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Comparing deliantra/server/include/object.h (file contents):
Revision 1.129 by root, Mon Jun 4 12:19:08 2007 UTC vs.
Revision 1.274 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 10 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, but 14 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License along 19 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 20 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#ifndef OBJECT_H 26#ifndef OBJECT_H
26#define OBJECT_H 27#define OBJECT_H
27 28
28#include <bitset>
29
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
32//+GPL
33
33typedef int tag_t; 34typedef int tag_t;
34 35
36// also see common/item.C
35enum { 37enum
36 body_skill, 38{
37 body_combat, 39# define def(name, use, nonuse) body_ ## name,
38 body_range, 40# include "slotinc.h"
39 body_shield, 41# undef def
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS 42 NUM_BODY_LOCATIONS
51}; 43};
52 44
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
59
60/* See common/item.c */ 45/* See common/item.c */
61 46
62typedef struct Body_Locations 47struct Body_Locations
63{ 48{
49 const char *name; /* Short name/identifier */
64 keyword save_name; /* Name used to load/save it to disk */ 50 keyword kw; /* Name used to load/save it to disk */
65 const char *use_name; /* Name used when describing an item we can use */ 51 const char *use_name; /* Name used when describing an item we can use */
66 const char *nonuse_name; /* Name to describe objects we can't use */ 52 const char *nonuse_name; /* Name to describe objects we can't use */
67} Body_Locations; 53};
68 54
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 55extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
56
57// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
58// contains the wall suffix (0, 1_3, 1_4 and so on).
59extern const char *wall_suffix[16];
60
61#define NUM_COINS 4 /* number of coin types */
62extern const char *const coins[NUM_COINS + 1];
63
64// restart server when object_count reaches this value
65#define RESTART_COUNT 0xe0000000
70 66
71/* 67/*
72 * Each object (this also means archetypes!) could have a few of these 68 * Each object (this also means archetypes!) could have a few of these
73 * "dangling" from it; this could also end up containing 'parse errors'. 69 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 70 *
75 * key and value are shared-strings. 71 * key and value are shared-strings.
76 * 72 *
77 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 73 * Please use kv_get/kv_set/kv_del from object rather than
78 * accessing the list directly. 74 * accessing the list directly.
79 * Exception is if you want to walk this list for some reason. 75 * Exception is if you want to walk this list for some reason.
80 */ 76 */
81struct key_value 77struct key_value : slice_allocated
82{ 78{
83 key_value *next; 79 key_value *next; // must be first element
84 shstr key, value; 80 shstr key, value;
85}; 81};
86 82
83// "crossfires version of a perl hash."
84struct key_values
85{
86 key_value *first; // must be first element
87
88 bool empty() const
89 {
90 return !first;
91 }
92
93 void clear ();
94 shstr_tmp get (shstr_tmp key) const;
95 void del (shstr_tmp key);
96 void set (shstr_tmp key, shstr_tmp value);
97
98 void add (shstr_tmp key, shstr_tmp value); // liek set, but doesn't check for duplicates
99 void reverse (); // reverses the ordering, to be used after loading an object
100 key_values &operator =(const key_values &kv);
101
102 // custom extra fields management
103 struct access_proxy
104 {
105 key_values &kv;
106 shstr_tmp key;
107
108 access_proxy (key_values &kv, shstr_tmp key)
109 : kv (kv), key (key)
110 {
111 }
112
113 const access_proxy &operator =(shstr_tmp value) const
114 {
115 kv.set (key, value);
116 return *this;
117 }
118
119 operator const shstr_tmp () const { return kv.get (key); }
120 operator const char *() const { return kv.get (key); }
121
122 private:
123 void operator =(int);
124 };
125
126 const access_proxy operator [](shstr_tmp key)
127 {
128 return access_proxy (*this, key);
129 }
130};
131
132//-GPL
133
87struct UUID 134struct UUID
88{ 135{
89 uint64 seq; 136 uint64 seq;
137
138 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
139
140 static UUID cur; // last uuid generated
141 static void init ();
142 static UUID gen ();
90 143
91 UUID () { } 144 UUID () { }
92 UUID (uint64 seq) : seq(seq) { } 145 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; } 146 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; } 147 void operator =(uint64 seq) { this->seq = seq; }
148
149 bool parse (const char *s);
150 char *append (char *buf) const;
151 char *c_str () const;
95}; 152};
96 153
97extern void init_uuid (); 154//+GPL
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
100 155
101/* Definition for WILL_APPLY values. Replaces having harcoded values 156/* Definition for WILL_APPLY values. Replaces having harcoded values
102 * sprinkled in the code. Note that some of these also replace fields 157 * sprinkled in the code. Note that some of these also replace fields
103 * that were in the can_apply area. What is the point of having both 158 * that were in the can_apply area. What is the point of having both
104 * can_apply and will_apply? 159 * can_apply and will_apply?
