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Comparing deliantra/server/include/object.h (file contents):
Revision 1.68 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.119 by root, Sat May 12 13:27:37 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
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#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34
34#define BODY_ARMS 1 35enum {
36 body_range,
37 body_shield,
38 body_combat,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_skill,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
35 52
36/* See common/item.c */ 53/* See common/item.c */
37 54
38typedef struct Body_Locations 55typedef struct Body_Locations
39{ 56{
88/* However, if you're keeping a pointer of some sort, you probably 105/* However, if you're keeping a pointer of some sort, you probably
89 * don't just want it copied, so you'll need to add to common/object.C, 106 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to () 107 * e.g. ->copy_to ()
91 */ 108 */
92 109
110struct body_slot
111{
112 signed char info:4; /* body info as loaded from the file */
113 signed char used:4; /* Calculated value based on items equipped */
114};
115
93INTERFACE_CLASS (object) 116INTERFACE_CLASS (object)
94// these are being copied 117// these are being copied
95struct object_copy : attachable 118struct object_copy : attachable
96{ 119{
97 typedef bitset<NUM_FLAGS> flags_t; 120 typedef bitset<NUM_FLAGS> flags_t;
98 121
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123
124 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
125 uint8 ACC (RW, subtype); /* subtype of object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128
102 shstr ACC (RW, name); /* The name of the object, obviously... */ 129 shstr ACC (RW, name); /* The name of the object, obviously... */
103 shstr ACC (RW, name_pl); /* The plural name of the object */ 130 shstr ACC (RW, name_pl); /* The plural name of the object */
104 shstr ACC (RW, title); /* Of foo, etc */ 131 shstr ACC (RW, title); /* Of foo, etc */
105 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 132 shstr ACC (RW, race); /* human, goblin, dragon, etc */
106 shstr ACC (RW, slaying); /* Which race to do double damage to */ 133 shstr ACC (RW, slaying); /* Which race to do double damage to */
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 136 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 137 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 138 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 139 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 140 shstr ACC (RW, custom_name); /* Custom name assigned by player */
141// materialtype_t *ACC (RW, material); /* What material this object consists of */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 147 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 149 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 150 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 151
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 152 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 153 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 154 uint32 ACC (RW, nrof); /* How many of the objects */
128 155
129 /* This next big block are basically used for monsters and equipment */ 156 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 159 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 164 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 168 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 183 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 184 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 187 body_slot slot [NUM_BODY_LOCATIONS];
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 188 faceidx ACC (RW, face); /* Face with colors */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 189 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 190 /* See the pod/objects.pod for more info about body locations */
165 191
166 /* Following mostly refers to fields only used for monsters */ 192 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
177 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
178 * only used in spells. 204 * only used in spells.
179 */ 205 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */ 206 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
208
182 uint16 ACC (RW, start_holding); 209 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 210 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 211 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
212
185 sint8 ACC (RW, range); /* Range of the spell */ 213 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 214 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 215 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */ 216 MoveType ACC (RW, move_block);/* What movement types this blocks */
217
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 218 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 219 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 220 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 221 MoveType ACC (RW, move_slow); /* Movement types this slows down */
222
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 223 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195 224
196 char *ACC (RW, spellarg); 225 char *ACC (RW, spellarg);
197 226
198 /* Following are values used by any object */ 227 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 228 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 229 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */ 230 flags_t flag; /* various flags */
203#if FOR_PERL 231#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]); 232 bool ACC (RW, flag[NUM_FLAGS]);
205#endif 233#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */ 234 uint16 ACC (RW, animation_id);/* An index into the animation array */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 239 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 240};
213 241
214struct object : zero_initialised, object_copy 242struct object : zero_initialised, object_copy
215{ 243{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 244 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 245 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 246
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 247 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
248 int ACC (RO, count);
249 int ACC (RO, index); // index into objects
250 int ACC (RO, active); // index into actives
223 251
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 252 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 253
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 254 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 255 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 256 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 257 object *inv; /* Pointer to the first object in the inventory */
258
259 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 260 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 261 * is only used by the player right now.
237 */ 262 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 263 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 264 * This is typically the container that the object is in.
240 */ 265 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 266 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 267 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently? 268 client_container *seen_by; // seen by which player/container currently?
269 key_value *key_values; /* Fields not explictly known by the loader. */
244 270
245 static vector active; // active objects, not yet used 271 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
246 static vector objects; // not used yet, use first->next->... 272 void post_load_check (); // do some adjustments after parsing
247 static object *first; // will be replaced by "objects" 273 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
274 bool write (object_freezer &f);
248 275
249 static object *create (); 276 MTH static object *create ();
277 object &operator =(const object &src);
250 void copy_to (object *dst); 278 MTH void copy_to (object *dst);
251 object *clone (); // create + copy_to 279 MTH object *clone (); // create + copy_to
252 void do_destroy (); 280 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 281 void gather_callbacks (AV *&callbacks, event_type event) const;
254 void destroy (bool destroy_inventory = false); 282 MTH void destroy (bool destroy_inventory = false);
255 283
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 284 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 void destroy_inv (bool drop_to_ground = false); 285 MTH void destroy_inv (bool drop_to_ground = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory 286 MTH object *insert (object *item); // insert into inventory
287 void do_remove ();
288 MTH void remove ()
289 {
290 if (!flag [FLAG_REMOVED])
291 do_remove ();
292 }
293
294 // move this object to the top of its env's inventory to speed up
295 // searches for it.
