--- deliantra/server/include/object.h 2007/09/12 11:10:10 1.150 +++ deliantra/server/include/object.h 2018/11/18 16:32:27 1.275 @@ -1,101 +1,157 @@ /* - * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. - * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team - * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen - * - * Crossfire TRT is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. - * + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . - * - * The authors can be reached via e-mail to + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ #ifndef OBJECT_H #define OBJECT_H -#include - #include "cfperl.h" #include "shstr.h" -typedef int tag_t; +//+GPL -enum { - body_skill, - body_combat, - body_range, - body_shield, - body_arm, - body_torso, - body_head, - body_neck, - body_finger, - body_shoulder, - body_foot, - body_hand, - body_wrist, - body_waist, - NUM_BODY_LOCATIONS -}; +typedef int tag_t; -enum slottype_t +// also see common/item.C +enum { - slot_none, - slot_combat, - slot_ranged, +# define def(name, use, nonuse) body_ ## name, +# include "slotinc.h" +# undef def + NUM_BODY_LOCATIONS }; /* See common/item.c */ -typedef struct Body_Locations +struct Body_Locations { - keyword save_name; /* Name used to load/save it to disk */ + const char *name; /* Short name/identifier */ + keyword kw; /* Name used to load/save it to disk */ const char *use_name; /* Name used when describing an item we can use */ const char *nonuse_name; /* Name to describe objects we can't use */ -} Body_Locations; +}; extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; +// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left) +// contains the wall suffix (0, 1_3, 1_4 and so on). +extern const char *wall_suffix[16]; + +#define NUM_COINS 4 /* number of coin types */ +extern const char *const coins[NUM_COINS + 1]; + +// restart server when object_count reaches this value +#define RESTART_COUNT 0xe0000000 + /* * Each object (this also means archetypes!) could have a few of these * "dangling" from it; this could also end up containing 'parse errors'. * * key and value are shared-strings. * - * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than + * Please use kv_get/kv_set/kv_del from object rather than * accessing the list directly. * Exception is if you want to walk this list for some reason. */ -struct key_value +struct key_value : slice_allocated { - key_value *next; + key_value *next; // must be first element shstr key, value; }; +// "crossfires version of a perl hash." +struct key_values +{ + key_value *first; // must be first element + + bool empty() const + { + return !first; + } + + void clear (); + shstr_tmp get (shstr_tmp key) const; + void del (shstr_tmp key); + void set (shstr_tmp key, shstr_tmp value); + + void add (shstr_tmp key, shstr_tmp value); // liek set, but doesn't check for duplicates + void reverse (); // reverses the ordering, to be used after loading an object + key_values &operator =(const key_values &kv); + + // custom extra fields management + struct access_proxy + { + key_values &kv; + shstr_tmp key; + + access_proxy (key_values &kv, shstr_tmp key) + : kv (kv), key (key) + { + } + + const access_proxy &operator =(shstr_tmp value) const + { + kv.set (key, value); + return *this; + } + + operator const shstr_tmp () const { return kv.get (key); } + operator const char *() const { return kv.get (key); } + + private: + void operator =(int); + }; + + const access_proxy operator [](shstr_tmp key) + { + return access_proxy (*this, key); + } +}; + +//-GPL + struct UUID { uint64 seq; + enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0 + + static UUID cur; // last uuid generated + static void init (); + static UUID gen (); + UUID () { } UUID (uint64 seq) : seq(seq) { } operator uint64() { return seq; } void operator =(uint64 seq) { this->seq = seq; } + + bool parse (const char *s); + char *append (char *buf) const; + char *c_str () const; }; -extern void init_uuid (); -extern UUID gen_uuid (); -extern const uint64 UUID_SKIP; +//+GPL /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields @@ -110,16 +166,27 @@ struct body_slot { - signed char info:4; /* body info as loaded from the file */ signed char used:4; /* Calculated value based on items equipped */ + signed char info:4; /* body info as loaded from the file */ }; +typedef struct oblnk +{ /* Used to link together several objects */ + object_ptr ob; + struct oblnk *next; +} objectlink; + +typedef struct oblinkpt +{ /* Used to link together several object links */ + struct oblnk *link; + struct oblinkpt *next; + shstr id; /* Used as connected value in buttons/gates */ +} oblinkpt; + INTERFACE_CLASS (object) // these are being copied struct object_copy : attachable { - typedef bitset flags_t; - sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ @@ -133,14 +200,15 @@ shstr ACC (RW, race); /* human, goblin, dragon, etc */ shstr ACC (RW, slaying); /* Which race to do double damage to */ /* If this is an exit, this is the filename */ - shstr ACC (RW, tag); // a tag used to tracking this object + + typedef bitset flags_t; + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif + + materialtype_t *material; // What material this object consists of //TODO, make perl-accessible shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ - shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ - shstr ACC (RW, lore); /* Obscure information about this object, */ - /* To get put into books and the like. */ - shstr ACC (RW, materialname); /* specific material name */ - shstr ACC (RW, custom_name); /* Custom name assigned by player */ -// materialtype_t *ACC (RW, material); /* What material this object consists of */ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ @@ -153,103 +221,140 @@ float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ - uint32 ACC (RW, nrof); /* How many of the objects */ - /* This next big block are basically used for monsters and equipment */ + sint32 ACC (RW, nrof); /* How many of the objects */ + /* This next big block is basically used for monsters and equipment */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ - sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ + uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ + uint16 ACC (RW, materials); /* What materials this object consists of */ sint8 ACC (RW, magic); /* Any magical bonuses to this item */ uint8 ACC (RW, state); /* How the object was last drawn (animation) */ sint32 ACC (RW, value); /* How much money it is worth (or contains) */ + /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. */ - sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ - sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ + sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */ + sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */ sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ sint16 ACC (RW, last_eat); /* How long since we last ate */ + sint16 ACC (RW, invisible); /* How much longer the object will be invis */ sint16 ACC (RW, level); /* Level of creature or object */ + uint8 ACC (RW, pick_up); /* See crossfire.doc */ - sint8 ACC (RW, item_power); /* power rating of the object */ sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ - sint32 ACC (RW, weight); /* Attributes of the object */ - sint32 ACC (RW, weight_limit);/* Weight-limit of object */ - sint32 ACC (RW, carrying); /* How much weight this object contains */ - sint64 ACC (RW, perm_exp); /* Permanent exp */ - uint32 ACC (RW, weapontype); /* type of weapon */ - uint32 ACC (RW, tooltype); /* type of tool or build facility */ + uint8 ACC (RW, weapontype); /* type of weapon */ + body_slot slot [NUM_BODY_LOCATIONS]; + faceidx ACC (RW, face); /* the graphical face */ + faceidx ACC (RW, sound); /* the sound face */ faceidx ACC (RW, sound_destroy); /* played on destroy */ + + sint32 ACC (RW, weight); /* Attributes of the object */ + sint32 ACC (RW, weight_limit);/* Weight-limit of object */ + + sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ + + sint64 ACC (RW, perm_exp); /* Permanent exp */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the pod/objects.pod for more info about body locations */ /* Following mostly refers to fields only used for monsters */ - uint32 ACC (RW, hide); /* The object is hidden, not invisible */ - - /* allows different movement patterns for attackers */ - sint32 ACC (RW, move_status); /* What stage in attack mode */ - uint16 ACC (RW, attack_movement); /* What kind of attack movement */ - uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ - float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ - /* races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically * only used in spells. */ sint16 ACC (RW, duration); /* How long the spell lasts */ - sint16 ACC (RW, casting_time);/* time left before spell goes off */ - - uint16 ACC (RW, start_holding); + uint8 ACC (RW, casting_time); /* time left before spell goes off */ uint8 ACC (RW, duration_modifier); /* how level modifies duration */ - uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ + uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ + sint8 ACC (RW, item_power); /* power rating of the object */ + + uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ MoveType ACC (RW, move_type); /* Type of movement this object uses */ MoveType ACC (RW, move_block);/* What movement types this blocks */ - MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ + MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ MoveType ACC (RW, move_off); /* Move types affected moving off this space */ MoveType ACC (RW, move_slow); /* Movement types this slows down */ - float ACC (RW, move_slow_penalty); /* How much this slows down the object */ + // 8 free bits - char *ACC (RW, spellarg); + //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */ + // /* races/classes can need less/more exp to gain levels */ + constexpr static const float expmul = 1.0;//D + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ /* Following are values used by any object */ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ - flags_t flag; /* various flags */ -#if FOR_PERL - bool ACC (RW, flag[NUM_FLAGS]); -#endif - uint16 ACC (RW, animation_id);/* An index into the animation array */ - uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ + uint8 ACC (RW, last_anim); /* last sequence used to draw face */ - sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ uint8 ACC (RW, will_apply); /* See crossfire.doc */ + uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ + uint16 ACC (RW, animation_id);/* An index into the animation array */ + uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ + + uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ + uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ + /* allows different movement patterns for attackers */ + uint8 ACC (RW, move_status); /* What stage in attack mode */ + uint8 ACC (RW, attack_movement);/* What kind of attack movement */ + + //16+ free bits + + // rarely-accessed members should be at the end + shstr ACC (RW, tag); // a tag used to tracking this object + shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ + shstr ACC (RW, lore); /* Obscure information about this object, */ + /* To get put into books and the like. */ + shstr ACC (RW, custom_name); /* Custom name assigned by player */ +}; + +const_utf8_string query_weight (const object *op); +const_utf8_string query_short_name (const object *op); +const_utf8_string query_name (const object *op); +const_utf8_string query_base_name (const object *op, int plural); +sint64 query_cost (const object *tmp, object *who, int flag); +const char *query_cost_string (const object *tmp, object *who, int flag); + +int change_ability_duration (object *spell, object *caster); +int min_casting_level (object *caster, object *spell); +int casting_level (object *caster, object *spell); +sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags); +int SP_level_dam_adjust (object *caster, object *spob); +int SP_level_duration_adjust (object *caster, object *spob); +int SP_level_range_adjust (object *caster, object *spob); + +struct freelist_item +{ + freelist_item *next; + uint32_t count; }; -struct object : zero_initialised, object_copy +struct object : object_copy { // These variables are not changed by ->copy_to - maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ + maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. - int ACC (RO, count); + uint32_t ACC (RO, count); object_vector_index ACC (RO, index); // index into objects object_vector_index ACC (RO, active); // index into actives @@ -261,7 +366,7 @@ object *inv; /* Pointer to the first object in the inventory */ //TODO: container must move into client - object_ptr ACC (RW, container); /* Current container being used. I think this + object_ptr ACC (RW, container);/* Currently opened container. I think this * is only used by the player right now. */ object *ACC (RW, env); /* Pointer to the object which is the environment. @@ -269,28 +374,47 @@ */ object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different - client_container *seen_by; // seen by which player/container currently? - key_value *key_values; /* Fields not explictly known by the loader. */ + + MTH void set_flag (int flagnum) + { + flag [flagnum] = true; + } + + MTH void clr_flag (int flagnum) + { + flag [flagnum] = false; + } + + // extra key value pairs + key_values kv; + +//-GPL bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all MTH void post_load_check (); // do some adjustments after parsing static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. bool write (object_freezer &f); - MTH int slottype () const; MTH static object *create (); const mapxy &operator =(const mapxy &pos); - object &operator =(const object &src); MTH void copy_to (object *dst); - MTH object *clone (); // create + copy_to + MTH object *clone (); // create + copy_to a single object + MTH object *deep_clone (); // copy whole more chain and inventory void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; - MTH void destroy (bool destroy_inventory = false); + MTH void destroy (); + MTH void drop_and_destroy () + { + destroy_inv (true); + destroy (); + } // recursively destroy all objects in inventory, optionally dropping them to the ground instead MTH void destroy_inv (bool drop_to_ground = false); + MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too MTH object *insert (object *item); // insert into inventory MTH void play_sound (faceidx sound) const; + MTH void say_msg (const_utf8_string msg) const; void do_remove (); MTH void remove () @@ -308,6 +432,25 @@ insert_at (this, this); } + // high-level move method. + // object op is trying to move in direction dir. + // originator is typically the same as op, but + // can be different if originator is causing op to + // move (originator is pushing op) + // returns 0 if the object is not able to move to the + // desired space, 1 otherwise (in which case we also + // move the object accordingly. This function is + // very similiar to move_object. + int move (int dir, object *originator); + + int move (int dir) + { + return move (dir, this); + } + + // changes move_type to a new value - handles move_on/move_off effects + MTH void change_move_type (MoveType mt); + static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise @@ -318,10 +461,9 @@ && can_merge_slow (op1, op2); } - MTH void set_owner (object *owner); + MTH void set_owner (object_ornull *owner); MTH void