109#define WILL_APPLY_DOOR 0x08 164#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 165#define WILL_APPLY_FOOD 0x10
111 166
112struct body_slot 167struct body_slot
113{ 168{
169 signed char used:4; /* Calculated value based on items equipped */
114 signed char info:4; /* body info as loaded from the file */ 170 signed char info:4; /* body info as loaded from the file */
115 signed char used:4; /* Calculated value based on items equipped */
116}; 171};
172
173typedef struct oblnk
174{ /* Used to link together several objects */
175 object_ptr ob;
176 struct oblnk *next;
177} objectlink;
178
179typedef struct oblinkpt
180{ /* Used to link together several object links */
181 struct oblnk *link;
182 struct oblinkpt *next;
183 shstr id; /* Used as connected value in buttons/gates */
184} oblinkpt;
185
186// temporary hack to find the culprit who corrupts face numbers. maybe. hopefully.
187struct faceidx_debug
188{
189 faceidx x;
190
191 operator faceidx () const
192 {
193 return x;
194 }
195
196 faceidx operator =(faceidx i)
197 {
198 if (ecb_expect_false (i >= faces.size ()))
199 {
200 fork_abort ("illegal faceidx assignment");
201 i = blank_face;
202 }
203
204 return x = i;
205 }
206};
207
208#if CFPERL
209static inline void sv_to (SV *sv, faceidx_debug &v) { v = SvIV (sv); }
210#endif
117 211
118INTERFACE_CLASS (object) 212INTERFACE_CLASS (object)
119// these are being copied 213// these are being copied
120struct object_copy : attachable 214struct object_copy : attachable
121{ 215{
122 typedef bitset<NUM_FLAGS> flags_t;
123
124 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 216 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
125 217
126 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 218 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127 uint8 ACC (RW, subtype); /* subtype of object */ 219 uint8 ACC (RW, subtype); /* subtype of object */
128 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 220 sint8 ACC (RW, direction); /* Means the object is moving that way. */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 224 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 225 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 226 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 227 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 228 /* If this is an exit, this is the filename */
229
230 typedef bitset<NUM_FLAGS> flags_t;
231 flags_t flag; /* various flags */
232#if FOR_PERL
233 bool ACC (RW, flag[NUM_FLAGS]);
234#endif
235
236 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 237 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// materialtype_t *ACC (RW, material); /* What material this object consists of */
144 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 238 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
145 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 239 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
146 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 240 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
147 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 241 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
148 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 242 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
151 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 245 arch_ptr ACC (RW, arch); /* Pointer to archetype */
152 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 246 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
153 247
154 float ACC (RW, speed); /* The overall speed of this object */ 248 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 249 float ACC (RW, speed_left); /* How much speed is left to spend this round */
250
156 uint32 ACC (RW, nrof); /* How many of the objects */ 251 sint32 ACC (RW, nrof); /* How many of the objects */
157
158 /* This next big block are basically used for monsters and equipment */ 252 /* This next big block is basically used for monsters and equipment */
159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 253 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 254 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
255
162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 256 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 257 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 258 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 259 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
260
166 uint16 ACC (RW, materials); /* What materials this object consists of */ 261 uint16 ACC (RW, materials); /* What materials this object consists of */
167 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 262 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
168 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 263 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
169 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 264 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
265
170 /* Note that the last_.. values are sometimes used for non obvious 266 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp. 267 * meanings by some objects, eg, sp penalty, permanent exp.
172 */ 268 */
173 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 269 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
174 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 270 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
175 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 271 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
176 sint16 ACC (RW, last_eat); /* How long since we last ate */ 272 sint16 ACC (RW, last_eat); /* How long since we last ate */
273
177 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 274 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
178 sint16 ACC (RW, level); /* Level of creature or object */ 275 sint16 ACC (RW, level); /* Level of creature or object */
276
179 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 277 uint8 ACC (RW, pick_up); /* See crossfire.doc */
180 sint8 ACC (RW, item_power); /* power rating of the object */
181 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 278 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
182 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 279 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
280 uint8 ACC (RW, weapontype); /* type of weapon */
281
282 body_slot slot [NUM_BODY_LOCATIONS];
283
284 faceidx_debug ACC (RW, face); /* the graphical face */
285
286 faceidx ACC (RW, sound); /* the sound face */
287 faceidx ACC (RW, sound_destroy); /* played on destroy */
288
183 sint32 ACC (RW, weight); /* Attributes of the object */ 289 sint32 ACC (RW, weight); /* Attributes of the object */
184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 290 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
291
185 sint32 ACC (RW, carrying); /* How much weight this object contains */ 292 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
293
186 sint64 ACC (RW, perm_exp); /* Permanent exp */ 294 sint64 ACC (RW, perm_exp); /* Permanent exp */
187 uint32 ACC (RW, weapontype); /* type of weapon */
188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 body_slot slot [NUM_BODY_LOCATIONS];
190 faceidx ACC (RW, face); /* Face with colors */
191 living ACC (RO, stats); /* Str, Con, Dex, etc */ 295 living ACC (RO, stats); /* Str, Con, Dex, etc */
192 /* See the pod/objects.pod for more info about body locations */ 296 /* See the pod/objects.pod for more info about body locations */
193 297
194 /* Following mostly refers to fields only used for monsters */ 298 /* Following mostly refers to fields only used for monsters */
195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
196
197 /* allows different movement patterns for attackers */
198 sint32 ACC (RW, move_status); /* What stage in attack mode */
199 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
200 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
202 /* races/classes can need less/more exp to gain levels */
203 299
204 /* Spell related information, may be useful elsewhere 300 /* Spell related information, may be useful elsewhere
205 * Note that other fields are used - these files are basically 301 * Note that other fields are used - these files are basically
206 * only used in spells. 302 * only used in spells.
