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Comparing deliantra/server/include/object.h (file contents):
Revision 1.141 by root, Wed Aug 1 19:15:50 2007 UTC vs.
Revision 1.254 by root, Fri Jul 2 16:24:24 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset>
28
29#include "cfperl.h" 28#include "cfperl.h"
30#include "shstr.h" 29#include "shstr.h"
31 30
31//+GPL
32
32typedef int tag_t; 33typedef int tag_t;
33 34
35// also see common/item.C
34enum { 36enum
37{
35 body_skill, 38 body_skill,
36 body_combat, 39 body_combat,
37 body_range, 40 body_range,
38 body_shield, 41 body_shield,
39 body_arm, 42 body_arm,
47 body_wrist, 50 body_wrist,
48 body_waist, 51 body_waist,
49 NUM_BODY_LOCATIONS 52 NUM_BODY_LOCATIONS
50}; 53};
51 54
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
59/* See common/item.c */ 55/* See common/item.c */
60 56
61typedef struct Body_Locations 57typedef struct Body_Locations
62{ 58{
63 keyword save_name; /* Name used to load/save it to disk */ 59 keyword save_name; /* Name used to load/save it to disk */
64 const char *use_name; /* Name used when describing an item we can use */ 60 const char *use_name; /* Name used when describing an item we can use */
65 const char *nonuse_name; /* Name to describe objects we can't use */ 61 const char *nonuse_name; /* Name to describe objects we can't use */
66} Body_Locations; 62} Body_Locations;
67 63
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
65
66// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
67// contaisn the wall suffix (0, 1_3, 1_4 and so on).
68extern const char *wall_suffix[16];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
72
73// restart server when object_count reaches this value
74#define RESTART_COUNT 0xe0000000
69 75
70/* 76/*
71 * Each object (this also means archetypes!) could have a few of these 77 * Each object (this also means archetypes!) could have a few of these
72 * "dangling" from it; this could also end up containing 'parse errors'. 78 * "dangling" from it; this could also end up containing 'parse errors'.
73 * 79 *
74 * key and value are shared-strings. 80 * key and value are shared-strings.
75 * 81 *
76 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 82 * Please use kv_get/kv_set/kv_del from object rather than
77 * accessing the list directly. 83 * accessing the list directly.
78 * Exception is if you want to walk this list for some reason. 84 * Exception is if you want to walk this list for some reason.
79 */ 85 */
80struct key_value 86struct key_value : slice_allocated
81{ 87{
82 key_value *next; 88 key_value *next;
83 shstr key, value; 89 shstr key, value;
84}; 90};
85 91
92//-GPL
93
86struct UUID 94struct UUID
87{ 95{
88 uint64 seq; 96 uint64 seq;
97
98 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 ();
89 103
90 UUID () { } 104 UUID () { }
91 UUID (uint64 seq) : seq(seq) { } 105 UUID (uint64 seq) : seq(seq) { }
92 operator uint64() { return seq; } 106 operator uint64() { return seq; }
93 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;
94}; 112};
95 113
96extern void init_uuid (); 114//+GPL
97extern UUID gen_uuid ();
98extern const uint64 UUID_SKIP;
99 115
100/* Definition for WILL_APPLY values. Replaces having harcoded values 116/* Definition for WILL_APPLY values. Replaces having harcoded values
101 * 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
102 * 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
103 * can_apply and will_apply? 119 * can_apply and will_apply?