296 MTH void inv_splay ()
297 {
298 if (env && env->inv != this)
299 {
300 if (above) above->below = below;
301 if (below) below->above = above;
302
303 above = 0;
304 below = env->inv;
305 below->above = this;
306 env->inv = this;
307 }
308 }
260 309
261 static bool can_merge_slow (object *op1, object *op2); 310 static bool can_merge_slow (object *op1, object *op2);
262 311
263 // this is often used in time-critical code, so optimise 312 // this is often used in time-critical code, so optimise
264 static bool can_merge (object *op1, object *op2) 313 MTH static bool can_merge (object *op1, object *op2)
265 { 314 {
266 return op1->value == op2->value 315 return op1->value == op2->value
267 && op1->name == op2->name 316 && op1->name == op2->name
268 && can_merge_slow (op1, op2); 317 && can_merge_slow (op1, op2);
269 } 318 }
270 319
271 void set_owner (object *owner); 320 MTH void set_owner (object *owner);
321 MTH void set_speed (float speed);
322 MTH void set_weapon (object *ob);
272 323
324 MTH void open_container (object *new_container);
325 MTH void close_container ()
326 {
327 open_container (0);
328 }
329
273 void instantiate () 330 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 331
281 // recalculate all stats 332 // recalculate all stats
282 void update_stats (); 333 MTH void update_stats ();
283 void roll_stats (); 334 MTH void roll_stats ();
284 void swap_stats (int a, int b); 335 MTH void swap_stats (int a, int b);
285 void add_statbonus (); 336 MTH void add_statbonus ();
286 void remove_statbonus (); 337 MTH void remove_statbonus ();
287 void drain_stat (); 338 MTH void drain_stat ();
288 void drain_specific_stat (int deplete_stats); 339 MTH void drain_specific_stat (int deplete_stats);
289 void change_luck (int value); 340 MTH void change_luck (int value);
290 341
291 // info must hold 256 * 3 bytes currently 342 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 343 const char *debug_desc (char *info) const;
293 const char *debug_desc () const; 344 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
345 const char *flag_desc (char *desc, int len) const;
294 346
347 int number_of () const
348 {
349 return nrof ? nrof : 1;
350 }
351
352 uint64 total_weight () const
353 {
354 return weight * number_of ();
355 }
356
357 // return the dominant material of this item, always return something
358 const materialtype_t *dominant_material () const;
359
360 // return the volume of this object in cm³
361 uint64 volume () const
362 {
363 return total_weight ()
364 * 1000
365 * (type == CONTAINER ? 1000 : 1)
366 / dominant_material ()->density;
367 }
368
295 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 369 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
296 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 370 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
297 || type == CLOAK || type == BOOTS || type == GLOVES 371 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; } 372 || type == BRACERS || type == GIRDLE; }
299 bool is_alive () const { return (type == PLAYER 373 MTH bool is_alive () const { return (type == PLAYER
300 || flag [FLAG_MONSTER] 374 || flag [FLAG_MONSTER]
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 375 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; } 376 && !flag [FLAG_IS_A_TEMPLATE]; }
303 bool is_arrow () const { return type == ARROW 377 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT 378 || (type == SPELL_EFFECT
305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 379 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
380 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
381
382 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
383
384 // temporary: wether the object can be saved in a map file
385 // contr => is a player
386 // head => only save head of a multitile object
387 // owner => can not reference owner yet
388 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
306 389
307 /* This return true if object has still randomitems which 390 /* This return true if object has still randomitems which
308 * could be expanded. 391 * could be expanded.
309 */ 392 */
310 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 393 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
311 394
312 // returns the player that has this object in his inventory, or 0 395 // returns the player that has this object in his inventory, or 0
313 object *in_player () const 396 MTH object *in_player () const
314 { 397 {
315 for (object *op = env; op; op = op->env) 398 for (object *op = env; op; op = op->env)
316 if (op->type == PLAYER) 399 if (op->type == PLAYER)
317 return op; 400 return op;
318 401
319 return 0; 402 return 0;
320 } 403 }
404
405 // "temporary" helper function
406 MTH object *head_ ()
407 {
408 return head ? head : this;
409 }
410
411 MTH std::string long_desc (object *who = 0);
412 MTH std::string describe_monster (object *who = 0);
413 MTH std::string describe_item (object *who = 0);
414 MTH std::string describe (object *who = 0);
415
416 // If this object has no extra parts but should have them,
417 // add them, effectively expanding heads into multipart
418 // objects. This method only works on objects not inserted
419 // anywhere.