207 */ 303 */
208 sint16 ACC (RW, duration); /* How long the spell lasts */ 304 sint16 ACC (RW, duration); /* How long the spell lasts */
209 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 305 uint8 ACC (RW, casting_time); /* time left before spell goes off */
210
211 uint16 ACC (RW, start_holding);
212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 306 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
307
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 308 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
215 sint8 ACC (RW, range); /* Range of the spell */ 309 sint8 ACC (RW, range); /* Range of the spell */
216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 310 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
311 sint8 ACC (RW, item_power); /* power rating of the object */
312
313 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
217 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 314 MoveType ACC (RW, move_type); /* Type of movement this object uses */
218 MoveType ACC (RW, move_block);/* What movement types this blocks */ 315 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 316 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
317
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 318 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 319 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 320 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 321
322 // 8 free bits
323
324 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
325 // /* races/classes can need less/more exp to gain levels */
326 constexpr static const float expmul = 1.0;//D
225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 327 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
226
227 char *ACC (RW, spellarg);
228 328
229 /* Following are values used by any object */ 329 /* Following are values used by any object */
230 /* this objects turns into or what this object creates */ 330 /* this objects turns into or what this object creates */
231 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 331 treasurelist *ACC (RW, randomitems); /* Items to be generated */
232 flags_t flag; /* various flags */ 332
233#if FOR_PERL
234 bool ACC (RW, flag[NUM_FLAGS]);
235#endif
236 uint16 ACC (RW, animation_id);/* An index into the animation array */
237 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 333 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
239 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
240 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 334 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 335 uint8 ACC (RW, will_apply); /* See crossfire.doc */
336 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
337 uint16 ACC (RW, animation_id);/* An index into the animation array */
338 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
339
340 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
341 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
342 /* allows different movement patterns for attackers */
343 uint8 ACC (RW, move_status); /* What stage in attack mode */
344 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
345
346 //16+ free bits
347
348 // rarely-accessed members should be at the end
349 shstr ACC (RW, tag); // a tag used to tracking this object
350 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
351 shstr ACC (RW, lore); /* Obscure information about this object, */
352 /* To get put into books and the like. */
353 shstr ACC (RW, custom_name); /* Custom name assigned by player */
242}; 354};
243 355
356const_utf8_string query_weight (const object *op);
357const_utf8_string query_short_name (const object *op);
358const_utf8_string query_name (const object *op);
359const_utf8_string query_base_name (const object *op, int plural);
360sint64 query_cost (const object *tmp, object *who, int flag);
361const char *query_cost_string (const object *tmp, object *who, int flag);
362
363int change_ability_duration (object *spell, object *caster);
364int min_casting_level (object *caster, object *spell);
365int casting_level (object *caster, object *spell);
366sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
367int SP_level_dam_adjust (object *caster, object *spob);
368int SP_level_duration_adjust (object *caster, object *spob);
369int SP_level_range_adjust (object *caster, object *spob);
370
371struct freelist_item
372{
373 freelist_item *next;
374 uint32_t count;
375};
376
244struct object : zero_initialised, object_copy 377struct object : object_copy
245{ 378{
246 // These variables are not changed by ->copy_to 379 // These variables are not changed by ->copy_to
247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 380 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
248 381
249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 382 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count); 383 uint32_t ACC (RO, count);
251 int ACC (RO, index); // index into objects 384 object_vector_index ACC (RO, index); // index into objects
252 int ACC (RO, active); // index into actives 385 object_vector_index ACC (RO, active); // index into actives
253 386
254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 387 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
255 388
256 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 389 object *ACC (RW, below); /* Pointer to the object stacked below this one */
257 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 390 object *ACC (RW, above); /* Pointer to the object stacked above this one */
258 /* Note: stacked in the *same* environment */ 391 /* Note: stacked in the *same* environment */
259 object *inv; /* Pointer to the first object in the inventory */ 392 object *inv; /* Pointer to the first object in the inventory */
260 393
261 //TODO: container must move into client 394 //TODO: container must move into client
262 object_ptr ACC (RW, container); /* Current container being used. I think this 395 object_ptr ACC (RW, container);/* Currently opened container. I think this
263 * is only used by the player right now. 396 * is only used by the player right now.
264 */ 397 */
265 object *ACC (RW, env); /* Pointer to the object which is the environment. 398 object *ACC (RW, env); /* Pointer to the object which is the environment.
