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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 1.256 by root, Wed Oct 6 01:23:11 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 * 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
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 */
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];
69 65
66// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
67// contains 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 */ 70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1]; 71extern const char *const coins[NUM_COINS + 1];
72
73// restart server when object_count reaches this value
74#define RESTART_COUNT 0xe0000000
72 75
73/* 76/*
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_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
249struct object : zero_initialised, object_copy 311struct object : object_copy
250{ 312{
251 // These variables are not changed by ->copy_to 313 // These variables are not changed by ->copy_to
252 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 */
253 315
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 317 uint32_t ACC (RO, count);
256 object_vector_index ACC (RO, index); // index into objects 318 object_vector_index ACC (RO, index); // index into objects
257 object_vector_index ACC (RO, active); // index into actives 319 object_vector_index ACC (RO, active); // index into actives
258 320
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ 321 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260 322
262 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 */
263 /* Note: stacked in the *same* environment */ 325 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 326 object *inv; /* Pointer to the first object in the inventory */
265 327
266 //TODO: container must move into client 328 //TODO: container must move into client
267 object_ptr ACC (RW, container); /* Current container being used. I think this 329 object_ptr ACC (RW, container);/* Currently opened container. I think this
268 * is only used by the player right now. 330 * is only used by the player right now.
269 */ 331 */
270 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.
271 * This is typically the container that the object is in. 333 * This is typically the container that the object is in.
272 */ 334 */
273 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 */
274 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
275 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */ 337 key_value *key_values; /* Fields not explictly known by the loader. */
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 }
277 385
278 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
279 MTH void post_load_check (); // do some adjustments after parsing 387 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. 388 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f); 389 bool write (object_freezer &f);
282 390
283 MTH int slottype () const;
284 MTH static object *create (); 391 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos); 392 const mapxy &operator =(const mapxy &pos);
286 object &operator =(const object &src);
287 MTH void copy_to (object *dst); 393 MTH void copy_to (object *dst);
288 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
289 void do_destroy (); 396 void do_destroy ();
290 void gather_callbacks (AV *&callbacks, event_type event) const; 397 void gather_callbacks (AV *&callbacks, event_type event) const;
291 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 }
292 404
293 // 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
294 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
295 MTH object *insert (object *item); // insert into inventory 408 MTH object *insert (object *item); // insert into inventory
296 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;
297 411
298 void do_remove (); 412 void do_remove ();
299 MTH void remove () 413 MTH void remove ()
300 { 414 {
301 if (!flag [FLAG_REMOVED]) 415 if (!flag [FLAG_REMOVED])
309 remove (); 423 remove ();
310 *this = pos; 424 *this = pos;
311 insert_at (this, this); 425 insert_at (this, this);
312 } 426 }
313 427
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);
446
314 static bool can_merge_slow (object *op1, object *op2); 447 static bool can_merge_slow (object *op1, object *op2);
315 448
316 // this is often used in time-critical code, so optimise 449 // this is often used in time-critical code, so optimise
317 MTH static bool can_merge (object *op1, object *op2) 450 MTH static bool can_merge (object *op1, object *op2)
318 { 451 {
321 && can_merge_slow (op1, op2); 454 && can_merge_slow (op1, op2);
322 } 455 }
323 456
324 MTH void set_owner (object *owner); 457 MTH void set_owner (object *owner);
325 MTH void set_speed (float speed); 458 MTH void set_speed (float speed);
326 MTH bool change_weapon (object *ob); 459 MTH void set_glow_radius (sint8 rad);
327 MTH bool change_skill (object *ob);
328 460
329 MTH void open_container (object *new_container); 461 MTH void open_container (object *new_container);
330 MTH void close_container () 462 MTH void close_container ()
331 { 463 {
332 open_container (0); 464 open_container (0);
333 } 465 }
334 466
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
335 MTH object *force_find (const shstr name); 481 MTH object *force_find (shstr_tmp name);
482 MTH void force_set_timer (int duration);
336 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 ();
337 488