108#define WILL_APPLY_DOOR 0x08 124#define WILL_APPLY_DOOR 0x08
109#define WILL_APPLY_FOOD 0x10 125#define WILL_APPLY_FOOD 0x10
110 126
111struct body_slot 127struct body_slot
112{ 128{
129 signed char used:4; /* Calculated value based on items equipped */
113 signed char info:4; /* body info as loaded from the file */ 130 signed char info:4; /* body info as loaded from the file */
114 signed char used:4; /* Calculated value based on items equipped */
115}; 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;
116 145
117INTERFACE_CLASS (object) 146INTERFACE_CLASS (object)
118// these are being copied 147// these are being copied
119struct object_copy : attachable 148struct object_copy : attachable
120{ 149{
121 typedef bitset<NUM_FLAGS> flags_t;
122
123 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 */
124 151
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 152 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */ 153 uint8 ACC (RW, subtype); /* subtype of object */
127 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 154 sint8 ACC (RW, direction); /* Means the object is moving that way. */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 158 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 159 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 160 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 161 shstr ACC (RW, slaying); /* Which race to do double damage to */
135 /* 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 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
136 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 */
137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
138 shstr ACC (RW, lore); /* Obscure information about this object, */
139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// materialtype_t *ACC (RW, material); /* What material this object consists of */
143 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 */
144 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 */
145 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 */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 175 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 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 */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 179 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 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 */
152 181
153 float ACC (RW, speed); /* The overall speed of this object */ 182 float ACC (RW, speed); /* The overall speed of this object */
154 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 183 float ACC (RW, speed_left); /* How much speed is left to spend this round */
184
155 uint32 ACC (RW, nrof); /* How many of the objects */ 185 sint32 ACC (RW, nrof); /* How many of the objects */
156
157 /* This next big block are basically used for monsters and equipment */ 186 /* This next big block is basically used for monsters and equipment */
158 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 */
159
160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
189
161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 190 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 191 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 192 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
164 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
165 uint16 ACC (RW, materials); /* What materials this object consists of */ 195 uint16 ACC (RW, materials); /* What materials this object consists of */
166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 196 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 197 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 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
169 /* Note that the last_.. values are sometimes used for non obvious 200 /* Note that the last_.. values are sometimes used for non obvious
170 * meanings by some objects, eg, sp penalty, permanent exp. 201 * meanings by some objects, eg, sp penalty, permanent exp.
171 */ 202 */
172 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 203 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 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 */
174 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 205 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
175 sint16 ACC (RW, last_eat); /* How long since we last ate */ 206 sint16 ACC (RW, last_eat); /* How long since we last ate */
207
176 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 */
177 sint16 ACC (RW, level); /* Level of creature or object */ 209 sint16 ACC (RW, level); /* Level of creature or object */
210
178 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 211 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 sint8 ACC (RW, item_power); /* power rating of the object */
180 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 212 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
181 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 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
182 sint32 ACC (RW, weight); /* Attributes of the object */ 223 sint32 ACC (RW, weight); /* Attributes of the object */
183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 224 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
225
184 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
185 sint64 ACC (RW, perm_exp); /* Permanent exp */ 228 sint64 ACC (RW, perm_exp); /* Permanent exp */
186 uint32 ACC (RW, weapontype); /* type of weapon */
187 uint32 ACC (RW, tooltype); /* type of tool or build facility */
188 body_slot slot [NUM_BODY_LOCATIONS];
189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
191 faceidx ACC (RW, sound_destroy); /* played on destroy */
192 living ACC (RO, stats); /* Str, Con, Dex, etc */ 229 living ACC (RO, stats); /* Str, Con, Dex, etc */
193 /* See the pod/objects.pod for more info about body locations */ 230 /* See the pod/objects.pod for more info about body locations */
194 231
195 /* Following mostly refers to fields only used for monsters */ 232 /* Following mostly refers to fields only used for monsters */
196 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197
198 /* allows different movement patterns for attackers */
199 sint32 ACC (RW, move_status); /* What stage in attack mode */
200 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
201 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
202 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
203 /* races/classes can need less/more exp to gain levels */
204 233
205 /* Spell related information, may be useful elsewhere 234 /* Spell related information, may be useful elsewhere
206 * Note that other fields are used - these files are basically 235 * Note that other fields are used - these files are basically
207 * only used in spells. 236 * only used in spells.