266 * This is typically the container that the object is in. 399 * This is typically the container that the object is in.
267 */ 400 */
268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 401 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 402 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
270 client_container *seen_by; // seen by which player/container currently? 403
271 key_value *key_values; /* Fields not explictly known by the loader. */ 404 MTH void set_flag (int flagnum)
405 {
406 flag [flagnum] = true;
407 }
408
409 MTH void clr_flag (int flagnum)
410 {
411 flag [flagnum] = false;
412 }
413
414 // extra key value pairs
415 key_values kv;
416
417//-GPL
272 418
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 419 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing 420 MTH void post_load_check (); // do some adjustments after parsing
275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 421 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f); 422 bool write (object_freezer &f);
277 423
278 MTH int slottype () const;
279 MTH static object *create (); 424 MTH static object *create ();
280 object &operator =(const object &src); 425 const mapxy &operator =(const mapxy &pos);
281 MTH void copy_to (object *dst); 426 MTH void copy_to (object *dst);
282 MTH object *clone (); // create + copy_to 427 MTH object *clone (); // create + copy_to a single object
428 MTH object *deep_clone (); // copy whole more chain and inventory
283 void do_destroy (); 429 void do_destroy ();
284 void gather_callbacks (AV *&callbacks, event_type event) const; 430 void gather_callbacks (AV *&callbacks, event_type event) const;
285 MTH void destroy (bool destroy_inventory = false); 431 MTH void destroy ();
432 MTH void drop_and_destroy ()
433 {
434 destroy_inv (true);
435 destroy ();
436 }
286 437
287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 438 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
288 MTH void destroy_inv (bool drop_to_ground = false); 439 MTH void destroy_inv (bool drop_to_ground = false);
440 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
289 MTH object *insert (object *item); // insert into inventory 441 MTH object *insert (object *item); // insert into inventory
442 MTH void play_sound (faceidx sound) const;
443 MTH void say_msg (const_utf8_string msg) const;
444
290 void do_remove (); 445 void do_remove ();
291 MTH void remove () 446 MTH void remove ()
292 { 447 {
293 if (!flag [FLAG_REMOVED]) 448 if (!flag [FLAG_REMOVED])
294 do_remove (); 449 do_remove ();
295 } 450 }
451
452 MTH bool blocked (maptile *m, int x, int y) const;
453
454 void move_to (const mapxy &pos)
455 {
456 remove ();
457 *this = pos;
458 insert_at (this, this);
459 }
460
461 // high-level move method.
462 // object op is trying to move in direction dir.
463 // originator is typically the same as op, but
464 // can be different if originator is causing op to
465 // move (originator is pushing op)
466 // returns 0 if the object is not able to move to the
467 // desired space, 1 otherwise (in which case we also
468 // move the object accordingly. This function is
469 // very similiar to move_object.
470 int move (int dir, object *originator);
471
472 int move (int dir)
473 {
474 return move (dir, this);
475 }
476
477 // changes move_type to a new value - handles move_on/move_off effects
478 MTH void change_move_type (MoveType mt);
296 479
297 static bool can_merge_slow (object *op1, object *op2); 480 static bool can_merge_slow (object *op1, object *op2);
298 481
299 // this is often used in time-critical code, so optimise 482 // this is often used in time-critical code, so optimise
300 MTH static bool can_merge (object *op1, object *op2) 483 MTH static bool can_merge (object *op1, object *op2)
302 return op1->value == op2->value 485 return op1->value == op2->value
303 && op1->name == op2->name 486 && op1->name == op2->name
304 && can_merge_slow (op1, op2); 487 && can_merge_slow (op1, op2);
305 } 488 }
306 489
307 MTH void set_owner (object *owner); 490 MTH void set_owner (object_ornull *owner);
308 MTH void set_speed (float speed); 491 MTH void set_speed (float speed);
309 MTH bool change_weapon (object *ob); 492 MTH void set_glow_radius (sint8 rad);
310 MTH bool change_skill (object *ob);
311 493
312 MTH void open_container (object *new_container); 494 MTH void open_container (object *new_container);
313 MTH void close_container () 495 MTH void close_container ()
314 { 496 {
315 open_container (0); 497 open_container (0);
316 } 498 }
499
500 // potential future accessor for "container"
501 MTH object *container_ () const
502 {
503 return container;
504 }
505
506 MTH bool is_open_container () const
507 {
508 // strangely enough, using ?: here causes code to inflate
509 return type == CONTAINER
510 && ((env && env->container_ () == this)
511 || (!env && flag [FLAG_APPLIED]));
512 }
513
514 MTH object *find_spell (const_utf8_string prefix) const;
515
516 MTH object *force_find (shstr_tmp name);
517 MTH void force_set_timer (int duration);
518 MTH object *force_add (shstr_tmp name, int duration = 0);
519
520 oblinkpt *find_link () const;
521 MTH void add_link (maptile *map, shstr_tmp id);
522 MTH void remove_link ();
317 523
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 524 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event) 525 bool should_invoke (event_type event)
320 { 526 {
321 return ev_want_event [event] || ev_want_type [type] || cb; 527 return ev_want_event [event] || ev_want_type [type] || cb;
332 MTH void drain_stat (); 538 MTH void drain_stat ();
333 MTH void drain_specific_stat (int deplete_stats); 539 MTH void drain_specific_stat (int deplete_stats);
