343 MTH object *clone (); // create + copy_to a single object 370 MTH object *clone (); // create + copy_to a single object
344 MTH object *deep_clone (); // copy whole more chain and inventory 371 MTH object *deep_clone (); // copy whole more chain and inventory
345 void do_destroy (); 372 void do_destroy ();
346 void gather_callbacks (AV *&callbacks, event_type event) const; 373 void gather_callbacks (AV *&callbacks, event_type event) const;
347 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 }
348 380
349 // 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
350 MTH void destroy_inv (bool drop_to_ground = false); 382 MTH void destroy_inv (bool drop_to_ground = false);
351 MTH object *insert (object *item); // insert into inventory 383 MTH object *insert (object *item); // insert into inventory
352 MTH void play_sound (faceidx sound); 384 MTH void play_sound (faceidx sound) const;
385 MTH void say_msg (const char *msg) const;
353 386
354 void do_remove (); 387 void do_remove ();
355 MTH void remove () 388 MTH void remove ()
356 { 389 {
357 if (!flag [FLAG_REMOVED]) 390 if (!flag [FLAG_REMOVED])
365 remove (); 398 remove ();
366 *this = pos; 399 *this = pos;
367 insert_at (this, this); 400 insert_at (this, this);
368 } 401 }
369 402
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);
409 }
410
370 static bool can_merge_slow (object *op1, object *op2); 411 static bool can_merge_slow (object *op1, object *op2);
371 412
372 // this is often used in time-critical code, so optimise 413 // this is often used in time-critical code, so optimise
373 MTH static bool can_merge (object *op1, object *op2) 414 MTH static bool can_merge (object *op1, object *op2)
374 { 415 {
377 && can_merge_slow (op1, op2); 418 && can_merge_slow (op1, op2);
378 } 419 }
379 420
380 MTH void set_owner (object *owner); 421 MTH void set_owner (object *owner);
381 MTH void set_speed (float speed); 422 MTH void set_speed (float speed);
423 MTH void set_glow_radius (sint8 rad);
382 MTH bool change_weapon (object *ob); 424 MTH bool change_weapon (object *ob);
383 MTH bool change_skill (object *ob); 425 MTH bool change_skill (object *ob);
384 426
385 MTH void open_container (object *new_container); 427 MTH void open_container (object *new_container);
386 MTH void close_container () 428 MTH void close_container ()
387 { 429 {
388 open_container (0); 430 open_container (0);
389 } 431 }
390 432
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
391 MTH object *force_find (const shstr name); 447 MTH object *force_find (shstr_tmp name);
448 MTH void force_set_timer (int duration);
392 MTH void force_add (const shstr name, int duration = 0); 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 ();
393 454
394 // 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
395 bool should_invoke (event_type event) 456 bool should_invoke (event_type event)
396 { 457 {
397 return ev_want_event [event] || ev_want_type [type] || cb; 458 return ev_want_event [event] || ev_want_type [type] || cb;
433 const materialtype_t *dominant_material () const; 494 const materialtype_t *dominant_material () const;
434 495
435 // return the volume of this object in cm³ 496 // return the volume of this object in cm³
436 MTH uint64 volume () const 497 MTH uint64 volume () const
437 { 498 {
438 return total_weight () 499 return (uint64)total_weight ()
439 * 1000 500 * 1000
440 * (type == CONTAINER ? 1000 : 1) 501 * (type == CONTAINER ? 1000 : 1)
441 / dominant_material ()->density; 502 / dominant_material ()->density;
442 } 503 }
443 504
505 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
506
507 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
444 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; }
445 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
446 || type == CLOAK || type == BOOTS || type == GLOVES 510 || type == CLOAK || type == BOOTS || type == GLOVES
447 || type == BRACERS || type == GIRDLE; } 511 || type == BRACERS || type == GIRDLE; }
448 MTH bool is_alive () const { return (type == PLAYER 512 MTH bool is_alive () const { return (type == PLAYER
452 MTH bool is_arrow () const { return type == ARROW 516 MTH bool is_arrow () const { return type == ARROW
453 || (type == SPELL_EFFECT 517 || (type == SPELL_EFFECT
454 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 518 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
455 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; }
456 520
457 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; }
458 522
459 // temporary: wether the object can be saved in a map file 523 // temporary: wether the object can be saved in a map file
460 // contr => is a player 524 // contr => is a player
461 // head => only save head of a multitile object 525 // head => only save head of a multitile object
462 // owner => can not reference owner yet 526 // owner => can not reference owner yet
465 /* This return true if object has still randomitems which 529 /* This return true if object has still randomitems which
466 * could be expanded. 530 * could be expanded.
