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Comparing deliantra/server/include/object.h (file contents):
Revision 1.87 by root, Sun Jan 14 22:06:05 2007 UTC vs.
Revision 1.151 by root, Sun Sep 30 20:22:19 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
29 28
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 33
35#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};
36 58
37/* See common/item.c */ 59/* See common/item.c */
38 60
39typedef struct Body_Locations 61typedef struct Body_Locations
40{ 62{
41 const char *save_name; /* Name used to load/save it to disk */ 63 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 */ 64 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 */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 66} Body_Locations;
45 67
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
84#define WILL_APPLY_TREASURE 0x02 106#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 107#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 108#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 109#define WILL_APPLY_FOOD 0x10
88 110
89/* However, if you're keeping a pointer of some sort, you probably 111struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 112{
91 * e.g. ->copy_to () 113 signed char info:4; /* body info as loaded from the file */
92 */ 114 signed char used:4; /* Calculated value based on items equipped */
115};
93 116
94INTERFACE_CLASS (object) 117INTERFACE_CLASS (object)
95// these are being copied 118// these are being copied
96struct object_copy : attachable 119struct object_copy : attachable
97{ 120{
98 typedef bitset<NUM_FLAGS> flags_t; 121 typedef bitset<NUM_FLAGS> flags_t;
99 122
100 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 */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 127 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 128 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
129
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
136 shstr ACC (RW, tag); // a tag used to tracking this object
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
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); /* the graphical face */
191 faceidx ACC (RW, sound); /* the sound face */
192 faceidx ACC (RW, sound_destroy); /* played on destroy */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 193 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 194 /* See the pod/objects.pod for more info about body locations */
166 195
167 /* Following mostly refers to fields only used for monsters */ 196 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 197 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
178 * Note that other fields are used - these files are basically 207 * Note that other fields are used - these files are basically
179 * only used in spells. 208 * only used in spells.
180 */ 209 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */ 210 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 211 sint16 ACC (RW, casting_time);/* time left before spell goes off */
212
183 uint16 ACC (RW, start_holding); 213 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
216
186 sint8 ACC (RW, range); /* Range of the spell */ 217 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 218 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 */ 219 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */ 220 MoveType ACC (RW, move_block);/* What movement types this blocks */
221
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 222 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 223 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 */ 224 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 225 MoveType ACC (RW, move_slow); /* Movement types this slows down */
226
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 227 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196 228
197 char *ACC (RW, spellarg); 229 char *ACC (RW, spellarg);
198 230
199 /* Following are values used by any object */ 231 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 232 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 233 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 */ 234 flags_t flag; /* various flags */
204#if FOR_PERL 235#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 236 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 237#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 238 uint16 ACC (RW, animation_id);/* An index into the animation array */
217 // These variables are not changed by ->copy_to 248 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 249 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219 250
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 251 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); 252 int ACC (RO, count);
222 int ACC (RO, index); // index into objects 253 object_vector_index ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives 254 object_vector_index ACC (RO, active); // index into actives
224 255
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 256 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
226 257
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 258 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 259 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */ 260 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 261 object *inv; /* Pointer to the first object in the inventory */
231 262
232 //TODO: container must move into client 263 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 264 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 265 * is only used by the player right now.
235 */ 266 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 267 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 268 * This is typically the container that the object is in.
238 */ 269 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 270 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 271 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently? 272 client_container *seen_by; // seen by which player/container currently?