338 // 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
339 bool should_invoke (event_type event) 490 bool should_invoke (event_type event)
340 { 491 {
341 return ev_want_event [event] || ev_want_type [type] || cb; 492 return ev_want_event [event] || ev_want_type [type] || cb;
352 MTH void drain_stat (); 503 MTH void drain_stat ();
353 MTH void drain_specific_stat (int deplete_stats); 504 MTH void drain_specific_stat (int deplete_stats);
354 MTH void change_luck (int value); 505 MTH void change_luck (int value);
355 506
356 // info must hold 256 * 3 bytes currently 507 // info must hold 256 * 3 bytes currently
357 const char *debug_desc (char *info) const; 508 const_utf8_string debug_desc (char *info) const;
358 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
359 const char *flag_desc (char *desc, int len) const; 510 const_utf8_string flag_desc (char *desc, int len) const;
360 511
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
361 int number_of () const 515 MTH int number_of () const
362 { 516 {
363 return nrof ? nrof : 1; 517 return nrof ? nrof : 1;
364 } 518 }
365 519
366 uint64 total_weight () const 520 MTH sint32 total_weight () const
367 { 521 {
368 return weight * number_of (); 522 return (weight + carrying) * number_of ();
369 } 523 }
524
525 MTH void update_weight ();
370 526
371 // return the dominant material of this item, always return something 527 // return the dominant material of this item, always return something
372 const materialtype_t *dominant_material () const; 528 const materialtype_t *dominant_material () const
529 {
530 return material;
531 }
373 532
374 // return the volume of this object in cm³ 533 // return the volume of this object in cm³
375 uint64 volume () const 534 MTH uint64 volume () const
376 { 535 {
377 return total_weight () 536 return (uint64)total_weight ()
378 * 1000 537 * 1024 // 1000 actually
379 * (type == CONTAINER ? 1000 : 1) 538 * (type == CONTAINER ? 128 : 1)
380 / dominant_material ()->density; 539 / dominant_material ()->density; // ugh, division
381 } 540 }
382 541
542 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
543
544 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
383 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; }
384 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
385 || type == CLOAK || type == BOOTS || type == GLOVES 547 || type == CLOAK || type == BOOTS || type == GLOVES
386 || type == BRACERS || type == GIRDLE; } 548 || type == BRACERS || type == GIRDLE; }
387 MTH bool is_alive () const { return (type == PLAYER 549 MTH bool is_alive () const { return (type == PLAYER
391 MTH bool is_arrow () const { return type == ARROW 553 MTH bool is_arrow () const { return type == ARROW
392 || (type == SPELL_EFFECT 554 || (type == SPELL_EFFECT
393 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 555 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
394 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; }
395 557
558 MTH bool is_dragon () const;
559
560 MTH bool is_immunity () const { return invisible && type == SIGN; }
561
396 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 562 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
397 563
398 // temporary: wether the object can be saved in a map file 564 // temporary: wether the object can be saved in a map file
399 // contr => is a player 565 // contr => is a player
400 // head => only save head of a multitile object 566 // head => only save head of a multitile object
401 // owner => can not reference owner yet 567 // owner => can not reference owner yet
404 /* This return true if object has still randomitems which 570 /* This return true if object has still randomitems which
405 * could be expanded. 571 * could be expanded.
406 */ 572 */
407 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]; }
408 574
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
409 // 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
410 MTH object *in_player () const 615 MTH object *in_player () const
411 { 616 {
412 for (object *op = env; op; op = op->env) 617 object *op = outer_env_or_self ();
413 if (op->type == PLAYER)
414 return op;
415 618
416 return 0; 619 return op->type == PLAYER ? op : 0;
417 } 620 }
418 621
419 // "temporary" helper function 622 // "temporary" helper function
420 MTH object *head_ () 623 MTH object *head_ () const
421 { 624 {
422 return head ? head : this; 625 return head ? head : const_cast<object *>(this);
423 } 626 }
424 627
425 MTH bool is_head () 628 MTH bool is_head () const
426 { 629 {
427 return head_ () == this; 630 return head_ () == this;
428 } 631 }
429 632
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
430 MTH std::string long_desc (object *who = 0); 664 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
431 MTH std::string describe_monster (object *who = 0); 665 MTH std::string describe_monster (object *who = 0);
432 MTH std::string describe_item (object *who = 0); 666 MTH std::string describe_item (object *who = 0);
433 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); }
434 673
435 // If this object has no extra parts but should have them, 674 // If this object has no extra parts but should have them,
436 // add them, effectively expanding heads into multipart 675 // add them, effectively expanding heads into multipart
437 // objects. This method only works on objects not inserted 676 // objects. This method only works on objects not inserted
438 // anywhere. 677 // anywhere.
