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Comparing deliantra/server/include/object.h (file contents):
Revision 1.154 by root, Wed Apr 9 14:36:47 2008 UTC vs.
Revision 1.223 by root, Sun Nov 29 17:41:07 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 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,
74 * 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
75 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
76 * 79 *
77 * key and value are shared-strings. 80 * key and value are shared-strings.
78 * 81 *
79 * 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
80 * accessing the list directly. 83 * accessing the list directly.
81 * 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.
82 */ 85 */
83struct key_value 86struct key_value : slice_allocated
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
99
100 static UUID cur; // last uuid generated
101 static void init ();
102 static UUID gen ();
92 103
93 UUID () { } 104 UUID () { }
94 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
95 operator uint64() { return seq; } 106 operator uint64() { return seq; }
96 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;
97}; 112};
98 113
99extern void init_uuid (); 114//+GPL
100extern UUID gen_uuid ();
101extern const uint64 UUID_SKIP;
102 115
103/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
104 * 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
105 * 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
106 * can_apply and will_apply? 119 * can_apply and will_apply?
111#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
112#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
113 126
114struct body_slot 127struct body_slot
115{ 128{
129 signed char used:4; /* Calculated value based on items equipped */
116 signed char info:4; /* body info as loaded from the file */ 130 signed char info:4; /* body info as loaded from the file */
117 signed char used:4; /* Calculated value based on items equipped */
118}; 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;
119 145
120INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
121// these are being copied 147// these are being copied
122struct object_copy : attachable 148struct object_copy : attachable
123{ 149{
124 typedef bitset<NUM_FLAGS> flags_t;
125
126 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 */
127 151
128 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
129 uint8 ACC (RW, subtype); /* subtype of object */ 153 uint8 ACC (RW, subtype); /* subtype of object */
130 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
134 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
135 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
136 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
137 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
138 /* If this is an exit, this is the filename */ 162 /* If this is an exit, this is the filename */
139 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 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
140 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 */
141 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
142 shstr ACC (RW, lore); /* Obscure information about this object, */
143 /* To get put into books and the like. */
144 shstr ACC (RW, materialname); /* specific material name */
145 shstr ACC (RW, custom_name); /* Custom name assigned by player */
146// materialtype_t *ACC (RW, material); /* What material this object consists of */
147 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 172 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
148 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 173 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
149 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 174 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
150 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
151 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 176 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
154 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
155 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 180 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
156 181
157 float ACC (RW, speed); /* The overall speed of this object */ 182 float ACC (RW, speed); /* The overall speed of this object */
158 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
159 uint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
160
161 /* This next big block are basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
162 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 187 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163
164 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 193 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
194
169 uint16 ACC (RW, materials); /* What materials this object consists of */ 195 uint16 ACC (RW, materials); /* What materials this object consists of */
170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 198 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
199
173 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
174 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
175 */ 202 */
176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
177 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 204 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
178 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
179 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 208 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
181 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
210
182 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
183 sint8 ACC (RW, item_power); /* power rating of the object */
184 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 212 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 213 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
214 uint8 ACC (RW, weapontype); /* type of weapon */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
218 faceidx ACC (RW, face); /* the graphical face */
219
220 faceidx ACC (RW, sound); /* the sound face */
221 faceidx ACC (RW, sound_destroy); /* played on destroy */
222
186 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
188 sint32 ACC (RW, carrying); /* How much weight this object contains */ 226 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
227
189 sint64 ACC (RW, perm_exp); /* Permanent exp */ 228 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 body_slot slot [NUM_BODY_LOCATIONS];
193 faceidx ACC (RW, face); /* the graphical face */
194 faceidx ACC (RW, sound); /* the sound face */
195 faceidx ACC (RW, sound_destroy); /* played on destroy */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
198 231
199 /* Following mostly refers to fields only used for monsters */ 232 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
201
202 /* allows different movement patterns for attackers */
203 sint32 ACC (RW, move_status); /* What stage in attack mode */
204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
207 /* races/classes can need less/more exp to gain levels */
208 233
209 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
210 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
211 * only used in spells. 236 * only used in spells.