334 MTH void change_luck (int value); 540 MTH void change_luck (int value);
335 541
336 // info must hold 256 * 3 bytes currently 542 // info must hold 256 * 3 bytes currently
337 const char *debug_desc (char *info) const; 543 const_utf8_string debug_desc (char *info) const;
338 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 544 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
339 const char *flag_desc (char *desc, int len) const; 545 const_utf8_string flag_desc (char *desc, int len) const;
340 546
547 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
548 MTH object *split (sint32 nr = 1); // return 0 on failure
549
341 int number_of () const 550 MTH int number_of () const
342 { 551 {
343 return nrof ? nrof : 1; 552 return nrof ? nrof : 1;
344 } 553 }
345 554
346 uint64 total_weight () const 555 MTH weight_t total_weight () const
347 { 556 {
348 return weight * number_of (); 557 return sint64 (weight + carrying) * number_of ();
349 } 558 }
559
560 MTH void update_weight ();
350 561
351 // return the dominant material of this item, always return something 562 // return the dominant material of this item, always return something
352 const materialtype_t *dominant_material () const; 563 const materialtype_t *dominant_material () const
564 {
565 return material;
566 }
353 567
354 // return the volume of this object in cm³ 568 // return the volume of this object in cm³
355 uint64 volume () const 569 MTH volume_t volume () const
356 { 570 {
357 return total_weight () 571 return (volume_t)total_weight ()
358 * 1000 572 * 1024 // 1000 actually
359 * (type == CONTAINER ? 1000 : 1) 573 * (type == CONTAINER ? 128 : 1)
360 / dominant_material ()->density; 574 / dominant_material ()->density; // ugh, division
361 } 575 }
362 576
577 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
578
579 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
363 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 580 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
364 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 581 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
365 || type == CLOAK || type == BOOTS || type == GLOVES 582 || type == CLOAK || type == BOOTS || type == GLOVES
366 || type == BRACERS || type == GIRDLE; } 583 || type == BRACERS || type == GIRDLE; }
367 MTH bool is_alive () const { return (type == PLAYER 584 MTH bool is_alive () const { return (type == PLAYER
371 MTH bool is_arrow () const { return type == ARROW 588 MTH bool is_arrow () const { return type == ARROW
372 || (type == SPELL_EFFECT 589 || (type == SPELL_EFFECT
373 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 590 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
374 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 591 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
375 592
593 MTH bool is_dragon () const;
594
595 MTH bool is_immunity () const { return invisible && type == SIGN; }
596
376 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 597 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
377 598
378 // temporary: wether the object can be saved in a map file 599 // temporary: wether the object can be saved in a map file
379 // contr => is a player 600 // contr => is a player
380 // head => only save head of a multitile object 601 // head => only save head of a multitile object
381 // owner => can not reference owner yet 602 // owner => can not reference owner yet
382 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 603 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
383 604
384 /* This return true if object has still randomitems which 605 /* This return true if object has still randomitems which
385 * could be expanded. 606 * could be expanded.
386 */ 607 */
387 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 608 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
388 609
610 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
611
612 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
613
614 /* need_identify returns true if the item should be identified. This
615 * function really should not exist - by default, any item not identified
616 * should need it.
617 */
618 MTH bool need_identify () const;
619
620 // returns the outermost owner, never returns 0
621 MTH object *outer_owner ()
622 {
623 object *op;
624
625 for (op = this; op->owner; op = op->owner)
626 ;
627
628 return op;
629 }
630
631 // returns the outermost environment, never returns 0
632 MTH object *outer_env_or_self () const
633 {
634 const object *op;
635
636 for (op = this; op->env; op = op->env)
637 ;
638
639 return const_cast<object *>(op);
640 }
641
642 // returns the outermost environment, may return 0
643 MTH object *outer_env () const
644 {
645 return env ? outer_env_or_self () : 0;
646 }
647
389 // returns the player that has this object in his inventory, or 0 648 // returns the player that has this object in his inventory, or 0
649 // we assume the player is always the outer env
390 MTH object *in_player () const 650 MTH object *in_player () const
391 { 651 {
392 for (object *op = env; op; op = op->env) 652 object *op = outer_env_or_self ();
393 if (op->type == PLAYER)
394 return op;
395 653
396 return 0; 654 return op->type == PLAYER ? op : 0;
397 } 655 }
398 656
399 // "temporary" helper function 657 // "temporary" helper function
400 MTH object *head_ () 658 MTH object *head_ () const
401 { 659 {
402 return head ? head : this; 660 return head ? head : const_cast<object *>(this);
403 } 661 }
404 662
663 MTH bool is_head () const
664 {
665 return head_ () == this;
666 }
667
668 MTH bool is_on_map () const
669 {
670 return !env && !flag [FLAG_REMOVED];
