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Comparing deliantra/server/include/object.h (file contents):
Revision 1.74 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.125 by root, Sat May 19 00:08:11 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_skill,
37 body_combat,
38 body_range,
39 body_shield,
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
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
35 59
36/* See common/item.c */ 60/* See common/item.c */
37 61
38typedef struct Body_Locations 62typedef struct Body_Locations
39{ 63{
88/* However, if you're keeping a pointer of some sort, you probably 112/* 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, 113 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to () 114 * e.g. ->copy_to ()
91 */ 115 */
92 116
117struct body_slot
118{
119 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121};
122
93INTERFACE_CLASS (object) 123INTERFACE_CLASS (object)
94// these are being copied 124// these are being copied
95struct object_copy : attachable 125struct object_copy : attachable
96{ 126{
97 typedef bitset<NUM_FLAGS> flags_t; 127 typedef bitset<NUM_FLAGS> flags_t;
98 128
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
102 shstr ACC (RW, name); /* The name of the object, obviously... */ 136 shstr ACC (RW, name); /* The name of the object, obviously... */
103 shstr ACC (RW, name_pl); /* The plural name of the object */ 137 shstr ACC (RW, name_pl); /* The plural name of the object */
104 shstr ACC (RW, title); /* Of foo, etc */ 138 shstr ACC (RW, title); /* Of foo, etc */
105 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
106 shstr ACC (RW, slaying); /* Which race to do double damage to */ 140 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 */ 143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 144 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 145 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 146 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 147 shstr ACC (RW, custom_name); /* Custom name assigned by player */
148// 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 */ 149 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 */ 150 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 */ 151 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 */ 152 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 153 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 154 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 155 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 156 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 157 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 158
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 159 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 */ 160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 161 uint32 ACC (RW, nrof); /* How many of the objects */
128 162
129 /* This next big block are basically used for monsters and equipment */ 163 /* 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 */ 164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 171 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 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 */ 194 body_slot slot [NUM_BODY_LOCATIONS];
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 195 faceidx ACC (RW, face); /* Face with colors */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
165 198
166 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
177 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
178 * only used in spells. 211 * only used in spells.
179 */ 212 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
182 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
185 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 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 */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 226 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 */ 227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195 231
196 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
197 233
198 /* Following are values used by any object */ 234 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 235 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 236 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 */ 237 flags_t flag; /* various flags */
203#if FOR_PERL 238#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]); 239 bool ACC (RW, flag[NUM_FLAGS]);
205#endif 240#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */ 241 uint16 ACC (RW, animation_id);/* An index into the animation array */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 246 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 247};
213 248
214struct object : zero_initialised, object_copy 249struct object : zero_initialised, object_copy
215{ 250{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 251 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 253
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count);
256 int ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives
223 258
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 259 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 */ 260
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 */ 261 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 */ 262 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 263 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
265
266 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 267 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 268 * is only used by the player right now.
237 */ 269 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 270 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 271 * This is typically the container that the object is in.
240 */ 272 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 273 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 274 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? 275 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */
244 277
245 static vector active; // active objects, not yet used 278 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->... 279 void post_load_check (); // do some adjustments after parsing
247 static object *first; // will be replaced by "objects" 280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f);
248 282
283 MTH int slottype () const;
249 MTH static object *create (); 284 MTH static object *create ();
285 object &operator =(const object &src);
250 MTH void copy_to (object *dst); 286 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 287 MTH object *clone (); // create + copy_to
252 void do_destroy (); 288 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 289 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 290 MTH void destroy (bool destroy_inventory = false);
255 291
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 293 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory 294 MTH object *insert (object *item); // insert into inventory
295 void do_remove ();
296 MTH void remove ()
297 {
298 if (!flag [FLAG_REMOVED])
299 do_remove ();
300 }
260 301
261 static bool can_merge_slow (object *op1, object *op2); 302 static bool can_merge_slow (object *op1, object *op2);
262 303
263 // this is often used in time-critical code, so optimise 304 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 305 MTH static bool can_merge (object *op1, object *op2)
268 && can_merge_slow (op1, op2); 309 && can_merge_slow (op1, op2);
269 } 310 }
270 311
271 MTH void set_owner (object *owner); 312 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 313 MTH void set_speed (float speed);
314 MTH bool change_weapon (object *ob);
315 MTH bool change_skill (object *ob);
273 316
317 MTH void open_container (object *new_container);
318 MTH void close_container ()
319 {
320 open_container (0);
321 }
322
323 // overwrite the attachable invoke function with a version that also checks ev_want_type
324 bool invoke (event_type event, ...)