208 */ 237 */
209 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
210 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 uint8 ACC (RW, casting_time); /* time left before spell goes off */
211
212 uint16 ACC (RW, start_holding);
213 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 240 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
241
214 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 */
215
216 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
217 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. */
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 248 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block);/* What movement types this blocks */ 249 MoveType ACC (RW, move_block);/* What movement types this blocks */
220
221 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 250 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
251
222 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 */
223 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 */
224 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 254 MoveType ACC (RW, move_slow); /* Movement types this slows down */
225 255
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
226 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 */
227
228 char *ACC (RW, spellarg);
229 262
230 /* Following are values used by any object */ 263 /* Following are values used by any object */
231 /* this objects turns into or what this object creates */ 264 /* this objects turns into or what this object creates */
232 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 265 treasurelist *ACC (RW, randomitems); /* Items to be generated */
233 flags_t flag; /* various flags */ 266
234#if FOR_PERL
235 bool ACC (RW, flag[NUM_FLAGS]);
236#endif
237 uint16 ACC (RW, animation_id);/* An index into the animation array */
238 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
239 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 267 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
240 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
241 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 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 */
243}; 288};
244 289
290const_utf8_string query_weight (const object *op);
291const_utf8_string query_short_name (const object *op);
292const_utf8_string query_name (const object *op);
293const_utf8_string query_base_name (const object *op, int plural);
294sint64 query_cost (const object *tmp, object *who, int flag);
295const char *query_cost_string (const object *tmp, object *who, int flag);
296
297int change_ability_duration (object *spell, object *caster);
298int min_casting_level (object *caster, object *spell);
299int casting_level (object *caster, object *spell);
300sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
301int SP_level_dam_adjust (object *caster, object *spob);
302int SP_level_duration_adjust (object *caster, object *spob);
303int SP_level_range_adjust (object *caster, object *spob);
304
305struct freelist_item
306{
307 freelist_item *next;
308 uint32_t count;
309};
310
245struct object : zero_initialised, object_copy 311struct object : object_copy
246{ 312{
247 // These variables are not changed by ->copy_to 313 // These variables are not changed by ->copy_to
248 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 314 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
249 315
250 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
251 int ACC (RO, count); 317 uint32_t ACC (RO, count);
252 object_vector_index ACC (RO, index); // index into objects 318 object_vector_index ACC (RO, index); // index into objects
253 object_vector_index ACC (RO, active); // index into actives 319 object_vector_index ACC (RO, active); // index into actives
254 320
255 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 321 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
256 322
257 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 323 object *ACC (RW, below); /* Pointer to the object stacked below this one */
258 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 324 object *ACC (RW, above); /* Pointer to the object stacked above this one */
259 /* Note: stacked in the *same* environment */ 325 /* Note: stacked in the *same* environment */
260 object *inv; /* Pointer to the first object in the inventory */ 326 object *inv; /* Pointer to the first object in the inventory */
261 327
262 //TODO: container must move into client 328 //TODO: container must move into client
263 object_ptr ACC (RW, container); /* Current container being used. I think this 329 object_ptr ACC (RW, container);/* Currently opened container. I think this
264 * is only used by the player right now. 330 * is only used by the player right now.
265 */ 331 */
266 object *ACC (RW, env); /* Pointer to the object which is the environment. 332 object *ACC (RW, env); /* Pointer to the object which is the environment.
267 * This is typically the container that the object is in. 333 * This is typically the container that the object is in.
268 */ 334 */
269 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 335 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
270 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 336 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