467 */ 531 */
468 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]; }
469 533
534 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
535
536 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
537
470 // returns the outermost owner, never returns 0 538 // returns the outermost owner, never returns 0
471 MTH object *outer_owner () 539 MTH object *outer_owner ()
472 { 540 {
541 object *op;
542
473 for (object *op = this; ; op = op->owner) 543 for (op = this; op->owner; op = op->owner)
474 if (!op->owner) 544 ;
545
475 return op; 546 return op;
476 } 547 }
477 548
478 // returns the outermost environment, never returns 0 549 // 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
479 MTH object *outer_env () 561 MTH object *outer_env () const
480 { 562 {
481 for (object *op = this; ; op = op->env) 563 return env ? outer_env_or_self () : 0;
482 if (!op->env)
483 return op;
484 } 564 }
485 565
486 // 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
487 // we assume the player is always the outer env 567 // we assume the player is always the outer env
488 MTH object *in_player () 568 MTH object *in_player () const
489 { 569 {
490 object *op = outer_env (); 570 object *op = outer_env_or_self ();
491 571
492 return op->type == PLAYER ? op : 0; 572 return op->type == PLAYER ? op : 0;
493 } 573 }
494 574
495 // "temporary" helper function 575 // "temporary" helper function
496 MTH object *head_ () 576 MTH object *head_ () const
497 { 577 {
498 return head ? head : this; 578 return head ? head : const_cast<object *>(this);
499 } 579 }
500 580
501 MTH bool is_head () 581 MTH bool is_head () const
502 { 582 {
503 return head_ () == this; 583 return head_ () == this;
504 } 584 }
505 585
506 MTH bool is_on_map () const 586 MTH bool is_on_map () const
507 { 587 {
508 return !env && !flag [FLAG_REMOVED]; 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;
509 } 609 }
510 610
511 // returns the player that cna see this object, if any 611 // returns the player that cna see this object, if any
512 MTH object *visible_to () const; 612 MTH object *visible_to () const;
513 613
514 MTH std::string long_desc (object *who = 0); 614 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
515 MTH std::string describe_monster (object *who = 0); 615 MTH std::string describe_monster (object *who = 0);
516 MTH std::string describe_item (object *who = 0); 616 MTH std::string describe_item (object *who = 0);
517 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); }
518 623
519 // If this object has no extra parts but should have them, 624 // If this object has no extra parts but should have them,
520 // add them, effectively expanding heads into multipart 625 // add them, effectively expanding heads into multipart
521 // objects. This method only works on objects not inserted 626 // objects. This method only works on objects not inserted
522 // anywhere. 627 // anywhere.
525 MTH void create_treasure (treasurelist *tl, int flags = 0); 630 MTH void create_treasure (treasurelist *tl, int flags = 0);
526 631
527 // insert object at same map position as 'where' 632 // insert object at same map position as 'where'
528 // handles both inventory and map "positions" 633 // handles both inventory and map "positions"
529 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);
530 MTH void drop_unpaid_items (); 637 MTH void drop_unpaid_items ();
531 638
532 MTH void activate (); 639 MTH void activate ();
533 MTH void deactivate (); 640 MTH void deactivate ();
534 MTH void activate_recursive (); 641 MTH void activate_recursive ();
606 const char *query_inventory (object *who = 0, const char *indent = ""); 713 const char *query_inventory (object *who = 0, const char *indent = "");
607 714
608 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 715 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
609 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 716 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
610 717
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 ();
737
611protected: 738protected:
612 void link (); 739 void link ();
613 void unlink (); 740 void unlink ();
614 741
615 object (); 742 object ();
620 object (const object &); 747 object (const object &);
621}; 748};
622 749
623// 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
624// searches for it. 751// searches for it.