273 key_value *key_values; /* Fields not explictly known by the loader. */
242 274
275 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
276 MTH void post_load_check (); // do some adjustments after parsing
277 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
278 bool write (object_freezer &f);
279
280 MTH int slottype () const;
243 MTH static object *create (); 281 MTH static object *create ();
282 const mapxy &operator =(const mapxy &pos);
283 object &operator =(const object &src);
244 MTH void copy_to (object *dst); 284 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to 285 MTH object *clone (); // create + copy_to
246 void do_destroy (); 286 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const; 287 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 288 MTH void destroy (bool destroy_inventory = false);
249 289
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 290 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false); 291 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH void remove ();
253 MTH object *insert (object *item); // insert into inventory 292 MTH object *insert (object *item); // insert into inventory
293 MTH void play_sound (faceidx sound) const;
294
295 void do_remove ();
296 MTH void remove ()
297 {
298 if (!flag [FLAG_REMOVED])
299 do_remove ();
300 }
301
302 MTH bool blocked (maptile *m, int x, int y) const;
303
304 void move_to (const mapxy &pos)
305 {
306 remove ();
307 *this = pos;
308 insert_at (this, this);
309 }
254 310
255 static bool can_merge_slow (object *op1, object *op2); 311 static bool can_merge_slow (object *op1, object *op2);
256 312
257 // this is often used in time-critical code, so optimise 313 // this is often used in time-critical code, so optimise
258 MTH static bool can_merge (object *op1, object *op2) 314 MTH static bool can_merge (object *op1, object *op2)
262 && can_merge_slow (op1, op2); 318 && can_merge_slow (op1, op2);
263 } 319 }
264 320
265 MTH void set_owner (object *owner); 321 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed); 322 MTH void set_speed (float speed);
323 MTH bool change_weapon (object *ob);
324 MTH bool change_skill (object *ob);
267 325
326 MTH void open_container (object *new_container);
327 MTH void close_container ()
328 {
329 open_container (0);
330 }
331
332 MTH object *force_find (const shstr name);
333 MTH void force_add (const shstr name, int duration = 0);
334
335 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
336 bool should_invoke (event_type event)
337 {
338 return ev_want_event [event] || ev_want_type [type] || cb;
339 }
340
268 MTH void instantiate () 341 MTH void instantiate ();
269 {
270 if (!uuid.seq) // HACK
271 uuid = gen_uuid ();
272
273 attachable::instantiate ();
274 }
275 342
276 // recalculate all stats 343 // recalculate all stats
277 MTH void update_stats (); 344 MTH void update_stats ();
278 MTH void roll_stats (); 345 MTH void roll_stats ();
279 MTH void swap_stats (int a, int b); 346 MTH void swap_stats (int a, int b);
283 MTH void drain_specific_stat (int deplete_stats); 350 MTH void drain_specific_stat (int deplete_stats);
284 MTH void change_luck (int value); 351 MTH void change_luck (int value);
285 352
286 // info must hold 256 * 3 bytes currently 353 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 354 const char *debug_desc (char *info) const;
288 MTH const char *debug_desc () const; 355 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
289 const char *debug_desc2 () const; // another debug_desc, pure convinience function
290 const char *flag_desc (char *desc, int len) const; 356 const char *flag_desc (char *desc, int len) const;
357
358 int number_of () const
359 {
360 return nrof ? nrof : 1;
361 }
362
363 uint64 total_weight () const
364 {
365 return weight * number_of ();
366 }
367
368 // return the dominant material of this item, always return something
369 const materialtype_t *dominant_material () const;
370
371 // return the volume of this object in cm³
372 uint64 volume () const
373 {
374 return total_weight ()
375 * 1000
376 * (type == CONTAINER ? 1000 : 1)
377 / dominant_material ()->density;
378 }
291 379
292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 380 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 381 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
294 || type == CLOAK || type == BOOTS || type == GLOVES 382 || type == CLOAK || type == BOOTS || type == GLOVES
295 || type == BRACERS || type == GIRDLE; } 383 || type == BRACERS || type == GIRDLE; }
298 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 386 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
299 && !flag [FLAG_IS_A_TEMPLATE]; } 387 && !flag [FLAG_IS_A_TEMPLATE]; }
300 MTH bool is_arrow () const { return type == ARROW 388 MTH bool is_arrow () const { return type == ARROW
301 || (type == SPELL_EFFECT 389 || (type == SPELL_EFFECT
302 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 390 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
391 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
303 392
304 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 393 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
305 394
306 // temporary: wether the object can be saved in a map file 395 // temporary: wether the object can be saved in a map file
307 // contr => is a player 396 // contr => is a player
308 // head => only save head of a multitile object 397 // head => only save head of a multitile object
309 // owner => can not reference owner yet 398 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } 399 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
311 400
312 /* This return true if object has still randomitems which 401 /* This return true if object has still randomitems which
313 * could be expanded. 402 * could be expanded.
314 */ 403 */
315 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 404 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
328 MTH object *head_ () 417 MTH object *head_ ()
329 { 418 {
330 return head ? head : this; 419 return head ? head : this;
331 } 420 }
332 421
422 MTH bool is_head ()
423 {
424 return head_ () == this;
425 }
426
427 MTH std::string long_desc (object *who = 0);
428 MTH std::string describe_monster (object *who = 0);
429 MTH std::string describe_item (object *who = 0);
430 MTH std::string describe (object *who = 0);
431
432 // If this object has no extra parts but should have them,
433 // add them, effectively expanding heads into multipart
434 // objects. This method only works on objects not inserted
435 // anywhere.