set_speed (float speed); - MTH bool change_weapon (object *ob); - MTH bool change_skill (object *ob); + MTH void set_glow_radius (sint8 rad); MTH void open_container (object *new_container); MTH void close_container () @@ -329,8 +471,29 @@ open_container (0); } - MTH object *force_find (const shstr name); - MTH void force_add (const shstr name, int duration = 0); + // potential future accessor for "container" + MTH object *container_ () const + { + return container; + } + + MTH bool is_open_container () const + { + // strangely enough, using ?: here causes code to inflate + return type == CONTAINER + && ((env && env->container_ () == this) + || (!env && flag [FLAG_APPLIED])); + } + + MTH object *find_spell (const_utf8_string prefix) const; + + MTH object *force_find (shstr_tmp name); + MTH void force_set_timer (int duration); + MTH object *force_add (shstr_tmp name, int duration = 0); + + oblinkpt *find_link () const; + MTH void add_link (maptile *map, shstr_tmp id); + MTH void remove_link (); // overwrite the attachable should_invoke function with a version that also checks ev_want_type bool should_invoke (event_type event) @@ -351,32 +514,43 @@ MTH void change_luck (int value); // info must hold 256 * 3 bytes currently - const char *debug_desc (char *info) const; - MTH const char *debug_desc () const; // uses at least 3 round-robin buffers - const char *flag_desc (char *desc, int len) const; + const_utf8_string debug_desc (char *info) const; + MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers + const_utf8_string flag_desc (char *desc, int len) const; + + MTH bool decrease (sint32 nr = 1); // returns true if anything is left + MTH object *split (sint32 nr = 1); // return 0 on failure - int number_of () const + MTH int number_of () const { return nrof ? nrof : 1; } - uint64 total_weight () const + MTH weight_t total_weight () const { - return weight * number_of (); + return sint64 (weight + carrying) * number_of (); } + MTH void update_weight (); + // return the dominant material of this item, always return something - const materialtype_t *dominant_material () const; + const materialtype_t *dominant_material () const + { + return material; + } // return the volume of this object in cm³ - uint64 volume () const + MTH volume_t volume () const { - return total_weight () - * 1000 - * (type == CONTAINER ? 1000 : 1) - / dominant_material ()->density; + return (volume_t)total_weight () + * 1024 // 1000 actually + * (type == CONTAINER ? 128 : 1) + / dominant_material ()->density; // ugh, division } + MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; } + + MTH bool is_wiz () const { return flag [FLAG_WIZ]; } MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET || type == CLOAK || type == BOOTS || type == GLOVES @@ -390,7 +564,11 @@ && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } - MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } + MTH bool is_dragon () const; + + MTH bool is_immunity () const { return invisible && type == SIGN; } + + MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; } // temporary: wether the object can be saved in a map file // contr => is a player @@ -403,31 +581,104 @@ */ MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + static bool msg_has_dialogue (const char *msg) { return *msg == '@'; } + + MTH bool has_dialogue () const { return msg_has_dialogue (&msg); } + + /* need_identify returns true if the item should be identified. This + * function really should not exist - by default, any item not identified + * should need it. + */ + MTH bool need_identify () const; + + // returns the outermost owner, never returns 0 + MTH object *outer_owner () + { + object *op; + + for (op = this; op->owner; op = op->owner) + ; + + return op; + } + + // returns the outermost environment, never returns 0 + MTH object *outer_env_or_self () const + { + const object *op; + + for (op = this; op->env; op = op->env) + ; + + return const_cast(op); + } + + // returns the outermost environment, may return 0 + MTH object *outer_env () const + { + return env ? outer_env_or_self () : 0; + } + // returns the player that has this object in his inventory, or 0 + // we assume the player is always the outer env MTH object *in_player () const { - for (object *op = env; op; op = op->env) - if (op->type == PLAYER) - return op; + object *op = outer_env_or_self (); - return 0; + return op->type == PLAYER ? op : 0; } // "temporary" helper function - MTH object *head_ () + MTH object *head_ () const { - return head ? head : this; + return head ? head : const_cast(this); } - MTH bool is_head () + MTH bool is_head () const { return head_ () == this; } - MTH std::string long_desc (object *who = 0); + MTH bool is_on_map () const + { + return !env && !flag [FLAG_REMOVED]; + } + + MTH bool is_inserted () const + { + return !flag [FLAG_REMOVED]; + } + + MTH bool is_player () const + { + return !!contr; + } + + /* elmex: this method checks whether the object is in a shop */ + MTH bool is_in_shop () const; + + MTH bool affects_los () const + { + return glow_radius || flag [FLAG_BLOCKSVIEW]; + } + + MTH bool has_carried_lights () const + { + return glow_radius; + } + + // returns