625static object * 752static inline object *
626splay (object *ob) 753splay (object *ob)
627{ 754{
628 if (ob->env && ob->env->inv != ob) 755 if (ob->above && ob->env)
629 { 756 {
630 if (ob->above) ob->above->below = ob->below; 757 if (ob->above) ob->above->below = ob->below;
631 if (ob->below) ob->below->above = ob->above; 758 if (ob->below) ob->below->above = ob->above;
632 759
633 ob->above = 0; 760 ob->above = 0;
637 } 764 }
638 765
639 return ob; 766 return ob;
640} 767}
641 768
642typedef struct oblnk 769//+GPL
643{ /* Used to link together several objects */
644 object_ptr ob;
645 struct oblnk *next;
646} objectlink;
647 770
648typedef struct oblinkpt
649{ /* Used to link together several object links */
650 struct oblnk *link;
651 sint32 value; /* Used as connected value in buttons/gates */
652 struct oblinkpt *next;
653} oblinkpt;
654
655object *find_skill_by_name (object *who, const char *name); 771object *find_skill_by_name_fuzzy (object *who, const char *name);
656object *find_skill_by_name (object *who, const shstr &sh); 772object *find_skill_by_name (object *who, shstr_cmp sh);
657object *find_skill_by_number (object *who, int skillno); 773object *find_skill_by_number (object *who, int skillno);
658 774
659/* 775/*
660 * 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
661 * objects which point to archetypes. 777 * objects which point to archetypes.
663 * 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
664 * object and pointers. This structure should get removed, and just replaced 780 * object and pointers. This structure should get removed, and just replaced
665 * by the object structure 781 * by the object structure
666 */ 782 */
667 783
784//-GPL
785
668INTERFACE_CLASS (archetype) 786INTERFACE_CLASS (archetype)
669struct archetype : object 787struct archetype : object
670{ 788{
671 static arch_ptr empty; // the empty_archetype 789 static arch_ptr empty; // the empty_archetype
672 MTH static void gc (); 790 MTH static void gc ();
678 MTH static archetype *find (const_utf8_string name); 796 MTH static archetype *find (const_utf8_string name);
679 797
680 MTH void link (); 798 MTH void link ();
681 MTH void unlink (); 799 MTH void unlink ();
682 800
683 MTH static object *get (const char *name); // find()->instance() 801 MTH static object *get (const char *name); // (find() || singularity)->instance()
684 MTH object *instance (); 802 MTH object *instance ();
803
804 MTH void post_load_check (); // do some adjustments after parsing
685 805
686 object_vector_index ACC (RW, archid); // index in archvector 806 object_vector_index ACC (RW, archid); // index in archvector
687 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 807 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
688 808
689 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...) */
693 static archetype *read (object_thawer &f); 813 static archetype *read (object_thawer &f);
694 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 814 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
695 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 815 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
696}; 816};
697 817
818// compatbiility, remove once replaced by ->instance
819inline object *
820arch_to_object (archetype *at)
821{
822 return at->instance ();
823}
824
698inline void 825inline void
699object_freezer::put (keyword k, archetype *v) 826object_freezer::put (keyword k, archetype *v)
700{ 827{
701 put (k, v ? &v->archname : (const char *)0); 828 put (k, v ? &v->archname : (const char *)0);
702} 829}
707 834
708extern objectvec objects; 835extern objectvec objects;
709extern activevec actives; 836extern activevec actives;
710extern archvec archetypes; 837extern archvec archetypes;
711 838
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
712#define for_all_objects(var) \ 844#define for_all_objects(var) \
713 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 845 for (unsigned _i = 0; _i < objects.size (); ++_i) \
714 statementvar (object *, var, objects [_i]) 846 statementvar (object *, var, objects [_i])
715 847
716#define for_all_actives(var) \ 848#define for_all_actives(var) \
717 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 849 for (unsigned _i = 0; _i < actives.size (); ++_i) \
718 statementvar (object *, var, actives [_i]) 850 statementvar (object *, var, actives [_i])
719 851
720#define for_all_archetypes(var) \ 852#define for_all_archetypes(var) \
721 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 853 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
722 statementvar (archetype *, var, archetypes [_i]) 854 statementvar (archetype *, var, archetypes [_i])
855
856//+GPL
723 857
724/* 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
725 * being added or removed. 859 * being added or removed.
726 */ 860 */
727#define UP_OBJ_INSERT 1 861#define UP_OBJ_INSERT 1
757#define INS_ABOVE_FLOOR_ONLY 0x0002 891#define INS_ABOVE_FLOOR_ONLY 0x0002
758#define INS_NO_WALK_ON 0x0004 892#define INS_NO_WALK_ON 0x0004
759#define INS_ON_TOP 0x0008 893#define INS_ON_TOP 0x0008
760#define INS_BELOW_ORIGINATOR 0x0010 894#define INS_BELOW_ORIGINATOR 0x0010
761 895
762#define ARCH_DEPLETION "depletion" 896//-GPL
763 897
764#endif 898#endif
765 899

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