271 client_container *seen_by; // seen by which player/container currently?
272 key_value *key_values; /* Fields not explictly known by the loader. */ 337 key_value *key_values; /* Fields not explictly known by the loader. */
273 338
339 MTH void set_flag (int flagnum)
340 {
341 flag [flagnum] = true;
342 }
343
344 MTH void clr_flag (int flagnum)
345 {
346 flag [flagnum] = false;
347 }
348
349 // privates / perl
350 shstr_tmp kv_get (shstr_tmp key) const;
351 void kv_del (shstr_tmp key);
352 void kv_set (shstr_tmp key, shstr_tmp value);
353
354//-GPL
355
356 // custom extra fields management
357 struct key_value_access_proxy
358 {
359 object &ob;
360 shstr_tmp key;
361
362 key_value_access_proxy (object &ob, shstr_tmp key)
363 : ob (ob), key (key)
364 {
365 }
366
367 const key_value_access_proxy &operator =(shstr_tmp value) const
368 {
369 ob.kv_set (key, value);
370 return *this;
371 }
372
373 operator const shstr_tmp () const { return ob.kv_get (key); }
374 operator const char *() const { return ob.kv_get (key); }
375
376 private:
377 void operator =(int);
378 };
379
380 // operator [] is too annoying to use
381 const key_value_access_proxy kv (shstr_tmp key)
382 {
383 return key_value_access_proxy (*this, key);
384 }
385
274 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 386 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
275 void post_load_check (); // do some adjustments after parsing 387 MTH void post_load_check (); // do some adjustments after parsing
276 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 388 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
277 bool write (object_freezer &f); 389 bool write (object_freezer &f);
278 390
279 MTH int slottype () const;
280 MTH static object *create (); 391 MTH static object *create ();
281 object &operator =(const object &src); 392 const mapxy &operator =(const mapxy &pos);
282 MTH void copy_to (object *dst); 393 MTH void copy_to (object *dst);
283 MTH object *clone (); // create + copy_to 394 MTH object *clone (); // create + copy_to a single object
395 MTH object *deep_clone (); // copy whole more chain and inventory
284 void do_destroy (); 396 void do_destroy ();
285 void gather_callbacks (AV *&callbacks, event_type event) const; 397 void gather_callbacks (AV *&callbacks, event_type event) const;
286 MTH void destroy (bool destroy_inventory = false); 398 MTH void destroy ();
399 MTH void drop_and_destroy ()
400 {
401 destroy_inv (true);
402 destroy ();
403 }
287 404
288 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 405 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
289 MTH void destroy_inv (bool drop_to_ground = false); 406 MTH void destroy_inv (bool drop_to_ground = false);
407 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
290 MTH object *insert (object *item); // insert into inventory 408 MTH object *insert (object *item); // insert into inventory
291 MTH void play_sound (faceidx sound) const; 409 MTH void play_sound (faceidx sound) const;
410 MTH void say_msg (const_utf8_string msg) const;
292 411
293 void do_remove (); 412 void do_remove ();
294 MTH void remove () 413 MTH void remove ()
295 { 414 {
296 if (!flag [FLAG_REMOVED]) 415 if (!flag [FLAG_REMOVED])
297 do_remove (); 416 do_remove ();
298 } 417 }
418
419 MTH bool blocked (maptile *m, int x, int y) const;
420
421 void move_to (const mapxy &pos)
422 {
423 remove ();
424 *this = pos;
425 insert_at (this, this);
426 }
427
428 // high-level move method.
429 // object op is trying to move in direction dir.
430 // originator is typically the same as op, but
431 // can be different if originator is causing op to
432 // move (originator is pushing op)
433 // returns 0 if the object is not able to move to the
434 // desired space, 1 otherwise (in which case we also
435 // move the object accordingly. This function is
436 // very similiar to move_object.
437 int move (int dir, object *originator);
438
439 int move (int dir)
440 {
441 return move (dir, this);
442 }
443
444 // changes move_type to a new value - handles move_on/move_off effects
445 MTH void change_move_type (MoveType mt);
299 446
300 static bool can_merge_slow (object *op1, object *op2); 447 static bool can_merge_slow (object *op1, object *op2);
301 448
302 // this is often used in time-critical code, so optimise 449 // this is often used in time-critical code, so optimise
303 MTH static bool can_merge (object *op1, object *op2) 450 MTH static bool can_merge (object *op1, object *op2)
307 && can_merge_slow (op1, op2); 454 && can_merge_slow (op1, op2);
308 } 455 }
309 456
310 MTH void set_owner (object *owner); 457 MTH void set_owner (object *owner);
311 MTH void set_speed (float speed); 458 MTH void set_speed (float speed);
312 MTH bool change_weapon (object *ob); 459 MTH void set_glow_radius (sint8 rad);
313 MTH bool change_skill (object *ob);
314 460
315 MTH void open_container (object *new_container); 461 MTH void open_container (object *new_container);
316 MTH void close_container () 462 MTH void close_container ()
317 { 463 {
318 open_container (0); 464 open_container (0);
319 } 465 }
320 466
467 // potential future accessor for "container"
468 MTH object *container_ () const
469 {
470 return container;
471 }
472