439 MTH void expand_tail (); 678 MTH void expand_tail ();
440 679
441 MTH void create_treasure (treasurelist *tl, int flags = 0); 680 MTH void create_treasure (treasurelist *tl, int flags = 0);
442 681
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
443 // insert object at same map position as 'where' 688 // insert object at same map position as 'where'
444 // handles both inventory and map "positions" 689 // handles both inventory and map "positions"
445 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);
446 MTH void drop_unpaid_items (); 693 MTH void drop_unpaid_items ();
447 694
448 MTH void activate (); 695 MTH void activate ();
449 MTH void deactivate (); 696 MTH void deactivate ();
450 MTH void activate_recursive (); 697 MTH void activate_recursive ();
451 MTH void deactivate_recursive (); 698 MTH void deactivate_recursive ();
452 699
453 // set the givne flag on all objects in the inventory recursively 700 // set the given flag on all objects in the inventory recursively
454 MTH void set_flag_inv (int flag, int value = 1); 701 MTH void set_flag_inv (int flag, int value = 1);
455 702
456 void enter_exit (object *exit);//Perl 703 void enter_exit (object *exit); // perl
457 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;
709 MTH void splay_marked ();
458 710
459 // returns the mapspace this object is in 711 // returns the mapspace this object is in
460 mapspace &ms () const; 712 mapspace &ms () const;
461 713
462 // fully recursive iterator 714 // fully recursive iterator
498 { 750 {
499 return this; 751 return this;
500 } 752 }
501 753
502 /* This returns TRUE if the object is something that 754 /* This returns TRUE if the object is something that
503 * should be displayed in the floorbox/inventory window 755 * a client might want to know about.
504 */ 756 */
505 MTH bool client_visible () const 757 MTH bool client_visible () const
506 { 758 {
507 return !invisible && type != PLAYER; 759 return !invisible && type != PLAYER;
508 } 760 }
509 761
762 // the client does nrof * this weight
763 MTH sint32 client_weight () const
764 {
765 return weight + carrying;
766 }
767
510 MTH struct region *region () const; 768 MTH struct region *region () const;
511 769
512 void statusmsg (const char *msg, int color = NDI_BLACK); 770 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
513 void failmsg (const char *msg, int color = NDI_RED); 771 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
772 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
514 773
515 const char *query_inventory (object *who = 0, const char *indent = ""); 774 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
516 775
517 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 776 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 777 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
778
779 // make some noise with given item into direction dir,
780 // currently only used for players to make them temporarily visible
781 // when they are invisible.
782 MTH void make_noise ();
783
784 /* animation */
785 MTH bool has_anim () const { return animation_id; }
786 const animation &anim () const { return animations [animation_id]; }
787 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
788 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
789 /* anim_frames () returns the number of animations allocated. The last
790 * usuable animation will be anim_frames () - 1 (for example, if an object
791 * has 8 animations, anim_frames () will return 8, but the values will
792 * range from 0 through 7.
793 */
794 MTH int anim_frames () const { return anim ().num_animations; }
795 MTH int anim_facings () const { return anim ().facings; }
796
797 MTH utf8_string as_string ();
798
799 // low-level management, statistics, ...
800 static uint32_t ACC (RW, object_count);
801 static uint32_t ACC (RW, free_count);
802 static uint32_t ACC (RW, create_count);
803 static uint32_t ACC (RW, destroy_count);
804 static freelist_item *freelist;
805 MTH static void freelist_free (int count);
519 806
520protected: 807protected:
521 void link (); 808 void link ();
522 void unlink (); 809 void unlink ();
523 810
811 void do_delete ();
812
524 object (); 813 object ();
525 ~object (); 814 ~object ();
815
816private:
817 object &operator =(const object &);
818 object (const object &);
526}; 819};
527 820
528// move this object to the top of its env's inventory to speed up 821// move this object to the top of its env's inventory to speed up
529// searches for it. 822// searches for it.
530static object * 823static inline object *
531splay (object *ob) 824splay (object *ob)
532{ 825{
533 if (ob->env && ob->env->inv != ob) 826 if (ob->above && ob->env)
534 { 827 {
535 if (ob->above) ob->above->below = ob->below; 828 if (ob->above) ob->above->below = ob->below;
536 if (ob->below) ob->below->above = ob->above; 829 if (ob->below) ob->below->above = ob->above;
537 830
538 ob->above = 0; 831 ob->above = 0;
542 } 835 }
543 836
544 return ob; 837 return ob;
545} 838}
546 839
547typedef struct oblnk 840//+GPL
548{ /* Used to link together several objects */
549 object_ptr ob;
550 struct oblnk *next;
551} objectlink;
552 841
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); 842object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
561object *find_skill_by_name (object *who, const shstr &sh); 843object *find_skill_by_name (object *who, shstr_cmp sh);
562object *find_skill_by_number (object *who, int skillno); 844object *find_skill_by_number (object *who, int skillno);
563 845
564/* 846/*
565 * The archetype structure is a set of rules on how to generate and manipulate 847 * The archetype structure is a set of rules on how to generate and manipulate
566 * objects which point to archetypes. 848 * objects which point to archetypes.
