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Comparing deliantra/server/include/object.h (file contents):
Revision 1.80 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.127 by root, Sun May 27 23:56:21 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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
23*/ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef uint32 tag_t; 33typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 34
35#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};
36 59
37/* See common/item.c */ 60/* See common/item.c */
38 61
39typedef struct Body_Locations 62typedef struct Body_Locations
40{ 63{
41 const char *save_name; /* Name used to load/save it to disk */ 64 keyword save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 65 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */ 66 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 67} Body_Locations;
45 68
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 69extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
84#define WILL_APPLY_TREASURE 0x02 107#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 108#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 109#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 110#define WILL_APPLY_FOOD 0x10
88 111
89/* However, if you're keeping a pointer of some sort, you probably 112struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 113{
91 * e.g. ->copy_to () 114 signed char info:4; /* body info as loaded from the file */
92 */ 115 signed char used:4; /* Calculated value based on items equipped */
116};
93 117
94INTERFACE_CLASS (object) 118INTERFACE_CLASS (object)
95// these are being copied 119// these are being copied
96struct object_copy : attachable 120struct object_copy : attachable
97{ 121{
98 typedef bitset<NUM_FLAGS> flags_t; 122 typedef bitset<NUM_FLAGS> flags_t;
99 123
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 124 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
125
126 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 128 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 129 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
130
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 140 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 141 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// materialtype_t *ACC (RW, material); /* What material this object consists of */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 144 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 145 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 146 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 147 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 148 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 149 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 150 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 151 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 152 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 153
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
129 157
130 /* This next big block are basically used for monsters and equipment */ 158 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 166 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 167 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 168 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 169 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 170 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 171 * meanings by some objects, eg, sp penalty, permanent exp.
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 185 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 186 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 187 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 189 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 190 faceidx ACC (RW, face); /* Face with colors */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 191 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 192 /* See the pod/objects.pod for more info about body locations */
166 193
167 /* Following mostly refers to fields only used for monsters */ 194 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 195 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
178 * Note that other fields are used - these files are basically 205 * Note that other fields are used - these files are basically
179 * only used in spells. 206 * only used in spells.
180 */ 207 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */ 208 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 209 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210
183 uint16 ACC (RW, start_holding); 211 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
186 sint8 ACC (RW, range); /* Range of the spell */ 215 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 217 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */ 218 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196 226
197 char *ACC (RW, spellarg); 227 char *ACC (RW, spellarg);
198 228
199 /* Following are values used by any object */ 229 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 230 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 231 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */ 232 flags_t flag; /* various flags */
204#if FOR_PERL 233#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 234 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 235#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 236 uint16 ACC (RW, animation_id);/* An index into the animation array */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 241 uint8 ACC (RW, will_apply); /* See crossfire.doc */
213}; 242};
214 243
215struct object : zero_initialised, object_copy 244struct object : zero_initialised, object_copy
216{ 245{
217 typedef unordered_vector<object *> vector;
218
219 // These variables are not changed by ->copy_to 246 // These variables are not changed by ->copy_to
220 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 247 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
221 248
222 tag_t ACC (RW, count); /* Generation count for this object */
223 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
250 int ACC (RO, count);
251 int ACC (RO, index); // index into objects
252 int ACC (RO, active); // index into actives
224 253
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 254 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 255
227 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
228 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
229 object *ACC (RW, active_prev);/* List. This is used in process_events */
230 /* so that the entire object list does not */
231 /* need to be gone through. */
232 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 256 object *ACC (RW, below); /* Pointer to the object stacked below this one */
233 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 257 object *ACC (RW, above); /* Pointer to the object stacked above this one */
234 /* Note: stacked in the *same* environment */ 258 /* Note: stacked in the *same* environment */
235 object *inv; /* Pointer to the first object in the inventory */ 259 object *inv; /* Pointer to the first object in the inventory */
260
261 //TODO: container must move into client
236 object *ACC (RW, container); /* Current container being used. I think this 262 object_ptr ACC (RW, container); /* Current container being used. I think this
237 * is only used by the player right now. 263 * is only used by the player right now.