212 */ 237 */
213 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
214 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
215
216 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
220 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245 sint8 ACC (RW, item_power); /* power rating of the object */
246
247 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
222 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
223 MoveType ACC (RW, move_block);/* What movement types this blocks */ 249 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 252 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 253 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
228 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229 255
256 // 8 free bits
257
258 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
259 // /* races/classes can need less/more exp to gain levels */
260 static const float expmul = 1.0;//D
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 261 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231
232 char *ACC (RW, spellarg);
233 262
234 /* Following are values used by any object */ 263 /* Following are values used by any object */
235 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
236 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
237 flags_t flag; /* various flags */ 266
238#if FOR_PERL
239 bool ACC (RW, flag[NUM_FLAGS]);
240#endif
241 uint16 ACC (RW, animation_id);/* An index into the animation array */
242 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
243 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
244 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
245 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
246 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
271 uint16 ACC (RW, animation_id);/* An index into the animation array */
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273
274 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
275 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
276 /* allows different movement patterns for attackers */
277 uint8 ACC (RW, move_status); /* What stage in attack mode */
278 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
279
280 //16+ free bits
281
282 // rarely-accessed members should be at the end
283 shstr ACC (RW, tag); // a tag used to tracking this object
284 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
285 shstr ACC (RW, lore); /* Obscure information about this object, */
286 /* To get put into books and the like. */
287 shstr ACC (RW, custom_name); /* Custom name assigned by player */
247}; 288};
248 289
290const char *query_weight (const object *op);
291const char *query_short_name (const object *op);
292const char *query_name (const object *op);
293const char *query_base_name (const object *op, int plural);
294
249struct object : zero_initialised, object_copy 295struct object : zero_initialised, object_copy
250{ 296{
251 // These variables are not changed by ->copy_to 297 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 298 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
253 299
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 300 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 301 int ACC (RO, count);
256 object_vector_index ACC (RO, index); // index into objects 302 object_vector_index ACC (RO, index); // index into objects
257 object_vector_index ACC (RO, active); // index into actives 303 object_vector_index ACC (RO, active); // index into actives
262 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 308 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */ 309 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 310 object *inv; /* Pointer to the first object in the inventory */
265 311
266 //TODO: container must move into client 312 //TODO: container must move into client
267 object_ptr ACC (RW, container); /* Current container being used. I think this 313 object_ptr ACC (RW, container);/* Currently opened container. I think this
268 * is only used by the player right now. 314 * is only used by the player right now.
269 */ 315 */
270 object *ACC (RW, env); /* Pointer to the object which is the environment. 316 object *ACC (RW, env); /* Pointer to the object which is the environment.
271 * This is typically the container that the object is in. 317 * This is typically the container that the object is in.