568 * be much left in the archetype - all it really is is a holder for the 850 * 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 851 * object and pointers. This structure should get removed, and just replaced
570 * by the object structure 852 * by the object structure
571 */ 853 */
572 854
855//-GPL
856
573INTERFACE_CLASS (archetype) 857INTERFACE_CLASS (archetype)
574struct archetype : object 858struct archetype : object, zero_initialised
575{ 859{
576 archetype (const char *name); 860 static arch_ptr empty; // the empty_archetype
861 MTH static void gc ();
862
863 archetype (const_utf8_string name);
577 ~archetype (); 864 ~archetype ();
578 void gather_callbacks (AV *&callbacks, event_type event) const; 865 void gather_callbacks (AV *&callbacks, event_type event) const;
579 866
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); 867 MTH static archetype *find (const_utf8_string name);
584 868
585 MTH void link (); 869 MTH void link ();
586 MTH void unlink (); 870 MTH void unlink ();
587 871
872 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
588 MTH object *instance (); 873 MTH object *instance ();
874
875 MTH void post_load_check (); // do some adjustments after parsing
589 876
590 object_vector_index ACC (RW, archid); // index in archvector 877 object_vector_index ACC (RW, archid); // index in archvector
591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 878 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
592 bool ACC (RW, stub); // if true, this is an invalid archetype
593 879
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...) */ 880 sint8 ACC (RW, max_x); /* 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); 881
882 // support for archetype loading
883 static archetype *read (object_thawer &f);
884 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
885 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
886
887protected:
888 void do_delete ();
596}; 889};
597 890
891// returns whether the object is a dragon player, which are often specialcased
892inline bool
893object::is_dragon () const
894{
895 return arch->race == shstr_dragon && is_player ();
896}
897
598inline void 898inline void
599object_freezer::put (keyword k, archetype *v) 899object_freezer::put (const keyword_string k, archetype *v)
600{ 900{
601 put (k, v ? &v->archname : (const char *)0); 901 if (expect_true (v))
902 put (k, v->archname);
903 else
904 put (k);
602} 905}
603 906
604typedef object_vector<object, &object::index > objectvec; 907typedef object_vector<object, &object::index > objectvec;
605typedef object_vector<object, &object::active> activevec; 908typedef object_vector<object, &object::active> activevec;
606typedef object_vector<archetype, &archetype::archid> archvec; 909typedef object_vector<archetype, &archetype::archid> archvec;
607 910
608extern objectvec objects; 911extern objectvec objects;
609extern activevec actives; 912extern activevec actives;
610extern archvec archetypes; 913extern archvec archetypes;
611 914
915// "safely" iterate over inv in a way such that the current item is removable
916// quite horrible, that's why its hidden in some macro
917#define for_inv_removable(op,var) \
918 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
919
612#define for_all_objects(var) \ 920#define for_all_objects(var) \
613 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 921 for (unsigned _i = 0; _i < objects.size (); ++_i) \
614 statementvar (object *, var, objects [_i]) 922 statementvar (object *, var, objects [_i])
615 923
616#define for_all_actives(var) \ 924#define for_all_actives(var) \
617 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 925 for (unsigned _i = 0; _i < actives.size (); ++_i) \
618 statementvar (object *, var, actives [_i]) 926 statementvar (object *, var, actives [_i])
619 927
620#define for_all_archetypes(var) \ 928#define for_all_archetypes(var) \
621 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 929 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
622 statementvar (archetype *, var, archetypes [_i]) 930 statementvar (archetype *, var, archetypes [_i])
931
932//+GPL
623 933
624/* Used by update_object to know if the object being passed is 934/* Used by update_object to know if the object being passed is
625 * being added or removed. 935 * being added or removed.
626 */ 936 */
627#define UP_OBJ_INSERT 1 937#define UP_OBJ_INSERT 1
656#define INS_NO_MERGE 0x0001 966#define INS_NO_MERGE 0x0001
657#define INS_ABOVE_FLOOR_ONLY 0x0002 967#define INS_ABOVE_FLOOR_ONLY 0x0002
658#define INS_NO_WALK_ON 0x0004 968#define INS_NO_WALK_ON 0x0004
659#define INS_ON_TOP 0x0008 969#define INS_ON_TOP 0x0008
660#define INS_BELOW_ORIGINATOR 0x0010 970#define INS_BELOW_ORIGINATOR 0x0010
971#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
661 972
662#define ARCH_DEPLETION "depletion" 973//-GPL
663 974
664#endif 975#endif
665 976

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