238 */ 264 */
239 object *ACC (RW, env); /* Pointer to the object which is the environment. 265 object *ACC (RW, env); /* Pointer to the object which is the environment.
240 * This is typically the container that the object is in. 266 * This is typically the container that the object is in.
241 */ 267 */
242 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 268 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
243 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
244 client_container *seen_by; // seen by which player/container currently? 270 client_container *seen_by; // seen by which player/container currently?
271 key_value *key_values; /* Fields not explictly known by the loader. */
245 272
246 //static vector active_list; // active objects, not yet used 273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
247 //static vector object_list; // not used yet, use first->next->... 274 void post_load_check (); // do some adjustments after parsing
248 static object *first; // will be replaced by "objects" 275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
276 bool write (object_freezer &f);
249 277
278 MTH int slottype () const;
250 MTH static object *create (); 279 MTH static object *create ();
280 object &operator =(const object &src);
251 MTH void copy_to (object *dst); 281 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to 282 MTH object *clone (); // create + copy_to
253 void do_destroy (); 283 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const; 284 void gather_callbacks (AV *&callbacks, event_type event) const;
255 MTH void destroy (bool destroy_inventory = false); 285 MTH void destroy (bool destroy_inventory = false);
256 286
257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 287 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false); 288 MTH void destroy_inv (bool drop_to_ground = false);
259 MTH void remove ();
260 MTH object *insert (object *item); // insert into inventory 289 MTH object *insert (object *item); // insert into inventory
290 void do_remove ();
291 MTH void remove ()
292 {
293 if (!flag [FLAG_REMOVED])
294 do_remove ();
295 }
261 296
262 static bool can_merge_slow (object *op1, object *op2); 297 static bool can_merge_slow (object *op1, object *op2);
263 298
264 // this is often used in time-critical code, so optimise 299 // this is often used in time-critical code, so optimise
265 MTH static bool can_merge (object *op1, object *op2) 300 MTH static bool can_merge (object *op1, object *op2)
269 && can_merge_slow (op1, op2); 304 && can_merge_slow (op1, op2);
270 } 305 }
271 306
272 MTH void set_owner (object *owner); 307 MTH void set_owner (object *owner);
273 MTH void set_speed (float speed); 308 MTH void set_speed (float speed);
309 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob);
274 311
312 MTH void open_container (object *new_container);
313 MTH void close_container ()
314 {
315 open_container (0);
316 }
317
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event)
320 {
321 return ev_want_event [event] || ev_want_type [type] || cb;
322 }
323
275 MTH void instantiate () 324 MTH void instantiate ();
276 {
277 if (!uuid.seq) // HACK
278 uuid = gen_uuid ();
279
280 attachable::instantiate ();
281 }
282 325
283 // recalculate all stats 326 // recalculate all stats
284 MTH void update_stats (); 327 MTH void update_stats ();
285 MTH void roll_stats (); 328 MTH void roll_stats ();
286 MTH void swap_stats (int a, int b); 329 MTH void swap_stats (int a, int b);
290 MTH void drain_specific_stat (int deplete_stats); 333 MTH void drain_specific_stat (int deplete_stats);
291 MTH void change_luck (int value); 334 MTH void change_luck (int value);
292 335
293 // info must hold 256 * 3 bytes currently 336 // info must hold 256 * 3 bytes currently
294 const char *debug_desc (char *info) const; 337 const char *debug_desc (char *info) const;
295 MTH const char *debug_desc () const; 338 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
296 const char *flag_desc (char *desc, int len) const; 339 const char *flag_desc (char *desc, int len) const;
340
341 int number_of () const
342 {
343 return nrof ? nrof : 1;
344 }
345
346 uint64 total_weight () const
347 {
348 return weight * number_of ();
349 }
350
351 // return the dominant material of this item, always return something
352 const materialtype_t *dominant_material () const;
353
354 // return the volume of this object in cm³
355 uint64 volume () const
356 {
357 return total_weight ()
358 * 1000
359 * (type == CONTAINER ? 1000 : 1)
360 / dominant_material ()->density;
361 }
297 362
298 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 363 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
299 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 364 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
300 || type == CLOAK || type == BOOTS || type == GLOVES 365 || type == CLOAK || type == BOOTS || type == GLOVES
301 || type == BRACERS || type == GIRDLE; } 366 || type == BRACERS || type == GIRDLE; }
304 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 369 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
305 && !flag [FLAG_IS_A_TEMPLATE]; } 370 && !flag [FLAG_IS_A_TEMPLATE]; }
306 MTH bool is_arrow () const { return type == ARROW 371 MTH bool is_arrow () const { return type == ARROW
307 || (type == SPELL_EFFECT 372 || (type == SPELL_EFFECT
308 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 373 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
374 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
309 375
310 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 376 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
311 377
312 // temporary: wether the object can be saved in a map file 378 // temporary: wether the object can be saved in a map file
313 // contr => is a player 379 // contr => is a player
314 // head => only save head of a multitile object 380 // head => only save head of a multitile object
315 // owner => can not reference owner yet 381 // owner => can not reference owner yet
316 MTH bool can_map_save () const { return !contr && !head && !owner; } 382 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
317 383
318 /* This return true if object has still randomitems which 384 /* This return true if object has still randomitems which
319 * could be expanded. 385 * could be expanded.