473 MTH bool is_open_container () const
474 {
475 // strangely enough, using ?: here causes code to inflate
476 return type == CONTAINER
477 && ((env && env->container_ () == this)
478 || (!env && flag [FLAG_APPLIED]));
479 }
480
321 MTH object *force_find (const shstr name); 481 MTH object *force_find (shstr_tmp name);
482 MTH void force_set_timer (int duration);
322 MTH void force_add (const shstr name, int duration = 0); 483 MTH object *force_add (shstr_tmp name, int duration = 0);
484
485 oblinkpt *find_link () const;
486 MTH void add_link (maptile *map, shstr_tmp id);
487 MTH void remove_link ();
323 488
324 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 489 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
325 bool should_invoke (event_type event) 490 bool should_invoke (event_type event)
326 { 491 {
327 return ev_want_event [event] || ev_want_type [type] || cb; 492 return ev_want_event [event] || ev_want_type [type] || cb;
338 MTH void drain_stat (); 503 MTH void drain_stat ();
339 MTH void drain_specific_stat (int deplete_stats); 504 MTH void drain_specific_stat (int deplete_stats);
340 MTH void change_luck (int value); 505 MTH void change_luck (int value);
341 506
342 // info must hold 256 * 3 bytes currently 507 // info must hold 256 * 3 bytes currently
343 const char *debug_desc (char *info) const; 508 const_utf8_string debug_desc (char *info) const;
344 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 509 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
345 const char *flag_desc (char *desc, int len) const; 510 const_utf8_string flag_desc (char *desc, int len) const;
346 511
512 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
513 MTH object *split (sint32 nr = 1); // return 0 on failure
514
347 int number_of () const 515 MTH int number_of () const
348 { 516 {
349 return nrof ? nrof : 1; 517 return nrof ? nrof : 1;
350 } 518 }
351 519
352 uint64 total_weight () const 520 MTH sint32 total_weight () const
353 { 521 {
354 return weight * number_of (); 522 return (weight + carrying) * number_of ();
355 } 523 }
524
525 MTH void update_weight ();
356 526
357 // return the dominant material of this item, always return something 527 // return the dominant material of this item, always return something
358 const materialtype_t *dominant_material () const; 528 const materialtype_t *dominant_material () const
529 {
530 return material;
531 }
359 532
360 // return the volume of this object in cm³ 533 // return the volume of this object in cm³
361 uint64 volume () const 534 MTH uint64 volume () const
362 { 535 {
363 return total_weight () 536 return (uint64)total_weight ()
364 * 1000 537 * 1024 // 1000 actually
365 * (type == CONTAINER ? 1000 : 1) 538 * (type == CONTAINER ? 128 : 1)
366 / dominant_material ()->density; 539 / dominant_material ()->density; // ugh, division
367 } 540 }
368 541
542 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
543
544 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
369 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 545 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
370 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 546 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
371 || type == CLOAK || type == BOOTS || type == GLOVES 547 || type == CLOAK || type == BOOTS || type == GLOVES
372 || type == BRACERS || type == GIRDLE; } 548 || type == BRACERS || type == GIRDLE; }
373 MTH bool is_alive () const { return (type == PLAYER 549 MTH bool is_alive () const { return (type == PLAYER
377 MTH bool is_arrow () const { return type == ARROW 553 MTH bool is_arrow () const { return type == ARROW
378 || (type == SPELL_EFFECT 554 || (type == SPELL_EFFECT
379 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 555 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
380 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 556 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
381 557
558 MTH bool is_dragon () const;
559
560 MTH bool is_immunity () const { return invisible && type == SIGN; }
561
382 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 562 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
383 563
384 // temporary: wether the object can be saved in a map file 564 // temporary: wether the object can be saved in a map file
385 // contr => is a player 565 // contr => is a player
386 // head => only save head of a multitile object 566 // head => only save head of a multitile object
387 // owner => can not reference owner yet 567 // owner => can not reference owner yet
388 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 568 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
389 569
390 /* This return true if object has still randomitems which 570 /* This return true if object has still randomitems which
391 * could be expanded. 571 * could be expanded.
392 */ 572 */
393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 573 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
394 574
575 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
576
577 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
578
579 /* need_identify returns true if the item should be identified. This
580 * function really should not exist - by default, any item not identified
581 * should need it.