272 */ 318 */
273 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 319 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 320 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
275 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */ 321 key_value *key_values; /* Fields not explictly known by the loader. */
322
323 // privates / perl
324 shstr_tmp kv_get (shstr_tmp key) const;
325 void kv_del (shstr_tmp key);
326 void kv_set (shstr_tmp key, shstr_tmp value);
327
328//-GPL
329
330 // custom extra fields management
331 struct key_value_access_proxy
332 {
333 object &ob;
334 shstr_tmp key;
335
336 key_value_access_proxy (object &ob, shstr_tmp key)
337 : ob (ob), key (key)
338 {
339 }
340
341 const key_value_access_proxy &operator =(shstr_tmp value) const
342 {
343 ob.kv_set (key, value);
344 return *this;
345 }
346
347 operator const shstr_tmp () const { return ob.kv_get (key); }
348 operator const char *() const { return ob.kv_get (key); }
349
350 private:
351 void operator =(int);
352 };
353
354 // operator [] is too annoying to use
355 const key_value_access_proxy kv (shstr_tmp key)
356 {
357 return key_value_access_proxy (*this, key);
358 }
277 359
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 360 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 MTH void post_load_check (); // do some adjustments after parsing 361 MTH void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 362 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f); 363 bool write (object_freezer &f);
282 364
283 MTH int slottype () const; 365 MTH int slottype () const;
284 MTH static object *create (); 366 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos); 367 const mapxy &operator =(const mapxy &pos);
286 object &operator =(const object &src);
287 MTH void copy_to (object *dst); 368 MTH void copy_to (object *dst);
288 MTH object *clone (); // create + copy_to 369 MTH object *clone (); // create + copy_to a single object
370 MTH object *deep_clone (); // copy whole more chain and inventory
289 void do_destroy (); 371 void do_destroy ();
290 void gather_callbacks (AV *&callbacks, event_type event) const; 372 void gather_callbacks (AV *&callbacks, event_type event) const;
291 MTH void destroy (bool destroy_inventory = false); 373 MTH void destroy ();
374 MTH void drop_and_destroy ()
375 {
376 destroy_inv (true);
377 destroy ();
378 }
292 379
293 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
294 MTH void destroy_inv (bool drop_to_ground = false); 381 MTH void destroy_inv (bool drop_to_ground = false);
295 MTH object *insert (object *item); // insert into inventory 382 MTH object *insert (object *item); // insert into inventory
296 MTH void play_sound (faceidx sound) const; 383 MTH void play_sound (faceidx sound) const;
384 MTH void say_msg (const char *msg) const;
297 385
298 void do_remove (); 386 void do_remove ();
299 MTH void remove () 387 MTH void remove ()
300 { 388 {
301 if (!flag [FLAG_REMOVED]) 389 if (!flag [FLAG_REMOVED])
309 remove (); 397 remove ();
310 *this = pos; 398 *this = pos;
311 insert_at (this, this); 399 insert_at (this, this);
312 } 400 }
313 401
402 // high-level move functions, return true if successful
403 int move (int dir, object *originator);
404
405 int move (int dir)
406 {
407 return move (dir, this);
408 }
409
314 static bool can_merge_slow (object *op1, object *op2); 410 static bool can_merge_slow (object *op1, object *op2);
315 411
316 // this is often used in time-critical code, so optimise 412 // this is often used in time-critical code, so optimise
317 MTH static bool can_merge (object *op1, object *op2) 413 MTH static bool can_merge (object *op1, object *op2)
318 { 414 {
321 && can_merge_slow (op1, op2); 417 && can_merge_slow (op1, op2);
322 } 418 }
323 419
324 MTH void set_owner (object *owner); 420 MTH void set_owner (object *owner);
325 MTH void set_speed (float speed); 421 MTH void set_speed (float speed);
422 MTH void set_glow_radius (sint8 rad);
326 MTH bool change_weapon (object *ob); 423 MTH bool change_weapon (object *ob);
327 MTH bool change_skill (object *ob); 424 MTH bool change_skill (object *ob);
328 425
329 MTH void open_container (object *new_container); 426 MTH void open_container (object *new_container);
330 MTH void close_container () 427 MTH void close_container ()
331 { 428 {
332 open_container (0); 429 open_container (0);
333 } 430 }
334 431
432 // potential future accessor for "container"