320 */ 386 */
321 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 387 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
334 MTH object *head_ () 400 MTH object *head_ ()
335 { 401 {
336 return head ? head : this; 402 return head ? head : this;
337 } 403 }
338 404
405 MTH std::string long_desc (object *who = 0);
406 MTH std::string describe_monster (object *who = 0);
407 MTH std::string describe_item (object *who = 0);
408 MTH std::string describe (object *who = 0);
409
410 // If this object has no extra parts but should have them,
411 // add them, effectively expanding heads into multipart
412 // objects. This method only works on objects not inserted
413 // anywhere.
414 MTH void expand_tail ();
415
416 MTH void create_treasure (treasurelist *tl, int flags = 0);
417
339 // insert object at same map position as 'where' 418 // insert object at same map position as 'where'
340 // handles both inventory and map "positions" 419 // handles both inventory and map "positions"
341 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 420 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
342 421
343 MTH bool active () const;
344 MTH void activate (); 422 MTH void activate ();
345 MTH void deactivate (); 423 MTH void deactivate ();
346 MTH void activate_recursive (); 424 MTH void activate_recursive ();
347 MTH void deactivate_recursive (); 425 MTH void deactivate_recursive ();
348 426
349 // set the givne flag on all objects in the inventory recursively 427 // set the givne flag on all objects in the inventory recursively
350 MTH void set_flag_inv (int flag, int value = 1); 428 MTH void set_flag_inv (int flag, int value = 1);
351 429
352 void enter_exit (object *exit);//PERL 430 void enter_exit (object *exit);//Perl
353 MTH void enter_map (maptile *newmap, int x, int y); 431 MTH void enter_map (maptile *newmap, int x, int y);
354 432
355 // returns the mapspace this object is in 433 // returns the mapspace this object is in
356 mapspace &ms () const; 434 mapspace &ms () const;
357 435
393 object *end () 471 object *end ()
394 { 472 {
395 return this; 473 return this;
396 } 474 }
397 475
476 /* This returns TRUE if the object is something that
477 * should be displayed in the floorbox/inventory window
478 */
479 MTH bool client_visible () const
480 {
481 return !invisible && type != PLAYER;
482 }
483
484 MTH struct region *region () const;
485
398protected: 486protected:
399 friend struct archetype; 487 friend struct archetype;
400 488
401 void link (); 489 void link ();
402 void unlink (); 490 void unlink ();
403 491
404 object (); 492 object ();
405 ~object (); 493 ~object ();
406}; 494};
495
496// move this object to the top of its env's inventory to speed up
497// searches for it.