582 */
583 MTH bool need_identify () const;
584
585 // returns the outermost owner, never returns 0
586 MTH object *outer_owner ()
587 {
588 object *op;
589
590 for (op = this; op->owner; op = op->owner)
591 ;
592
593 return op;
594 }
595
596 // returns the outermost environment, never returns 0
597 MTH object *outer_env_or_self () const
598 {
599 const object *op;
600
601 for (op = this; op->env; op = op->env)
602 ;
603
604 return const_cast<object *>(op);
605 }
606
607 // returns the outermost environment, may return 0
608 MTH object *outer_env () const
609 {
610 return env ? outer_env_or_self () : 0;
611 }
612
395 // returns the player that has this object in his inventory, or 0 613 // returns the player that has this object in his inventory, or 0
614 // we assume the player is always the outer env
396 MTH object *in_player () const 615 MTH object *in_player () const
397 { 616 {
398 for (object *op = env; op; op = op->env) 617 object *op = outer_env_or_self ();
399 if (op->type == PLAYER)
400 return op;
401 618
402 return 0; 619 return op->type == PLAYER ? op : 0;
403 } 620 }
404 621
405 // "temporary" helper function 622 // "temporary" helper function
406 MTH object *head_ () 623 MTH object *head_ () const
407 { 624 {
408 return head ? head : this; 625 return head ? head : const_cast<object *>(this);
409 } 626 }
410 627
411 MTH bool is_head () 628 MTH bool is_head () const
412 { 629 {
413 return head_ () == this; 630 return head_ () == this;
414 } 631 }
415 632
633 MTH bool is_on_map () const
634 {
635 return !env && !flag [FLAG_REMOVED];
636 }
637
638 MTH bool is_inserted () const
639 {
640 return !flag [FLAG_REMOVED];
641 }
642
643 MTH bool is_player () const
644 {
645 return !!contr;
646 }
647
648 /* elmex: this method checks whether the object is in a shop */
649 MTH bool is_in_shop () const;
650
651 MTH bool affects_los () const
652 {
653 return glow_radius || flag [FLAG_BLOCKSVIEW];
654 }
655
656 MTH bool has_carried_lights () const
657 {
658 return glow_radius;
659 }
660
661 // returns the player that can see this object, if any
662 MTH object *visible_to () const;
663
416 MTH std::string long_desc (object *who = 0); 664 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
417 MTH std::string describe_monster (object *who = 0); 665 MTH std::string describe_monster (object *who = 0);
418 MTH std::string describe_item (object *who = 0); 666 MTH std::string describe_item (object *who = 0);
419 MTH std::string describe (object *who = 0); 667 MTH std::string describe (object *who = 0); // long description, without name
668
669 MTH const_utf8_string query_weight () { return ::query_weight (this); }
670 MTH const_utf8_string query_name () { return ::query_name (this); }
671 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
672 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
420 673
421 // If this object has no extra parts but should have them, 674 // If this object has no extra parts but should have them,
422 // add them, effectively expanding heads into multipart 675 // add them, effectively expanding heads into multipart
423 // objects. This method only works on objects not inserted 676 // objects. This method only works on objects not inserted
424 // anywhere. 677 // anywhere.
425 MTH void expand_tail (); 678 MTH void expand_tail ();
426 679
427 MTH void create_treasure (treasurelist *tl, int flags = 0); 680 MTH void create_treasure (treasurelist *tl, int flags = 0);
428 681
682 // makes sure the player has the named skill,
683 // and also makes it innate if can_use is true.
684 // returns the new skill or 0 if no such skill exists.
685 MTH object *give_skill (shstr_cmp name, bool can_use = false);
686 MTH void become_follower (object *new_god);
687
429 // insert object at same map position as 'where' 688 // insert object at same map position as 'where'
430 // handles both inventory and map "positions" 689 // handles both inventory and map "positions"
431 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 690 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
691 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
692 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
432 MTH void drop_unpaid_items (); 693 MTH void drop_unpaid_items ();
433 694
434 MTH void activate (); 695 MTH void activate ();
435 MTH void deactivate (); 696 MTH void deactivate ();
436 MTH void activate_recursive (); 697 MTH void activate_recursive ();
437 MTH void deactivate_recursive (); 698 MTH void deactivate_recursive ();
438 699
439 // set the givne flag on all objects in the inventory recursively 700 // set the given flag on all objects in the inventory recursively
440 MTH void set_flag_inv (int flag, int value = 1); 701 MTH void set_flag_inv (int flag, int value = 1);
441 702
442 void enter_exit (object *exit);//Perl 703 void enter_exit (object *exit); // perl
443 MTH void enter_map (maptile *newmap, int x, int y); 704 MTH bool enter_map (maptile *newmap, int x, int y);
705 void player_goto (const_utf8_string path, int x, int y); // only for players
706 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
707
708 MTH object *mark () const;
444 709
445 // returns the mapspace this object is in 710 // returns the mapspace this object is in
446 mapspace &ms () const; 711 mapspace &ms () const;
447 712
448 // fully recursive iterator 713 // fully recursive iterator
484 { 749 {
485 return this; 750 return this;
486 } 751 }
487 752
488 /* This returns TRUE if the object is something that 753 /* This returns TRUE if the object is something that
489 * should be displayed in the floorbox/inventory window 754 * a client might want to know about.
490 */ 755 */
491 MTH bool client_visible () const 756 MTH bool client_visible () const
492 { 757 {
493 return !invisible && type != PLAYER; 758 return !invisible && type != PLAYER;
494 } 759 }
495 760
761 // the client does nrof * this weight
762 MTH sint32 client_weight () const
763 {
764 return weight + carrying;
765 }
766
496 MTH struct region *region () const; 767 MTH struct region *region () const;
768
769 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
770 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
771 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
772
773 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
774
775 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
776 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
777
778 // make some noise with given item into direction dir,
779 // currently only used for players to make them temporarily visible
780 // when they are invisible.