433 MTH object *container_ () const
434 {
435 return container;
436 }
437
438 MTH bool is_open_container () const
439 {
440 // strangely enough, using ?: here causes code to inflate
441 return type == CONTAINER
442 && ((env && env->container_ () == this)
443 || (!env && flag [FLAG_APPLIED]));
444 }
445
335 MTH object *force_find (const shstr name); 446 MTH object *force_find (shstr_tmp name);
447 MTH void force_set_timer (int duration);
336 MTH void force_add (const shstr name, int duration = 0); 448 MTH object *force_add (shstr_tmp name, int duration = 0);
449
450 oblinkpt *find_link () const;
451 MTH void add_link (maptile *map, shstr_tmp id);
452 MTH void remove_link ();
337 453
338 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 454 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
339 bool should_invoke (event_type event) 455 bool should_invoke (event_type event)
340 { 456 {
341 return ev_want_event [event] || ev_want_type [type] || cb; 457 return ev_want_event [event] || ev_want_type [type] || cb;
356 // info must hold 256 * 3 bytes currently 472 // info must hold 256 * 3 bytes currently
357 const char *debug_desc (char *info) const; 473 const char *debug_desc (char *info) const;
358 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 474 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
359 const char *flag_desc (char *desc, int len) const; 475 const char *flag_desc (char *desc, int len) const;
360 476
477 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
478 MTH object *split (sint32 nr = 1); // return 0 on failure
479
361 int number_of () const 480 MTH int number_of () const
362 { 481 {
363 return nrof ? nrof : 1; 482 return nrof ? nrof : 1;
364 } 483 }
365 484
366 uint64 total_weight () const 485 MTH sint32 total_weight () const
367 { 486 {
368 return weight * number_of (); 487 return (weight + carrying) * number_of ();
369 } 488 }
489
490 MTH void update_weight ();
370 491
371 // return the dominant material of this item, always return something 492 // return the dominant material of this item, always return something
372 const materialtype_t *dominant_material () const; 493 const materialtype_t *dominant_material () const
494 {
495 return material;
496 }
373 497
374 // return the volume of this object in cm³ 498 // return the volume of this object in cm³
375 uint64 volume () const 499 MTH uint64 volume () const
376 { 500 {
377 return total_weight () 501 return (uint64)total_weight ()
378 * 1000 502 * 1024 // 1000 actually
379 * (type == CONTAINER ? 1000 : 1) 503 * (type == CONTAINER ? 128 : 1)
380 / dominant_material ()->density; 504 / dominant_material ()->density; // ugh, division
381 } 505 }
382 506
507 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
508
509 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
383 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 510 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
384 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 511 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
385 || type == CLOAK || type == BOOTS || type == GLOVES 512 || type == CLOAK || type == BOOTS || type == GLOVES
386 || type == BRACERS || type == GIRDLE; } 513 || type == BRACERS || type == GIRDLE; }
387 MTH bool is_alive () const { return (type == PLAYER 514 MTH bool is_alive () const { return (type == PLAYER
391 MTH bool is_arrow () const { return type == ARROW 518 MTH bool is_arrow () const { return type == ARROW
392 || (type == SPELL_EFFECT 519 || (type == SPELL_EFFECT
393 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 520 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
394 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 521 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
395 522
396 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 523 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
397 524
398 // temporary: wether the object can be saved in a map file 525 // temporary: wether the object can be saved in a map file
399 // contr => is a player 526 // contr => is a player
400 // head => only save head of a multitile object 527 // head => only save head of a multitile object
401 // owner => can not reference owner yet 528 // owner => can not reference owner yet
404 /* This return true if object has still randomitems which 531 /* This return true if object has still randomitems which
405 * could be expanded. 532 * could be expanded.
