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Comparing deliantra/server/include/object.h (file contents):
Revision 1.75 by root, Sat Dec 30 21:17:48 2006 UTC vs.
Revision 1.135 by root, Sun Jul 1 05:00:18 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
27#include <bitset> 27#include <bitset>
28 28
29#include "cfperl.h" 29#include "cfperl.h"
30#include "shstr.h" 30#include "shstr.h"
31 31
32typedef uint32 tag_t; 32typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 33
34#define BODY_ARMS 1 34enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
35 58
36/* See common/item.c */ 59/* See common/item.c */
37 60
38typedef struct Body_Locations 61typedef struct Body_Locations
39{ 62{
40 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
41 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
42 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
43} Body_Locations; 66} Body_Locations;
44 67
45extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
83#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
84#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
85#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
86#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
87 110
88/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
89 * don't just want it copied, so you'll need to add to common/object.C, 112{
90 * e.g. ->copy_to () 113 signed char info:4; /* body info as loaded from the file */
91 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
92 116
93INTERFACE_CLASS (object) 117INTERFACE_CLASS (object)
94// these are being copied 118// these are being copied
95struct object_copy : attachable 119struct object_copy : attachable
96{ 120{
97 typedef bitset<NUM_FLAGS> flags_t; 121 typedef bitset<NUM_FLAGS> flags_t;
98 122
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 123 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
124
125 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
126 uint8 ACC (RW, subtype); /* subtype of object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
102 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
103 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
104 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
105 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
106 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 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 */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// 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 */ 143 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 */ 144 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 */ 145 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 */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 152
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 153 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 */ 154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
128 156
129 /* This next big block are basically used for monsters and equipment */ 157 /* 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 */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 164 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 165 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 168 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 169 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 170 * meanings by some objects, eg, sp penalty, permanent exp.
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 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 */ 188 body_slot slot [NUM_BODY_LOCATIONS];
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 189 faceidx ACC (RW, face); /* Face with colors */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 190 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 191 /* See the pod/objects.pod for more info about body locations */
165 192
166 /* Following mostly refers to fields only used for monsters */ 193 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 194 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
177 * Note that other fields are used - these files are basically 204 * Note that other fields are used - these files are basically
178 * only used in spells. 205 * only used in spells.
179 */ 206 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */ 207 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 208 sint16 ACC (RW, casting_time);/* time left before spell goes off */
209
182 uint16 ACC (RW, start_holding); 210 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 211 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 212 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
213
185 sint8 ACC (RW, range); /* Range of the spell */ 214 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 215 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 */ 216 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */ 217 MoveType ACC (RW, move_block);/* What movement types this blocks */
218
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 219 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 220 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 */ 221 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 222 MoveType ACC (RW, move_slow); /* Movement types this slows down */
223
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195 225
196 char *ACC (RW, spellarg); 226 char *ACC (RW, spellarg);
197 227
198 /* Following are values used by any object */ 228 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 229 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 230 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 */ 231 flags_t flag; /* various flags */
203#if FOR_PERL 232#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]); 233 bool ACC (RW, flag[NUM_FLAGS]);
205#endif 234#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */ 235 uint16 ACC (RW, animation_id);/* An index into the animation array */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 240 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 241};
213 242
214struct object : zero_initialised, object_copy 243struct object : zero_initialised, object_copy
215{ 244{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 245 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 246 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 247
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 248 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
249 int ACC (RO, count);
250 object_vector_index ACC (RO, index); // index into objects
251 object_vector_index ACC (RO, active); // index into actives
223 252
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 253 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 */ 254
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 */ 255 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 */ 256 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 257 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 258 object *inv; /* Pointer to the first object in the inventory */
259
260 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 261 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 262 * is only used by the player right now.
237 */ 263 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 264 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 265 * This is typically the container that the object is in.
240 */ 266 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 267 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 268 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? 269 client_container *seen_by; // seen by which player/container currently?