325 {
326 if (ev_want_event [event] || ev_want_type [type] || cb)
327 {
328 va_list ap;
329 va_start (ap, event);
330 vinvoke (event, ap);
331 va_end (ap);
332 }
333 }
334
274 MTH void instantiate () 335 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 336
282 // recalculate all stats 337 // recalculate all stats
283 MTH void update_stats (); 338 MTH void update_stats ();
284 MTH void roll_stats (); 339 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 340 MTH void swap_stats (int a, int b);
289 MTH void drain_specific_stat (int deplete_stats); 344 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 345 MTH void change_luck (int value);
291 346
292 // info must hold 256 * 3 bytes currently 347 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 348 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 349 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
295 const char *object::flag_desc (char *desc, int len) const; 350 const char *flag_desc (char *desc, int len) const;
351
352 int number_of () const
353 {
354 return nrof ? nrof : 1;
355 }
356
357 uint64 total_weight () const
358 {
359 return weight * number_of ();
360 }
361
362 // return the dominant material of this item, always return something
363 const materialtype_t *dominant_material () const;
364
365 // return the volume of this object in cm³
366 uint64 volume () const
367 {
368 return total_weight ()
369 * 1000
370 * (type == CONTAINER ? 1000 : 1)
371 / dominant_material ()->density;
372 }
296 373
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 374 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 375 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 376 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 377 || type == BRACERS || type == GIRDLE; }
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 380 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 381 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 382 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 383 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 384 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
385 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 386
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 387 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 388
311 // temporary: wether the objetc can be saved in a map file 389 // temporary: wether the object can be saved in a map file
312 // contr => is a player 390 // contr => is a player
313 // head => only save head of a multitile object 391 // head => only save head of a multitile object
314 // owner => can not reference owner yet 392 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; } 393 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316 394
317 /* This return true if object has still randomitems which 395 /* This return true if object has still randomitems which
318 * could be expanded. 396 * could be expanded.
319 */ 397 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 398 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH object *head_ () 411 MTH object *head_ ()
334 { 412 {
335 return head ? head : this; 413 return head ? head : this;
336 } 414 }
337 415
416 MTH std::string long_desc (object *who = 0);
417 MTH std::string describe_monster (object *who = 0);
418 MTH std::string describe_item (object *who = 0);
419 MTH std::string describe (object *who = 0);
420
421 // If this object has no extra parts but should have them,
422 // add them, effectively expanding heads into multipart
423 // objects. This method only works on objects not inserted
424 // anywhere.
425 MTH void expand_tail ();
426
427 MTH void create_treasure (treasurelist *tl, int flags = 0);
428
338 // insert object at same map position as 'where' 429 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 430 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 431 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 432
433 MTH void activate ();
434 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 435 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 436 MTH void deactivate_recursive ();
344 437
438 // set the givne flag on all objects in the inventory recursively
439 MTH void set_flag_inv (int flag, int value = 1);
440
345 void enter_exit (object *exit);//PERL 441 void enter_exit (object *exit);//Perl
346 MTH void enter_map (maptile *newmap, int x, int y); 442 MTH void enter_map (maptile *newmap, int x, int y);
347 443
348 // returns the mapspace this object is in 444 // returns the mapspace this object is in
349 mapspace &ms () const; 445 mapspace &ms () const;
350 446
361 operator object *() const { return item; } 457 operator object *() const { return item; }
362 458
363 object *operator ->() const { return item; } 459 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 460 object &operator * () const { return *item; }
365 }; 461 };
462
463 MTH unsigned int random_seed () const
464 {
465 return (unsigned int)uuid.seq;
466 }
366 467
367 // depth-first recursive iterator 468 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 469 struct depth_iterator : iterator_base
369 { 470 {
370 depth_iterator (object *container); 471 depth_iterator (object *container);
381 object *end () 482 object *end ()
382 { 483 {
383 return this; 484 return this;
384 } 485 }
385 486
487 /* This returns TRUE if the object is something that
488 * should be displayed in the floorbox/inventory window
489 */
490 MTH bool client_visible () const
491 {
492 return !invisible && type != PLAYER;
493 }
494
495 MTH struct region *region () const;
496
386protected: 497protected:
387 friend struct archetype; 498 friend struct archetype;
388 499
389 void link (); 500 void link ();
390 void unlink (); 501 void unlink ();
391 502
392 object (); 503 object ();
393 ~object (); 504 ~object ();
394}; 505};
506
507// move this object to the top of its env's inventory to speed up
508// searches for it.