671 }
672
673 MTH bool is_inserted () const
674 {
675 return !flag [FLAG_REMOVED];
676 }
677
678 MTH bool is_player () const
679 {
680 return !!contr;
681 }
682
683 /* elmex: this method checks whether the object is in a shop */
684 MTH bool is_in_shop () const;
685
686 MTH bool affects_los () const
687 {
688 return glow_radius || flag [FLAG_BLOCKSVIEW];
689 }
690
691 MTH bool has_carried_lights () const
692 {
693 return glow_radius;
694 }
695
696 // returns the player that can see this object, if any
697 MTH object *visible_to () const;
698
405 MTH std::string long_desc (object *who = 0); 699 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
406 MTH std::string describe_monster (object *who = 0); 700 MTH std::string describe_monster (object *who = 0);
407 MTH std::string describe_item (object *who = 0); 701 MTH std::string describe_item (object *who = 0);
408 MTH std::string describe (object *who = 0); 702 MTH std::string describe (object *who = 0); // long description, without name
703
704 MTH const_utf8_string query_weight () { return ::query_weight (this); }
705 MTH const_utf8_string query_name () { return ::query_name (this); }
706 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
707 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
409 708
410 // If this object has no extra parts but should have them, 709 // If this object has no extra parts but should have them,
411 // add them, effectively expanding heads into multipart 710 // add them, effectively expanding heads into multipart
412 // objects. This method only works on objects not inserted 711 // objects. This method only works on objects not inserted
413 // anywhere. 712 // anywhere.
414 MTH void expand_tail (); 713 MTH void expand_tail ();
415 714
416 MTH void create_treasure (treasurelist *tl, int flags = 0); 715 MTH void create_treasure (treasurelist *tl, int flags = 0);
417 716
717 // makes sure the player has the named skill,
718 // and also makes it innate if can_use is true.
719 // returns the new skill or 0 if no such skill exists.
720 MTH object *give_skill (shstr_cmp name, bool can_use = false);
721 MTH void become_follower (object *new_god);
722
418 // insert object at same map position as 'where' 723 // insert object at same map position as 'where'
419 // handles both inventory and map "positions" 724 // handles both inventory and map "positions"
420 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 725 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
726 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
727 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
728 MTH void drop_unpaid_items ();
421 729
422 MTH void activate (); 730 MTH void activate ();
423 MTH void deactivate (); 731 MTH void deactivate ();
424 MTH void activate_recursive (); 732 MTH void activate_recursive ();
425 MTH void deactivate_recursive (); 733 MTH void deactivate_recursive ();
426 734
735 // prefetch and activate the surrounding area
736 MTH void prefetch_surrounding_maps ();
737
427 // set the givne flag on all objects in the inventory recursively 738 // set the given flag on all objects in the inventory recursively
428 MTH void set_flag_inv (int flag, int value = 1); 739 MTH void set_flag_inv (int flag, int value = 1);
429 740
430 void enter_exit (object *exit);//Perl 741 void enter_exit (object *exit); // perl
431 MTH void enter_map (maptile *newmap, int x, int y); 742 MTH bool enter_map (maptile *newmap, int x, int y);
743 void player_goto (const_utf8_string path, int x, int y); // only for players
744 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
745
746 MTH object *mark () const;
747 MTH void splay_marked ();
432 748
433 // returns the mapspace this object is in 749 // returns the mapspace this object is in
434 mapspace &ms () const; 750 mapspace &ms () const;
435 751
436 // fully recursive iterator 752 // fully recursive iterator
472 { 788 {
473 return this; 789 return this;
474 } 790 }
475 791
476 /* This returns TRUE if the object is something that 792 /* This returns TRUE if the object is something that
477 * should be displayed in the floorbox/inventory window 793 * a client might want to know about.
478 */ 794 */
479 MTH bool client_visible () const 795 MTH bool client_visible () const
480 { 796 {
481 return !invisible && type != PLAYER; 797 return !invisible && type != PLAYER;
482 } 798 }
483 799
800 // the client does nrof * this weight
801 MTH sint32 client_weight () const
802 {
803 return weight + carrying;
804 }
805
484 MTH struct region *region () const; 806 MTH struct region *region () const;
485 807
808 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
809 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
810 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
811
812 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
813
814 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
815 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
816
817 // make some noise with given item into direction dir,
818 // currently only used for players to make them temporarily visible
819 // when they are invisible.
820 MTH void make_noise ();
821
822 /* animation */
823 MTH bool has_anim () const { return animation_id; }
824 const animation &anim () const { return animations [animation_id]; }
825 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
826 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
827 /* anim_frames () returns the number of animations allocated. The last
828 * usuable animation will be anim_frames () - 1 (for example, if an object
829 * has 8 animations, anim_frames () will return 8, but the values will
830 * range from 0 through 7.