270 key_value *key_values; /* Fields not explictly known by the loader. */
244 271
245 static vector active; // active objects, not yet used 272 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->... 273 void post_load_check (); // do some adjustments after parsing
247 static object *first; // will be replaced by "objects" 274 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
275 bool write (object_freezer &f);
248 276
277 MTH int slottype () const;
249 MTH static object *create (); 278 MTH static object *create ();
279 object &operator =(const object &src);
250 MTH void copy_to (object *dst); 280 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 281 MTH object *clone (); // create + copy_to
252 void do_destroy (); 282 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 283 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 284 MTH void destroy (bool destroy_inventory = false);
255 285
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 286 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 287 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory 288 MTH object *insert (object *item); // insert into inventory
289 void do_remove ();
290 MTH void remove ()
291 {
292 if (!flag [FLAG_REMOVED])
293 do_remove ();
294 }
260 295
261 static bool can_merge_slow (object *op1, object *op2); 296 static bool can_merge_slow (object *op1, object *op2);
262 297
263 // this is often used in time-critical code, so optimise 298 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 299 MTH static bool can_merge (object *op1, object *op2)
268 && can_merge_slow (op1, op2); 303 && can_merge_slow (op1, op2);
269 } 304 }
270 305
271 MTH void set_owner (object *owner); 306 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 307 MTH void set_speed (float speed);
308 MTH bool change_weapon (object *ob);
309 MTH bool change_skill (object *ob);
273 310
311 MTH void open_container (object *new_container);
312 MTH void close_container ()
313 {
314 open_container (0);
315 }
316
317 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
318 bool should_invoke (event_type event)
319 {
320 return ev_want_event [event] || ev_want_type [type] || cb;
321 }
322
274 MTH void instantiate () 323 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 324
282 // recalculate all stats 325 // recalculate all stats
283 MTH void update_stats (); 326 MTH void update_stats ();
284 MTH void roll_stats (); 327 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 328 MTH void swap_stats (int a, int b);
289 MTH void drain_specific_stat (int deplete_stats); 332 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 333 MTH void change_luck (int value);
291 334
292 // info must hold 256 * 3 bytes currently 335 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 336 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 337 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
295 const char *flag_desc (char *desc, int len) const; 338 const char *flag_desc (char *desc, int len) const;
339
340 int number_of () const
341 {
342 return nrof ? nrof : 1;
343 }
344
345 uint64 total_weight () const
346 {
347 return weight * number_of ();
348 }
349
350 // return the dominant material of this item, always return something
351 const materialtype_t *dominant_material () const;
352
353 // return the volume of this object in cm³
354 uint64 volume () const
355 {
356 return total_weight ()
357 * 1000
358 * (type == CONTAINER ? 1000 : 1)
359 / dominant_material ()->density;
360 }
296 361
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 362 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 363 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 364 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 365 || type == BRACERS || type == GIRDLE; }
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 368 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 369 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 370 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 371 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 372 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
373 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 374
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 375 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 376
311 // temporary: wether the objetc can be saved in a map file 377 // temporary: wether the object can be saved in a map file
312 // contr => is a player 378 // contr => is a player
313 // head => only save head of a multitile object 379 // head => only save head of a multitile object
314 // owner => can not reference owner yet 380 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; } 381 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316 382
317 /* This return true if object has still randomitems which 383 /* This return true if object has still randomitems which
318 * could be expanded. 384 * could be expanded.
319 */ 385 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 386 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH object *head_ () 399 MTH object *head_ ()
334 { 400 {
335 return head ? head : this; 401 return head ? head : this;
336 } 402 }
337 403
404 MTH bool is_head ()
405 {
406 return head_ () == this;
407 }
408
409 MTH std::string long_desc (object *who = 0);
410 MTH std::string describe_monster (object *who = 0);
411 MTH std::string describe_item (object *who = 0);
412 MTH std::string describe (object *who = 0);
413
414 // If this object has no extra parts but should have them,
415 // add them, effectively expanding heads into multipart
416 // objects. This method only works on objects not inserted
417 // anywhere.
418 MTH void expand_tail ();
419
420 MTH void create_treasure (treasurelist *tl, int flags = 0);
421
338 // insert object at same map position as 'where' 422 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 423 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 424 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 425
426 MTH void activate ();
427 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 428 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 429 MTH void deactivate_recursive ();
344 430
431 // set the givne flag on all objects in the inventory recursively
432 MTH void set_flag_inv (int flag, int value = 1);
433
345 void enter_exit (object *exit);//PERL 434 void enter_exit (object *exit);//Perl
346 MTH void enter_map (maptile *newmap, int x, int y); 435 MTH void enter_map (maptile *newmap, int x, int y);
347 436
348 // returns the mapspace this object is in 437 // returns the mapspace this object is in
349 mapspace &ms () const; 438 mapspace &ms () const;
350 439
361 operator object *() const { return item; } 450 operator object *() const { return item; }
362 451
363 object *operator ->() const { return item; } 452 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 453 object &operator * () const { return *item; }
365 }; 454 };
455
456 MTH unsigned int random_seed () const
457 {
458 return (unsigned int)uuid.seq;
459 }
366 460
367 // depth-first recursive iterator 461 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 462 struct depth_iterator : iterator_base
369 { 463 {
370 depth_iterator (object *container); 464 depth_iterator (object *container);
381 object *end () 475 object *end ()
382 { 476 {
383 return this; 477 return this;
384 } 478 }
385 479
480 /* This returns TRUE if the object is something that
481 * should be displayed in the floorbox/inventory window
482 */
483 MTH bool client_visible () const
484 {
485 return !invisible && type != PLAYER;
486 }
487
488 MTH struct region *region () const;
489
386protected: 490protected:
387 friend struct archetype;
388
389 void link (); 491 void link ();
390 void unlink (); 492 void unlink ();
391 493
392 object (); 494 object ();
393 ~object (); 495 ~object ();
394}; 496};
497
498// move this object to the top of its env's inventory to speed up
499// searches for it.