406 */ 533 */
407 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 534 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
408 535
536 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
537
538 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
539
540 // returns the outermost owner, never returns 0
541 MTH object *outer_owner ()
542 {
543 object *op;
544
545 for (op = this; op->owner; op = op->owner)
546 ;
547
548 return op;
549 }
550
551 // returns the outermost environment, never returns 0
552 MTH object *outer_env_or_self () const
553 {
554 const object *op;
555
556 for (op = this; op->env; op = op->env)
557 ;
558
559 return const_cast<object *>(op);
560 }
561
562 // returns the outermost environment, may return 0
563 MTH object *outer_env () const
564 {
565 return env ? outer_env_or_self () : 0;
566 }
567
409 // returns the player that has this object in his inventory, or 0 568 // returns the player that has this object in his inventory, or 0
569 // we assume the player is always the outer env
410 MTH object *in_player () const 570 MTH object *in_player () const
411 { 571 {
412 for (object *op = env; op; op = op->env) 572 object *op = outer_env_or_self ();
413 if (op->type == PLAYER)
414 return op;
415 573
416 return 0; 574 return op->type == PLAYER ? op : 0;
417 } 575 }
418 576
419 // "temporary" helper function 577 // "temporary" helper function
420 MTH object *head_ () 578 MTH object *head_ () const
421 { 579 {
422 return head ? head : this; 580 return head ? head : const_cast<object *>(this);
423 } 581 }
424 582
425 MTH bool is_head () 583 MTH bool is_head () const
426 { 584 {
427 return head_ () == this; 585 return head_ () == this;
428 } 586 }
429 587
588 MTH bool is_on_map () const
589 {
590 return !env && !flag [FLAG_REMOVED];
591 }
592
593 MTH bool is_inserted () const
594 {
595 return !flag [FLAG_REMOVED];
596 }
597
598 MTH bool is_player () const
599 {
600 return !!contr;
601 }
602
603 MTH bool affects_los () const
604 {
605 return glow_radius || flag [FLAG_BLOCKSVIEW];
606 }
607
608 MTH bool has_carried_lights () const
609 {
610 return glow_radius;
611 }
612
613 // returns the player that cna see this object, if any
614 MTH object *visible_to () const;
615
430 MTH std::string long_desc (object *who = 0); 616 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
431 MTH std::string describe_monster (object *who = 0); 617 MTH std::string describe_monster (object *who = 0);
432 MTH std::string describe_item (object *who = 0); 618 MTH std::string describe_item (object *who = 0);
433 MTH std::string describe (object *who = 0); 619 MTH std::string describe (object *who = 0); // long description, without name
620
621 MTH const char *query_weight () { return ::query_weight (this); }
622 MTH const char *query_name () { return ::query_name (this); }
623 MTH const char *query_short_name () { return ::query_short_name (this); }
624 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
434 625
435 // If this object has no extra parts but should have them, 626 // If this object has no extra parts but should have them,
436 // add them, effectively expanding heads into multipart 627 // add them, effectively expanding heads into multipart
437 // objects. This method only works on objects not inserted 628 // objects. This method only works on objects not inserted
438 // anywhere. 629 // anywhere.
441 MTH void create_treasure (treasurelist *tl, int flags = 0); 632 MTH void create_treasure (treasurelist *tl, int flags = 0);
442 633
443 // insert object at same map position as 'where' 634 // insert object at same map position as 'where'
444 // handles both inventory and map "positions" 635 // handles both inventory and map "positions"
445 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 636 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
637 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
638 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
446 MTH void drop_unpaid_items (); 639 MTH void drop_unpaid_items ();
447 640
448 MTH void activate (); 641 MTH void activate ();
449 MTH void deactivate (); 642 MTH void deactivate ();
450 MTH void activate_recursive (); 643 MTH void activate_recursive ();
451 MTH void deactivate_recursive (); 644 MTH void deactivate_recursive ();
452 645
453 // set the givne flag on all objects in the inventory recursively 646 // set the given flag on all objects in the inventory recursively
454 MTH void set_flag_inv (int flag, int value = 1); 647 MTH void set_flag_inv (int flag, int value = 1);
455 648
456 void enter_exit (object *exit);//Perl 649 void enter_exit (object *exit);//Perl
457 MTH void enter_map (maptile *newmap, int x, int y); 650 MTH void enter_map (maptile *newmap, int x, int y);
651 void player_goto (const char *path, int x, int y); // only for players
458 652
459 // returns the mapspace this object is in 653 // returns the mapspace this object is in
460 mapspace &ms () const; 654 mapspace &ms () const;
461 655
462 // fully recursive iterator 656 // fully recursive iterator
498 { 692 {
499 return this; 693 return this;
500 } 694 }
501 695
502 /* This returns TRUE if the object is something that 696 /* This returns TRUE if the object is something that
503 * should be displayed in the floorbox/inventory window 697 * a client might want to know about.