the player that can see this object, if any + MTH object *visible_to () const; + + MTH std::string long_desc (object *who = 0); // query_name . " " . describe MTH std::string describe_monster (object *who = 0); MTH std::string describe_item (object *who = 0); - MTH std::string describe (object *who = 0); + MTH std::string describe (object *who = 0); // long description, without name + + MTH const_utf8_string query_weight () { return ::query_weight (this); } + MTH const_utf8_string query_name () { return ::query_name (this); } + MTH const_utf8_string query_short_name () { return ::query_short_name (this); } + MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); } // If this object has no extra parts but should have them, // add them, effectively expanding heads into multipart @@ -437,9 +688,17 @@ MTH void create_treasure (treasurelist *tl, int flags = 0); + // makes sure the player has the named skill, + // and also makes it innate if can_use is true. + // returns the new skill or 0 if no such skill exists. + MTH object *give_skill (shstr_cmp name, bool can_use = false); + MTH void become_follower (object *new_god); + // insert object at same map position as 'where' // handles both inventory and map "positions" MTH object *insert_at (object *where, object *originator = 0, int flags = 0); + // check whether we can put this into the map, respect max_nrof, max_volume, max_items + MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0); MTH void drop_unpaid_items (); MTH void activate (); @@ -447,11 +706,19 @@ MTH void activate_recursive (); MTH void deactivate_recursive (); - // set the givne flag on all objects in the inventory recursively + // prefetch and activate the surrounding area + MTH void prefetch_surrounding_maps (); + + // set the given flag on all objects in the inventory recursively MTH void set_flag_inv (int flag, int value = 1); - void enter_exit (object *exit);//Perl - MTH void enter_map (maptile *newmap, int x, int y); + void enter_exit (object *exit); // perl + MTH bool enter_map (maptile *newmap, int x, int y); + void player_goto (const_utf8_string path, int x, int y); // only for players + MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0 + + MTH object *mark () const; + MTH void splay_marked (); // returns the mapspace this object is in mapspace &ms () const; @@ -497,35 +764,82 @@ } /* This returns TRUE if the object is something that - * should be displayed in the floorbox/inventory window + * a client might want to know about. */ MTH bool client_visible () const { return !invisible && type != PLAYER; } + // the client does nrof * this weight + MTH sint32 client_weight () const + { + return weight + carrying; + } + MTH struct region *region () const; - void statusmsg (const char *msg, int color = NDI_BLACK); - void failmsg (const char *msg, int color = NDI_RED); + MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK); + MTH void failmsg (const_utf8_string msg, int color = NDI_RED); + void failmsgf (const_utf8_string format, ...); // always NDI_RED... + + MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = ""); MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference - static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible + static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible + + // make some noise with given item into direction dir, + // currently only used for players to make them temporarily visible + // when they are invisible. + MTH void make_noise (); + + /* animation */ + MTH bool has_anim () const { return animation_id; } + const animation &anim () const { return animations [animation_id]; } + MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; } + MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); } + /* anim_frames () returns the number of animations allocated. The last + * usuable animation will be anim_frames () - 1 (for example, if an object + * has 8 animations, anim_frames () will return 8, but the values will + * range from 0 through 7. + */ + MTH int anim_frames () const { return anim ().num_animations; } + MTH int anim_facings () const { return anim ().facings; } + + // sets a new animation frame, if the object has animation frames, + // and updates the face + MTH void update_anim_frame (int frame); + + MTH utf8_string as_string (); + + // low-level management, statistics, ... + static uint32_t ACC (RW, object_count); + static uint32_t ACC (RW, free_count); + static uint32_t ACC (RW, create_count); + static uint32_t ACC (RW, destroy_count); + static freelist_item *freelist; + MTH static void freelist_free (int count); protected: void link (); void unlink (); + void do_delete (); + object (); ~object (); + +private: + object &operator =(const object &); + object (const object &); }; // move this object to the top of its env's inventory to speed up // searches for it. -static object * +static inline object * splay (object *ob) { - if (ob->env && ob->env->inv != ob) + if (ob->above && ob->env) { if (ob->above) ob->above->below = ob->below; if (ob->below) ob->below->above = ob->above; @@ -539,21 +853,10 @@ return ob; } -typedef struct oblnk -{ /* Used to link together several objects */ - object_ptr