500static object *
501splay (object *ob)
502{
503 if (ob->env && ob->env->inv != ob)
504 {
505 if (ob->above) ob->above->below = ob->below;
506 if (ob->below) ob->below->above = ob->above;
507
508 ob->above = 0;
509 ob->below = ob->env->inv;
510 ob->below->above = ob;
511 ob->env->inv = ob;
512 }
513
514 return ob;
515}
395 516
396typedef struct oblnk 517typedef struct oblnk
397{ /* Used to link together several objects */ 518{ /* Used to link together several objects */
398 object_ptr ob; 519 object_ptr ob;
399 struct oblnk *next; 520 struct oblnk *next;
403{ /* Used to link together several object links */ 524{ /* Used to link together several object links */
404 struct oblnk *link; 525 struct oblnk *link;
405 long value; /* Used as connected value in buttons/gates */ 526 long value; /* Used as connected value in buttons/gates */
406 struct oblinkpt *next; 527 struct oblinkpt *next;
407} oblinkpt; 528} oblinkpt;
529
530object *find_skill_by_name (object *who, const char *name);
531object *find_skill_by_name (object *who, const shstr &sh);
532object *find_skill_by_number (object *who, int skillno);
408 533
409/* 534/*
410 * The archetype structure is a set of rules on how to generate and manipulate 535 * The archetype structure is a set of rules on how to generate and manipulate
411 * objects which point to archetypes. 536 * objects which point to archetypes.
412 * This probably belongs in arch.h, but there really doesn't appear to 537 * This probably belongs in arch.h, but there really doesn't appear to
414 * object and pointers. This structure should get removed, and just replaced 539 * object and pointers. This structure should get removed, and just replaced
415 * by the object structure 540 * by the object structure
416 */ 541 */
417 542
418INTERFACE_CLASS (archetype) 543INTERFACE_CLASS (archetype)
419struct archetype : zero_initialised, attachable 544struct archetype : object
420{ 545{
421 archetype (); 546 archetype (const char *name);
422 ~archetype (); 547 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const; 548 void gather_callbacks (AV *&callbacks, event_type event) const;
424 549
550 static archetype *read (object_thawer &f);
551 static archetype *get (const char *name); // find or create
425 static archetype *find (const char *arch); 552 static archetype *find (const char *name);
426 553
427 void hash_add (); // add to hashtable 554 void link ();
428 void hash_del (); // remove from hashtable 555 void unlink ();
429 556
557 object_vector_index ACC (RW, archid); // index in archvector
430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 558 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 559 bool ACC (RW, stub); // if true, this is an invalid archetype
432 struct archetype *ACC (RW, head); /* The main part of a linked object */
433 struct archetype *ACC (RW, more); /* Next part of a linked object */
434 object ACC (RO, clone); /* An object from which to do ->copy_to () */
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 560 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
436 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.
438 */
439};
440 561
562 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
563 sint8 ACC (RW, max_x), ACC (RW, max_y);
564};
565
566inline void
567object_freezer::put (keyword k, archetype *v)
568{
569 put (k, v ? &v->archname : (const char *)0);
570}
571
572typedef object_vector<object, &object::index > objectvec;
573typedef object_vector<object, &object::active> activevec;
574typedef object_vector<archetype, &archetype::archid> archvec;
575
441extern object *objects; 576extern objectvec objects;
442extern object *active_objects; 577extern activevec actives;
578extern archvec archetypes;
443 579
444extern int nrofallocobjects; 580#define for_all_objects(var) \
581 for (unsigned _i = 0; _i < objects.size (); ++_i) \
582 statementvar (object *, var, objects [_i])
445 583
446/* This returns TRUE if the object is something that 584#define for_all_actives(var) \
447 * should be displayed in the look window 585 for (unsigned _i = 0; _i < actives.size (); ++_i) \
448 */ 586 statementvar (object *, var, actives [_i])
449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) 587
588#define for_all_archetypes(var) \
589 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
590 statementvar (archetype *, var, archetypes [_i])
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
488#define INS_NO_WALK_ON 0x0004 629#define INS_NO_WALK_ON 0x0004
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"
494#define ARCH_SINGULARITY_LEN 11
495#define ARCH_DETECT_MAGIC "detect_magic"
496#define ARCH_DEPLETION "depletion" 634#define ARCH_DEPLETION "depletion"
497#define ARCH_SYMPTOM "symptom"
498 635
499#endif 636#endif
500 637

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