831 */
832 MTH int anim_frames () const { return anim ().num_animations; }
833 MTH int anim_facings () const { return anim ().facings; }
834
835 // sets a new animation frame, if the object has animation frames,
836 // and updates the face
837 MTH void update_anim_frame (int frame);
838
839 MTH utf8_string as_string ();
840
841 // low-level management, statistics, ...
842 static uint32_t ACC (RW, object_count);
843 static uint32_t ACC (RW, free_count);
844 static uint32_t ACC (RW, create_count);
845 static uint32_t ACC (RW, destroy_count);
846 static freelist_item *freelist;
847 MTH static void freelist_free (int count);
848
486protected: 849protected:
487 friend struct archetype;
488
489 void link (); 850 void link ();
490 void unlink (); 851 void unlink ();
852
853 void do_delete ();
491 854
492 object (); 855 object ();
493 ~object (); 856 ~object ();
857
858private:
859 object &operator =(const object &);
860 object (const object &);
494}; 861};
495 862
496// move this object to the top of its env's inventory to speed up 863// move this object to the top of its env's inventory to speed up
497// searches for it. 864// searches for it.
498static object * 865static inline object *
499splay (object *ob) 866splay (object *ob)
500{ 867{
501 if (ob->env && ob->env->inv != ob) 868 if (ob->above && ob->env)
502 { 869 {
503 if (ob->above) ob->above->below = ob->below; 870 if (ob->above) ob->above->below = ob->below;
504 if (ob->below) ob->below->above = ob->above; 871 if (ob->below) ob->below->above = ob->above;
505 872
506 ob->above = 0; 873 ob->above = 0;
510 } 877 }
511 878
512 return ob; 879 return ob;
513} 880}
514 881
515typedef struct oblnk 882//+GPL
516{ /* Used to link together several objects */
517 object_ptr ob;
518 struct oblnk *next;
519} objectlink;
520 883
521typedef struct oblinkpt
522{ /* Used to link together several object links */
523 struct oblnk *link;
524 long value; /* Used as connected value in buttons/gates */
525 struct oblinkpt *next;
526} oblinkpt;
527
528object *find_skill_by_name (object *who, const char *name); 884object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
529object *find_skill_by_name (object *who, const shstr &sh); 885object *find_skill_by_name (object *who, shstr_cmp sh);
530object *find_skill_by_number (object *who, int skillno); 886object *find_skill_by_number (object *who, int skillno);
531 887
532/* 888/*
533 * The archetype structure is a set of rules on how to generate and manipulate 889 * The archetype structure is a set of rules on how to generate and manipulate
534 * objects which point to archetypes. 890 * objects which point to archetypes.
536 * be much left in the archetype - all it really is is a holder for the 892 * be much left in the archetype - all it really is is a holder for the
537 * object and pointers. This structure should get removed, and just replaced 893 * object and pointers. This structure should get removed, and just replaced
538 * by the object structure 894 * by the object structure
539 */ 895 */
540 896
897//-GPL
898
541INTERFACE_CLASS (archetype) 899INTERFACE_CLASS (archetype)
542struct archetype : zero_initialised, attachable 900struct archetype : object, zero_initialised
543{ 901{
544 archetype (); 902 static arch_ptr empty; // the empty_archetype
903 MTH static void gc ();
904
905 archetype (const_utf8_string name);
545 ~archetype (); 906 ~archetype ();
546 void gather_callbacks (AV *&callbacks, event_type event) const; 907 void gather_callbacks (AV *&callbacks, event_type event) const;
547 908
909 MTH static archetype *find (const_utf8_string name);
910
911 MTH void link ();
912 MTH void unlink ();
913
914 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
915 MTH object *instance ();
916
917 MTH void post_load_check (); // do some adjustments after parsing
918
919 object_vector_index ACC (RW, archid); // index in archvector
920 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
921
922 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
923
924 // support for archetype loading
548 static archetype *read (object_thawer &f); 925 static archetype *read (object_thawer &f);
549 static archetype *get (const char *name); // find or create 926 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
550 static archetype *find (const char *name); 927 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
551 928
552 void hash_add (); // add to hashtable 929protected:
553 void hash_del (); // remove from hashtable 930 void do_delete ();
554
555bool linked;//TODO: go away
556sint8 tail_x, tail_y;//TODO: go away
557 int ACC (RW, archid); // index in archvector
558 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
559 bool ACC (RW, stub); // if true, this is an invalid archetype
560 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
561 struct archetype *ACC (RW, head); /* The main part of a linked object */
562 struct archetype *ACC (RW, more); /* Next part of a linked object */
563 object ACC (RO, clone); /* An object from which to do ->copy_to () */
564 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
565
566 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
567 sint8 ACC (RW, max_x), ACC (RW, max_y);
568}; 931};
932
933// returns whether the object is a dragon player, which are often specialcased
934inline bool
935object::is_dragon () const
936{
937 return arch->race == shstr_dragon && is_player ();
938}
939
940inline void
941object_freezer::put (const keyword_string k, archetype *v)
942{
943 if (expect_true (v))
944 put (k, v->archname);
945 else
946 put (k);