ob; - struct oblnk *next; -} objectlink; - -typedef struct oblinkpt -{ /* Used to link together several object links */ - struct oblnk *link; - long value; /* Used as connected value in buttons/gates */ - struct oblinkpt *next; -} oblinkpt; +//+GPL -object *find_skill_by_name (object *who, const char *name); -object *find_skill_by_name (object *who, const shstr &sh); +object *find_skill_by_name_fuzzy (object *who, const_utf8_string name); +object *find_skill_by_name (object *who, shstr_cmp sh); object *find_skill_by_number (object *who, int skillno); /* @@ -565,33 +868,56 @@ * by the object structure */ +//-GPL + INTERFACE_CLASS (archetype) -struct archetype : object +struct archetype : object, zero_initialised { - archetype (const char *name); + static arch_ptr empty; // the empty_archetype + MTH static void gc (); + + archetype (const_utf8_string name); ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; - static archetype *read (object_thawer &f); - - MTH static archetype *get (const_utf8_string name); // find or create MTH static archetype *find (const_utf8_string name); MTH void link (); MTH void unlink (); + MTH static object *get (const_utf8_string name); // (find() || singularity)->instance() + MTH object *instance (); + + MTH void post_load_check (); // do some adjustments after parsing + object_vector_index ACC (RW, archid); // index in archvector - shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ - bool ACC (RW, stub); // if true, this is an invalid archetype + shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ + + sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ + + // support for archetype loading + static archetype *read (object_thawer &f); + MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more + static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ - sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ - sint8 ACC (RW, max_x), ACC (RW, max_y); +protected: + void do_delete (); }; +// returns whether the object is a dragon player, which are often specialcased +inline bool +object::is_dragon () const +{ + return arch->race == shstr_dragon && is_player (); +} + inline void -object_freezer::put (keyword k, archetype *v) +object_freezer::put (const keyword_string k, archetype *v) { - put (k, v ? &v->archname : (const char *)0); + if (expect_true (v)) + put (k, v->archname); + else + put (k); } typedef object_vector objectvec; @@ -602,27 +928,34 @@ extern activevec actives; extern archvec archetypes; -#define for_all_objects(var) \ - for (unsigned _i = 0; _i < objects.size (); ++_i) \ +// "safely" iterate over inv in a way such that the current item is removable +// quite horrible, that's why its hidden in some macro +#define for_inv_removable(op,var) \ + for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) + +#define for_all_objects(var) \ + for (unsigned _i = 0; _i < objects.size (); ++_i) \ statementvar (object *, var, objects [_i]) -#define for_all_actives(var) \ - for (unsigned _i = 0; _i < actives.size (); ++_i) \ +#define for_all_actives(var) \ + for (unsigned _i = 0; _i < actives.size (); ++_i) \ statementvar (object *, var, actives [_i]) -#define for_all_archetypes(var) \ - for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ +#define for_all_archetypes(var) \ + for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ statementvar (archetype *, var, archetypes [_i]) +//+GPL + /* Used by update_object to know if the object being passed is * being added or removed. */ -#define UP_OBJ_INSERT 1 -#define UP_OBJ_REMOVE 2 -#define UP_OBJ_CHANGE 3 -#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ +#define UP_OBJ_INSERT 1 // object was inserted +#define UP_OBJ_REMOVE 2 // object was removed +#define UP_OBJ_CHANGE 3 // object has changed in some unspecified way +#define UP_OBJ_FACE 4 // only thing that changed was the face -/* These are flags passed to insert_ob_in_map and +/* These are flags passed to insert_ob_in_map and * insert_ob_in_ob. Note that all flags may not be meaningful * for both functions. * Most are fairly explanatory: @@ -633,15 +966,12 @@ * originator - saves cpu time if you know the inserted object * is not meaningful in terms of having an effect. * INS_ON_TOP: Always put object on top. Generally only needed when loading - * files from disk and ordering needs to be preserved. + * files from disk and ordering needs to be preserved. * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - * Use for treasure chests so the new object is the highest thing * beneath the player, but not actually above it. Note - the * map and x,y coordinates for the object to be inserted must * match the originator. - * INS_MAP_LOAD: disable lots of checkings done at insertion to - * speed up map loading process, as we assume the ordering in - * loaded map is correct. * * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY * are mutually exclusive. The behaviour for passing more than one @@ -654,9 +984,9 @@ #define INS_NO_WALK_ON 0x0004 #define INS_ON_TOP 0x0008 #define INS_BELOW_ORIGINATOR 0x0010 -#define INS_MAP_LOAD 0x0020 +#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead -#define ARCH_DEPLETION "depletion" +//-GPL #endif