504 */ 698 */
505 MTH bool client_visible () const 699 MTH bool client_visible () const
506 { 700 {
507 return !invisible && type != PLAYER; 701 return !invisible && type != PLAYER;
508 } 702 }
509 703
704 // the client does nrof * this weight
705 MTH sint32 client_weight () const
706 {
707 return weight + carrying;
708 }
709
510 MTH struct region *region () const; 710 MTH struct region *region () const;
511 711
512 void statusmsg (const char *msg, int color = NDI_BLACK); 712 void statusmsg (const char *msg, int color = NDI_BLACK);
513 void failmsg (const char *msg, int color = NDI_RED); 713 void failmsg (const char *msg, int color = NDI_RED);
514 714
515 const char *query_inventory (object *who = 0, const char *indent = ""); 715 const char *query_inventory (object *who = 0, const char *indent = "");
516 716
517 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 717 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
518 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 718 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
719
720 // make some noise with given item into direction dir,
721 // currently only used for players to make them temporarily visible
722 // when they are invisible.
723 MTH void make_noise ();
724
725 /* animation */
726 MTH bool has_anim () const { return animation_id; }
727 const animation &anim () const { return animations [animation_id]; }
728 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
729 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
730 /* anim_frames () returns the number of animations allocated. The last
731 * usuable animation will be anim_frames () - 1 (for example, if an object
732 * has 8 animations, anim_frames () will return 8, but the values will
733 * range from 0 through 7.
734 */
735 MTH int anim_frames () const { return anim ().num_animations; }
736 MTH int anim_facings () const { return anim ().facings; }
737
738 MTH char *as_string ();
519 739
520protected: 740protected:
521 void link (); 741 void link ();
522 void unlink (); 742 void unlink ();
523 743
524 object (); 744 object ();
525 ~object (); 745 ~object ();
746
747private:
748 object &operator =(const object &);
749 object (const object &);
526}; 750};
527 751
528// move this object to the top of its env's inventory to speed up 752// move this object to the top of its env's inventory to speed up
529// searches for it. 753// searches for it.
530static object * 754static inline object *
531splay (object *ob) 755splay (object *ob)
532{ 756{
533 if (ob->env && ob->env->inv != ob) 757 if (ob->above && ob->env)
534 { 758 {
535 if (ob->above) ob->above->below = ob->below; 759 if (ob->above) ob->above->below = ob->below;
536 if (ob->below) ob->below->above = ob->above; 760 if (ob->below) ob->below->above = ob->above;
537 761
538 ob->above = 0; 762 ob->above = 0;
542 } 766 }
543 767
544 return ob; 768 return ob;
545} 769}
546 770
547typedef struct oblnk 771//+GPL
548{ /* Used to link together several objects */
549 object_ptr ob;
550 struct oblnk *next;
551} objectlink;
552 772
553typedef struct oblinkpt
554{ /* Used to link together several object links */
555 struct oblnk *link;
556 long value; /* Used as connected value in buttons/gates */
557 struct oblinkpt *next;
558} oblinkpt;
559
560object *find_skill_by_name (object *who, const char *name); 773object *find_skill_by_name_fuzzy (object *who, const char *name);
561object *find_skill_by_name (object *who, const shstr &sh); 774object *find_skill_by_name (object *who, shstr_cmp sh);
562object *find_skill_by_number (object *who, int skillno); 775object *find_skill_by_number (object *who, int skillno);
563 776
564/* 777/*
565 * The archetype structure is a set of rules on how to generate and manipulate 778 * The archetype structure is a set of rules on how to generate and manipulate
566 * objects which point to archetypes. 779 * objects which point to archetypes.