781 MTH void make_noise ();
782
783 /* animation */
784 MTH bool has_anim () const { return animation_id; }
785 const animation &anim () const { return animations [animation_id]; }
786 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
787 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
788 /* anim_frames () returns the number of animations allocated. The last
789 * usuable animation will be anim_frames () - 1 (for example, if an object
790 * has 8 animations, anim_frames () will return 8, but the values will
791 * range from 0 through 7.
792 */
793 MTH int anim_frames () const { return anim ().num_animations; }
794 MTH int anim_facings () const { return anim ().facings; }
795
796 MTH utf8_string as_string ();
797
798 // low-level management, statistics, ...
799 static uint32_t ACC (RW, object_count);
800 static uint32_t ACC (RW, free_count);
801 static uint32_t ACC (RW, create_count);
802 static uint32_t ACC (RW, destroy_count);
803 static freelist_item *freelist;
804 MTH static void freelist_free (int count);
497 805
498protected: 806protected:
499 void link (); 807 void link ();
500 void unlink (); 808 void unlink ();
501 809
810 void do_delete ();
811
502 object (); 812 object ();
503 ~object (); 813 ~object ();
814
815private:
816 object &operator =(const object &);
817 object (const object &);
504}; 818};
505 819
506// move this object to the top of its env's inventory to speed up 820// move this object to the top of its env's inventory to speed up
507// searches for it. 821// searches for it.
508static object * 822static inline object *
509splay (object *ob) 823splay (object *ob)
510{ 824{
511 if (ob->env && ob->env->inv != ob) 825 if (ob->above && ob->env)
512 { 826 {
513 if (ob->above) ob->above->below = ob->below; 827 if (ob->above) ob->above->below = ob->below;
514 if (ob->below) ob->below->above = ob->above; 828 if (ob->below) ob->below->above = ob->above;
515 829
516 ob->above = 0; 830 ob->above = 0;
520 } 834 }
521 835
522 return ob; 836 return ob;
523} 837}
524 838
525typedef struct oblnk 839//+GPL
526{ /* Used to link together several objects */
527 object_ptr ob;
528 struct oblnk *next;
529} objectlink;
530 840
531typedef struct oblinkpt
532{ /* Used to link together several object links */
533 struct oblnk *link;
534 long value; /* Used as connected value in buttons/gates */
535 struct oblinkpt *next;
536} oblinkpt;
537
538object *find_skill_by_name (object *who, const char *name); 841object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
539object *find_skill_by_name (object *who, const shstr &sh); 842object *find_skill_by_name (object *who, shstr_cmp sh);
540object *find_skill_by_number (object *who, int skillno); 843object *find_skill_by_number (object *who, int skillno);
541 844
542/* 845/*
543 * The archetype structure is a set of rules on how to generate and manipulate 846 * The archetype structure is a set of rules on how to generate and manipulate
544 * objects which point to archetypes. 847 * objects which point to archetypes.