498static object *
499splay (object *ob)
500{
501 if (ob->env && ob->env->inv != ob)
502 {
503 if (ob->above) ob->above->below = ob->below;
504 if (ob->below) ob->below->above = ob->above;
505
506 ob->above = 0;
507 ob->below = ob->env->inv;
508 ob->below->above = ob;
509 ob->env->inv = ob;
510 }
511
512 return ob;
513}
514
515typedef object_vector<object, &object::index > objectvec;
516typedef object_vector<object, &object::active> activevec;
517
518extern objectvec objects;
519extern activevec actives;
520
521#define for_all_objects(var) \
522 for (unsigned _i = 0; _i < objects.size (); ++_i) \
523 declvar (object *, var, objects [_i])
524
525#define for_all_actives(var) \
526 for (unsigned _i = 0; _i < actives.size (); ++_i) \
527 declvar (object *, var, actives [_i])
407 528
408typedef struct oblnk 529typedef struct oblnk
409{ /* Used to link together several objects */ 530{ /* Used to link together several objects */
410 object_ptr ob; 531 object_ptr ob;
411 struct oblnk *next; 532 struct oblnk *next;
415{ /* Used to link together several object links */ 536{ /* Used to link together several object links */
416 struct oblnk *link; 537 struct oblnk *link;
417 long value; /* Used as connected value in buttons/gates */ 538 long value; /* Used as connected value in buttons/gates */
418 struct oblinkpt *next; 539 struct oblinkpt *next;
419} oblinkpt; 540} oblinkpt;
541
542object *find_skill_by_name (object *who, const char *name);
543object *find_skill_by_name (object *who, const shstr &sh);
544object *find_skill_by_number (object *who, int skillno);
420 545
421/* 546/*
422 * The archetype structure is a set of rules on how to generate and manipulate 547 * The archetype structure is a set of rules on how to generate and manipulate
423 * objects which point to archetypes. 548 * objects which point to archetypes.
424 * This probably belongs in arch.h, but there really doesn't appear to 549 * This probably belongs in arch.h, but there really doesn't appear to
432{ 557{
433 archetype (); 558 archetype ();
434 ~archetype (); 559 ~archetype ();
435 void gather_callbacks (AV *&callbacks, event_type event) const; 560 void gather_callbacks (AV *&callbacks, event_type event) const;
436 561
562 static archetype *read (object_thawer &f);
563 static archetype *get (const char *name); // find or create
437 static archetype *find (const char *arch); 564 static archetype *find (const char *name);
438 565
439 void hash_add (); // add to hashtable 566 void hash_add (); // add to hashtable
440 void hash_del (); // remove from hashtable 567 void hash_del (); // remove from hashtable
441 568
442 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 569 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
443 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 570 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
444 struct archetype *ACC (RW, head); /* The main part of a linked object */ 571 struct archetype *ACC (RW, head); /* The main part of a linked object */
445 struct archetype *ACC (RW, more); /* Next part of a linked object */ 572 struct archetype *ACC (RW, more); /* Next part of a linked object */
446 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 573 object ACC (RO, clone); /* An object from which to do ->copy_to () */
447 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 574 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
575 bool ACC (RW, linked); // linked into list of heads
448 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 576 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
449 * in comparison to the head. 577 * in comparison to the head.
450 */ 578 */
451}; 579};
452
453extern object *objects;
454extern object *active_objects;
455
456extern int nrofallocobjects;
457
458/* This returns TRUE if the object is something that
459 * should be displayed in the look window
460 */
461#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
462 580
463/* Used by update_object to know if the object being passed is 581/* Used by update_object to know if the object being passed is
464 * being added or removed. 582 * being added or removed.
465 */ 583 */
466#define UP_OBJ_INSERT 1 584#define UP_OBJ_INSERT 1
501#define INS_ON_TOP 0x0008 619#define INS_ON_TOP 0x0008
502#define INS_BELOW_ORIGINATOR 0x0010 620#define INS_BELOW_ORIGINATOR 0x0010
503#define INS_MAP_LOAD 0x0020 621#define INS_MAP_LOAD 0x0020
504 622
505#define ARCH_SINGULARITY "singularity" 623#define ARCH_SINGULARITY "singularity"
506#define ARCH_SINGULARITY_LEN 11
507#define ARCH_DETECT_MAGIC "detect_magic" 624#define ARCH_DETECT_MAGIC "detect_magic"
508#define ARCH_DEPLETION "depletion" 625#define ARCH_DEPLETION "depletion"
509#define ARCH_SYMPTOM "symptom" 626#define ARCH_SYMPTOM "symptom"
510 627
511#endif 628#endif

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