568 * be much left in the archetype - all it really is is a holder for the 781 * be much left in the archetype - all it really is is a holder for the
569 * object and pointers. This structure should get removed, and just replaced 782 * object and pointers. This structure should get removed, and just replaced
570 * by the object structure 783 * by the object structure
571 */ 784 */
572 785
786//-GPL
787
573INTERFACE_CLASS (archetype) 788INTERFACE_CLASS (archetype)
574struct archetype : object 789struct archetype : object
575{ 790{
791 static arch_ptr empty; // the empty_archetype
792 MTH static void gc ();
793
576 archetype (const char *name); 794 archetype (const char *name);
577 ~archetype (); 795 ~archetype ();
578 void gather_callbacks (AV *&callbacks, event_type event) const; 796 void gather_callbacks (AV *&callbacks, event_type event) const;
579 797
580 static archetype *read (object_thawer &f);
581
582 MTH static archetype *get (const_utf8_string name); // find or create
583 MTH static archetype *find (const_utf8_string name); 798 MTH static archetype *find (const_utf8_string name);
584 799
585 MTH void link (); 800 MTH void link ();
586 MTH void unlink (); 801 MTH void unlink ();
587 802
803 MTH static object *get (const char *name); // (find() || singularity)->instance()
588 MTH object *instance (); 804 MTH object *instance ();
805
806 MTH void post_load_check (); // do some adjustments after parsing
589 807
590 object_vector_index ACC (RW, archid); // index in archvector 808 object_vector_index ACC (RW, archid); // index in archvector
591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 809 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
592 bool ACC (RW, stub); // if true, this is an invalid archetype
593 810
594 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 811 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
595 sint8 ACC (RW, max_x), ACC (RW, max_y); 812 sint8 ACC (RW, max_x), ACC (RW, max_y);
813
814 // support for archetype loading
815 static archetype *read (object_thawer &f);
816 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
817 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
596}; 818};
597 819
598inline void 820inline void
599object_freezer::put (keyword k, archetype *v) 821object_freezer::put (const keyword_string k, archetype *v)
600{ 822{
601 put (k, v ? &v->archname : (const char *)0); 823 if (expect_true (v))
824 put (k, v->archname);
825 else
826 put (k);
602} 827}
603 828
604typedef object_vector<object, &object::index > objectvec; 829typedef object_vector<object, &object::index > objectvec;
605typedef object_vector<object, &object::active> activevec; 830typedef object_vector<object, &object::active> activevec;
606typedef object_vector<archetype, &archetype::archid> archvec; 831typedef object_vector<archetype, &archetype::archid> archvec;
607 832
608extern objectvec objects; 833extern objectvec objects;
609extern activevec actives; 834extern activevec actives;
610extern archvec archetypes; 835extern archvec archetypes;
611 836
837// "safely" iterate over inv in a way such that the current item is removable
838// quite horrible, that's why its hidden in some macro
839#define for_inv_removable(op,var) \
840 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
841
612#define for_all_objects(var) \ 842#define for_all_objects(var) \
613 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 843 for (unsigned _i = 0; _i < objects.size (); ++_i) \
614 statementvar (object *, var, objects [_i]) 844 statementvar (object *, var, objects [_i])
615 845
616#define for_all_actives(var) \ 846#define for_all_actives(var) \
617 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 847 for (unsigned _i = 0; _i < actives.size (); ++_i) \
618 statementvar (object *, var, actives [_i]) 848 statementvar (object *, var, actives [_i])
619 849
620#define for_all_archetypes(var) \ 850#define for_all_archetypes(var) \
621 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 851 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
622 statementvar (archetype *, var, archetypes [_i]) 852 statementvar (archetype *, var, archetypes [_i])
853
854//+GPL
623 855
624/* Used by update_object to know if the object being passed is 856/* Used by update_object to know if the object being passed is
625 * being added or removed. 857 * being added or removed.
626 */ 858 */
627#define UP_OBJ_INSERT 1 859#define UP_OBJ_INSERT 1
657#define INS_ABOVE_FLOOR_ONLY 0x0002 889#define INS_ABOVE_FLOOR_ONLY 0x0002
658#define INS_NO_WALK_ON 0x0004 890#define INS_NO_WALK_ON 0x0004
659#define INS_ON_TOP 0x0008 891#define INS_ON_TOP 0x0008
660#define INS_BELOW_ORIGINATOR 0x0010 892#define INS_BELOW_ORIGINATOR 0x0010
661 893
662#define ARCH_DEPLETION "depletion" 894//-GPL
663 895
664#endif 896#endif
665 897

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