546 * be much left in the archetype - all it really is is a holder for the 849 * be much left in the archetype - all it really is is a holder for the
547 * object and pointers. This structure should get removed, and just replaced 850 * object and pointers. This structure should get removed, and just replaced
548 * by the object structure 851 * by the object structure
549 */ 852 */
550 853
854//-GPL
855
551INTERFACE_CLASS (archetype) 856INTERFACE_CLASS (archetype)
552struct archetype : object 857struct archetype : object, zero_initialised
553{ 858{
554 archetype (const char *name); 859 static arch_ptr empty; // the empty_archetype
860 MTH static void gc ();
861
862 archetype (const_utf8_string name);
555 ~archetype (); 863 ~archetype ();
556 void gather_callbacks (AV *&callbacks, event_type event) const; 864 void gather_callbacks (AV *&callbacks, event_type event) const;
557 865
558 static archetype *read (object_thawer &f);
559 static archetype *get (const char *name); // find or create
560 static archetype *find (const char *name); 866 MTH static archetype *find (const_utf8_string name);
561 867
562 void link (); 868 MTH void link ();
563 void unlink (); 869 MTH void unlink ();
870
871 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
872 MTH object *instance ();
873
874 MTH void post_load_check (); // do some adjustments after parsing
564 875
565 object_vector_index ACC (RW, archid); // index in archvector 876 object_vector_index ACC (RW, archid); // index in archvector
566 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 877 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
567 bool ACC (RW, stub); // if true, this is an invalid archetype
568 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
569 878
570 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 879 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
571 sint8 ACC (RW, max_x), ACC (RW, max_y); 880
881 // support for archetype loading
882 static archetype *read (object_thawer &f);
883 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
884 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
885
886protected:
887 void do_delete ();
572}; 888};
573 889
890// returns whether the object is a dragon player, which are often specialcased
891inline bool
892object::is_dragon () const
893{
894 return arch->race == shstr_dragon && is_player ();
895}
896
574inline void 897inline void
575object_freezer::put (keyword k, archetype *v) 898object_freezer::put (const keyword_string k, archetype *v)
576{ 899{
577 put (k, v ? &v->archname : (const char *)0); 900 if (expect_true (v))
901 put (k, v->archname);
902 else
903 put (k);
578} 904}
579 905
580typedef object_vector<object, &object::index > objectvec; 906typedef object_vector<object, &object::index > objectvec;
581typedef object_vector<object, &object::active> activevec; 907typedef object_vector<object, &object::active> activevec;
582typedef object_vector<archetype, &archetype::archid> archvec; 908typedef object_vector<archetype, &archetype::archid> archvec;
583 909
584extern objectvec objects; 910extern objectvec objects;
585extern activevec actives; 911extern activevec actives;
586extern archvec archetypes; 912extern archvec archetypes;
587 913
914// "safely" iterate over inv in a way such that the current item is removable
915// quite horrible, that's why its hidden in some macro
916#define for_inv_removable(op,var) \
917 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
918
588#define for_all_objects(var) \ 919#define for_all_objects(var) \
589 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 920 for (unsigned _i = 0; _i < objects.size (); ++_i) \
590 statementvar (object *, var, objects [_i]) 921 statementvar (object *, var, objects [_i])
591 922
592#define for_all_actives(var) \ 923#define for_all_actives(var) \
593 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 924 for (unsigned _i = 0; _i < actives.size (); ++_i) \
594 statementvar (object *, var, actives [_i]) 925 statementvar (object *, var, actives [_i])
595 926
596#define for_all_archetypes(var) \ 927#define for_all_archetypes(var) \
597 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 928 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
598 statementvar (archetype *, var, archetypes [_i]) 929 statementvar (archetype *, var, archetypes [_i])
930
931//+GPL
599 932
600/* Used by update_object to know if the object being passed is 933/* Used by update_object to know if the object being passed is
601 * being added or removed. 934 * being added or removed.
602 */ 935 */
603#define UP_OBJ_INSERT 1 936#define UP_OBJ_INSERT 1
620 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 953 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
621 * Use for treasure chests so the new object is the highest thing 954 * Use for treasure chests so the new object is the highest thing
622 * beneath the player, but not actually above it. Note - the 955 * beneath the player, but not actually above it. Note - the
623 * map and x,y coordinates for the object to be inserted must 956 * map and x,y coordinates for the object to be inserted must
624 * match the originator. 957 * match the originator.
625 * INS_MAP_LOAD: disable lots of checkings done at insertion to
626 * speed up map loading process, as we assume the ordering in
627 * loaded map is correct.
628 * 958 *
629 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 959 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
630 * are mutually exclusive. The behaviour for passing more than one 960 * are mutually exclusive. The behaviour for passing more than one
631 * should be considered undefined - while you may notice what happens 961 * should be considered undefined - while you may notice what happens
632 * right now if you pass more than one, that could very well change 962 * right now if you pass more than one, that could very well change
635#define INS_NO_MERGE 0x0001 965#define INS_NO_MERGE 0x0001
636#define INS_ABOVE_FLOOR_ONLY 0x0002 966#define INS_ABOVE_FLOOR_ONLY 0x0002
637#define INS_NO_WALK_ON 0x0004 967#define INS_NO_WALK_ON 0x0004
638#define INS_ON_TOP 0x0008 968#define INS_ON_TOP 0x0008
639#define INS_BELOW_ORIGINATOR 0x0010 969#define INS_BELOW_ORIGINATOR 0x0010
640#define INS_MAP_LOAD 0x0020 970#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
641 971
642#define ARCH_DEPLETION "depletion" 972//-GPL
643 973
644#endif 974#endif
645 975

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