509static object *
510splay (object *ob)
511{
512 if (ob->env && ob->env->inv != ob)
513 {
514 if (ob->above) ob->above->below = ob->below;
515 if (ob->below) ob->below->above = ob->above;
516
517 ob->above = 0;
518 ob->below = ob->env->inv;
519 ob->below->above = ob;
520 ob->env->inv = ob;
521 }
522
523 return ob;
524}
525
526typedef object_vector<object, &object::index > objectvec;
527typedef object_vector<object, &object::active> activevec;
528
529extern objectvec objects;
530extern activevec actives;
531
532#define for_all_objects(var) \
533 for (unsigned _i = 0; _i < objects.size (); ++_i) \
534 declvar (object *, var, objects [_i])
535
536#define for_all_actives(var) \
537 for (unsigned _i = 0; _i < actives.size (); ++_i) \
538 declvar (object *, var, actives [_i])
395 539
396typedef struct oblnk 540typedef struct oblnk
397{ /* Used to link together several objects */ 541{ /* Used to link together several objects */
398 object_ptr ob; 542 object_ptr ob;
399 struct oblnk *next; 543 struct oblnk *next;
403{ /* Used to link together several object links */ 547{ /* Used to link together several object links */
404 struct oblnk *link; 548 struct oblnk *link;
405 long value; /* Used as connected value in buttons/gates */ 549 long value; /* Used as connected value in buttons/gates */
406 struct oblinkpt *next; 550 struct oblinkpt *next;
407} oblinkpt; 551} oblinkpt;
552
553object *find_skill_by_name (object *who, const char *name);
554object *find_skill_by_name (object *who, const shstr &sh);
555object *find_skill_by_number (object *who, int skillno);
408 556
409/* 557/*
410 * The archetype structure is a set of rules on how to generate and manipulate 558 * The archetype structure is a set of rules on how to generate and manipulate
411 * objects which point to archetypes. 559 * objects which point to archetypes.
412 * This probably belongs in arch.h, but there really doesn't appear to 560 * This probably belongs in arch.h, but there really doesn't appear to
420{ 568{
421 archetype (); 569 archetype ();
422 ~archetype (); 570 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const; 571 void gather_callbacks (AV *&callbacks, event_type event) const;
424 572
573 static archetype *read (object_thawer &f);
574 static archetype *get (const char *name); // find or create
425 static archetype *find (const char *arch); 575 static archetype *find (const char *name);
426 576
427 void hash_add (); // add to hashtable 577 void hash_add (); // add to hashtable
428 void hash_del (); // remove from hashtable 578 void hash_del (); // remove from hashtable
429 579
430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 580 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 581 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
432 struct archetype *ACC (RW, head); /* The main part of a linked object */ 582 struct archetype *ACC (RW, head); /* The main part of a linked object */
433 struct archetype *ACC (RW, more); /* Next part of a linked object */ 583 struct archetype *ACC (RW, more); /* Next part of a linked object */
434 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 584 object ACC (RO, clone); /* An object from which to do ->copy_to () */
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 585 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
586 bool ACC (RW, linked); // linked into list of heads
436 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 587 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
437 * in comparison to the head. 588 * in comparison to the head.
438 */ 589 */
439}; 590};
440
441extern object *objects;
442extern object *active_objects;
443
444extern int nrofallocobjects;
445
446/* This returns TRUE if the object is something that
447 * should be displayed in the look window
448 */
449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
450 591
451/* Used by update_object to know if the object being passed is 592/* Used by update_object to know if the object being passed is
452 * being added or removed. 593 * being added or removed.
453 */ 594 */
454#define UP_OBJ_INSERT 1 595#define UP_OBJ_INSERT 1
489#define INS_ON_TOP 0x0008 630#define INS_ON_TOP 0x0008
490#define INS_BELOW_ORIGINATOR 0x0010 631#define INS_BELOW_ORIGINATOR 0x0010
491#define INS_MAP_LOAD 0x0020 632#define INS_MAP_LOAD 0x0020
492 633
493#define ARCH_SINGULARITY "singularity" 634#define ARCH_SINGULARITY "singularity"
494#define ARCH_SINGULARITY_LEN 11
495#define ARCH_DETECT_MAGIC "detect_magic" 635#define ARCH_DETECT_MAGIC "detect_magic"
496#define ARCH_DEPLETION "depletion" 636#define ARCH_DEPLETION "depletion"
497#define ARCH_SYMPTOM "symptom" 637#define ARCH_SYMPTOM "symptom"
498 638
499#endif 639#endif

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