947}
569 948
570typedef object_vector<object, &object::index > objectvec; 949typedef object_vector<object, &object::index > objectvec;
571typedef object_vector<object, &object::active> activevec; 950typedef object_vector<object, &object::active> activevec;
572typedef object_vector<archetype, &archetype::archid> archvec; 951typedef object_vector<archetype, &archetype::archid> archvec;
573 952
574extern objectvec objects; 953extern objectvec objects;
575extern activevec actives; 954extern activevec actives;
576extern archvec archetypes; 955extern archvec archetypes;
577 956
578#define for_all_objects(var) \ 957// "safely" iterate over inv in a way such that the current item is removable
958// quite horrible, that's why its hidden in some macro
959#define for_inv_removable(op,var) \
960 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
961
962#define for_all_objects(var) \
579 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 963 for (unsigned _i = 0; _i < objects.size (); ++_i) \
580 statementvar (object *, var, objects [_i]) 964 statementvar (object *, var, objects [_i])
581 965
582#define for_all_actives(var) \ 966#define for_all_actives(var) \
583 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 967 for (unsigned _i = 0; _i < actives.size (); ++_i) \
584 statementvar (object *, var, actives [_i]) 968 statementvar (object *, var, actives [_i])
585 969
586#define for_all_archetypes(var) \ 970#define for_all_archetypes(var) \
587 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 971 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
588 statementvar (archetype *, var, archetypes [_i]) 972 statementvar (archetype *, var, archetypes [_i])
973
974//+GPL
589 975
590/* Used by update_object to know if the object being passed is 976/* Used by update_object to know if the object being passed is
591 * being added or removed. 977 * being added or removed.
592 */ 978 */
593#define UP_OBJ_INSERT 1 979#define UP_OBJ_INSERT 1 // object was inserted
594#define UP_OBJ_REMOVE 2 980#define UP_OBJ_REMOVE 2 // object was removed
595#define UP_OBJ_CHANGE 3 981#define UP_OBJ_CHANGE 3 // object has changed in some unspecified way
596#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 982#define UP_OBJ_FACE 4 // only thing that changed was the face
597 983
598/* These are flags passed to insert_ob_in_map and 984/* These are flags passed to insert_ob_in_map and
599 * insert_ob_in_ob. Note that all flags may not be meaningful 985 * insert_ob_in_ob. Note that all flags may not be meaningful
600 * for both functions. 986 * for both functions.
601 * Most are fairly explanatory: 987 * Most are fairly explanatory:
602 * INS_NO_MERGE: don't try to merge inserted object with ones alrady 988 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
603 * on space. 989 * on space.
604 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. 990 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
605 * INS_NO_WALK_ON: Don't call check_walk_on against the 991 * INS_NO_WALK_ON: Don't call check_walk_on against the
606 * originator - saves cpu time if you know the inserted object 992 * originator - saves cpu time if you know the inserted object
607 * is not meaningful in terms of having an effect. 993 * is not meaningful in terms of having an effect.
608 * INS_ON_TOP: Always put object on top. Generally only needed when loading 994 * INS_ON_TOP: Always put object on top. Generally only needed when loading
609 * files from disk and ordering needs to be preserved. 995 * files from disk and ordering needs to be preserved.
610 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 996 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
611 * Use for treasure chests so the new object is the highest thing 997 * Use for treasure chests so the new object is the highest thing
612 * beneath the player, but not actually above it. Note - the 998 * beneath the player, but not actually above it. Note - the
613 * map and x,y coordinates for the object to be inserted must 999 * map and x,y coordinates for the object to be inserted must
614 * match the originator. 1000 * match the originator.
615 * INS_MAP_LOAD: disable lots of checkings done at insertion to
616 * speed up map loading process, as we assume the ordering in
617 * loaded map is correct.
618 * 1001 *
619 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 1002 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
620 * are mutually exclusive. The behaviour for passing more than one 1003 * are mutually exclusive. The behaviour for passing more than one
621 * should be considered undefined - while you may notice what happens 1004 * should be considered undefined - while you may notice what happens
622 * right now if you pass more than one, that could very well change 1005 * right now if you pass more than one, that could very well change
625#define INS_NO_MERGE 0x0001 1008#define INS_NO_MERGE 0x0001
626#define INS_ABOVE_FLOOR_ONLY 0x0002 1009#define INS_ABOVE_FLOOR_ONLY 0x0002
627#define INS_NO_WALK_ON 0x0004 1010#define INS_NO_WALK_ON 0x0004
628#define INS_ON_TOP 0x0008 1011#define INS_ON_TOP 0x0008
629#define INS_BELOW_ORIGINATOR 0x0010 1012#define INS_BELOW_ORIGINATOR 0x0010
630#define INS_MAP_LOAD 0x0020 1013#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
631 1014
632#define ARCH_SINGULARITY "singularity" 1015//-GPL
633#define ARCH_DETECT_MAGIC "detect_magic"
634#define ARCH_DEPLETION "depletion"
635#define ARCH_SYMPTOM "symptom"
636 1016
637#endif 1017#endif
638 1018

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