420 MTH void expand_tail ();
421
422 MTH void create_treasure (treasurelist *tl, int flags = 0);
423
424 // insert object at same map position as 'where'
425 // handles both inventory and map "positions"
426 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
427
428 MTH void activate ();
429 MTH void deactivate ();
430 MTH void activate_recursive ();
431 MTH void deactivate_recursive ();
432
433 // set the givne flag on all objects in the inventory recursively
434 MTH void set_flag_inv (int flag, int value = 1);
435
436 void enter_exit (object *exit);//Perl
437 MTH void enter_map (maptile *newmap, int x, int y);
321 438
322 // returns the mapspace this object is in 439 // returns the mapspace this object is in
323 mapspace &ms () const; 440 mapspace &ms () const;
324 441
325 // fully recursive iterator 442 // fully recursive iterator
335 operator object *() const { return item; } 452 operator object *() const { return item; }
336 453
337 object *operator ->() const { return item; } 454 object *operator ->() const { return item; }
338 object &operator * () const { return *item; } 455 object &operator * () const { return *item; }
339 }; 456 };
457
458 MTH unsigned int random_seed () const
459 {
460 return (unsigned int)uuid.seq;
461 }
340 462
341 // depth-first recursive iterator 463 // depth-first recursive iterator
342 struct depth_iterator : iterator_base 464 struct depth_iterator : iterator_base
343 { 465 {
344 depth_iterator (object *container); 466 depth_iterator (object *container);
355 object *end () 477 object *end ()
356 { 478 {
357 return this; 479 return this;
358 } 480 }
359 481
482 /* This returns TRUE if the object is something that
483 * should be displayed in the floorbox/inventory window
484 */
485 MTH bool client_visible () const
486 {
487 return !invisible && type != PLAYER;
488 }
489
490 MTH struct region *region () const;
491
360protected: 492protected:
361 friend struct archetype; 493 friend struct archetype;
362 494
363 void link (); 495 void link ();
364 void unlink (); 496 void unlink ();
365 497
366 object (); 498 object ();
367 ~object (); 499 ~object ();
368}; 500};
501
502typedef object_vector<object, &object::index > objectvec;
503typedef object_vector<object, &object::active> activevec;
504
505extern objectvec objects;
506extern activevec actives;
507
508#define for_all_objects(var) \
509 for (unsigned _i = 0; _i < objects.size (); ++_i) \
510 declvar (object *, var, objects [_i])
511
512#define for_all_actives(var) \
513 for (unsigned _i = 0; _i < actives.size (); ++_i) \
514 declvar (object *, var, actives [_i])
369 515
370typedef struct oblnk 516typedef struct oblnk
371{ /* Used to link together several objects */ 517{ /* Used to link together several objects */
372 object_ptr ob; 518 object_ptr ob;
373 struct oblnk *next; 519 struct oblnk *next;
394{ 540{
395 archetype (); 541 archetype ();
396 ~archetype (); 542 ~archetype ();
397 void gather_callbacks (AV *&callbacks, event_type event) const; 543 void gather_callbacks (AV *&callbacks, event_type event) const;
398 544
545 static archetype *read (object_thawer &f);
546 static archetype *get (const char *name); // find or create
399 static archetype *find (const char *arch); 547 static archetype *find (const char *name);
400 548
401 void hash_add (); // add to hashtable 549 void hash_add (); // add to hashtable
402 void hash_del (); // remove from hashtable 550 void hash_del (); // remove from hashtable
403 551
404 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 552 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
405 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 553 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
406 struct archetype *ACC (RW, head); /* The main part of a linked object */ 554 struct archetype *ACC (RW, head); /* The main part of a linked object */
407 struct archetype *ACC (RW, more); /* Next part of a linked object */ 555 struct archetype *ACC (RW, more); /* Next part of a linked object */
408 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 556 object ACC (RO, clone); /* An object from which to do ->copy_to () */
409 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 557 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
558 bool ACC (RW, linked); // linked into list of heads
410 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 559 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
411 * in comparison to the head. 560 * in comparison to the head.
412 */ 561 */
413}; 562};
414
415extern object *objects;
416extern object *active_objects;
417
418extern int nrofallocobjects;
419
420/* This returns TRUE if the object is something that
421 * should be displayed in the look window
422 */
423#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
424 563
425/* Used by update_object to know if the object being passed is 564/* Used by update_object to know if the object being passed is
426 * being added or removed. 565 * being added or removed.
427 */ 566 */
428#define UP_OBJ_INSERT 1 567#define UP_OBJ_INSERT 1
463#define INS_ON_TOP 0x0008 602#define INS_ON_TOP 0x0008
464#define INS_BELOW_ORIGINATOR 0x0010 603#define INS_BELOW_ORIGINATOR 0x0010
465#define INS_MAP_LOAD 0x0020 604#define INS_MAP_LOAD 0x0020
466 605
467#define ARCH_SINGULARITY "singularity" 606#define ARCH_SINGULARITY "singularity"
468#define ARCH_SINGULARITY_LEN 11
469#define ARCH_DETECT_MAGIC "detect_magic" 607#define ARCH_DETECT_MAGIC "detect_magic"
470#define ARCH_DEPLETION "depletion" 608#define ARCH_DEPLETION "depletion"
471#define ARCH_SYMPTOM "symptom" 609#define ARCH_SYMPTOM "symptom"
472 610
473#endif 611#endif

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