436 MTH void expand_tail ();
437
438 MTH void create_treasure (treasurelist *tl, int flags = 0);
439
333 // insert object at same map position as 'where' 440 // insert object at same map position as 'where'
334 // handles both inventory and map "positions" 441 // handles both inventory and map "positions"
335 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 442 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
443 MTH void drop_unpaid_items ();
336 444
337 MTH void activate (); 445 MTH void activate ();
338 MTH void deactivate (); 446 MTH void deactivate ();
339 MTH void activate_recursive (); 447 MTH void activate_recursive ();
340 MTH void deactivate_recursive (); 448 MTH void deactivate_recursive ();
341 449
342 // set the givne flag on all objects in the inventory recursively 450 // set the givne flag on all objects in the inventory recursively
343 MTH void set_flag_inv (int flag, int value = 1); 451 MTH void set_flag_inv (int flag, int value = 1);
344 452
345 void enter_exit (object *exit);//PERL 453 void enter_exit (object *exit);//Perl
346 MTH void enter_map (maptile *newmap, int x, int y); 454 MTH void enter_map (maptile *newmap, int x, int y);
347 455
348 // returns the mapspace this object is in 456 // returns the mapspace this object is in
349 mapspace &ms () const; 457 mapspace &ms () const;
350 458
394 MTH bool client_visible () const 502 MTH bool client_visible () const
395 { 503 {
396 return !invisible && type != PLAYER; 504 return !invisible && type != PLAYER;
397 } 505 }
398 506
507 MTH struct region *region () const;
508
509 void statusmsg (const char *msg, int color = NDI_BLACK);
510 void failmsg (const char *msg, int color = NDI_RED);
511
512 const char *query_inventory (object *who = 0, const char *indent = "");
513
514 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
515 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
516
399protected: 517protected:
400 friend struct archetype;
401
402 void link (); 518 void link ();
403 void unlink (); 519 void unlink ();
404 520
405 object (); 521 object ();
406 ~object (); 522 ~object ();
407}; 523};
408 524
409typedef object_vector<object, &object::index > objectvec; 525// move this object to the top of its env's inventory to speed up
410typedef object_vector<object, &object::active> activevec; 526// searches for it.
527static object *
528splay (object *ob)
529{
530 if (ob->env && ob->env->inv != ob)
531 {
532 if (ob->above) ob->above->below = ob->below;
533 if (ob->below) ob->below->above = ob->above;
411 534
412extern objectvec objects; 535 ob->above = 0;
413extern activevec actives; 536 ob->below = ob->env->inv;
537 ob->below->above = ob;
538 ob->env->inv = ob;
539 }
414 540
415#define for_all_objects(var) \ 541 return ob;
416 for (int _i = 0; _i < objects.size (); ++_i) \ 542}
417 declvar (object *, var, objects [_i])
418
419#define for_all_actives(var) \
420 for (int _i = 0; _i < actives.size (); ++_i) \
421 declvar (object *, var, actives [_i])
422 543
423typedef struct oblnk 544typedef struct oblnk
424{ /* Used to link together several objects */ 545{ /* Used to link together several objects */
425 object_ptr ob; 546 object_ptr ob;
426 struct oblnk *next; 547 struct oblnk *next;
430{ /* Used to link together several object links */ 551{ /* Used to link together several object links */
431 struct oblnk *link; 552 struct oblnk *link;
432 long value; /* Used as connected value in buttons/gates */ 553 long value; /* Used as connected value in buttons/gates */
433 struct oblinkpt *next; 554 struct oblinkpt *next;
434} oblinkpt; 555} oblinkpt;
556
557object *find_skill_by_name (object *who, const char *name);
558object *find_skill_by_name (object *who, const shstr &sh);
559object *find_skill_by_number (object *who, int skillno);
435 560
436/* 561/*
437 * The archetype structure is a set of rules on how to generate and manipulate 562 * The archetype structure is a set of rules on how to generate and manipulate
438 * objects which point to archetypes. 563 * objects which point to archetypes.
439 * This probably belongs in arch.h, but there really doesn't appear to 564 * This probably belongs in arch.h, but there really doesn't appear to
441 * object and pointers. This structure should get removed, and just replaced 566 * object and pointers. This structure should get removed, and just replaced
442 * by the object structure 567 * by the object structure
443 */ 568 */
444 569
445INTERFACE_CLASS (archetype) 570INTERFACE_CLASS (archetype)
446struct archetype : zero_initialised, attachable 571struct archetype : object
447{ 572{
448 archetype (); 573 archetype (const char *name);
449 ~archetype (); 574 ~archetype ();
450 void gather_callbacks (AV *&callbacks, event_type event) const; 575 void gather_callbacks (AV *&callbacks, event_type event) const;
451 576
452 static archetype *find (const char *arch); 577 static archetype *read (object_thawer &f);
453 578
454 void hash_add (); // add to hashtable 579 MTH static archetype *get (const_utf8_string name); // find or create
455 void hash_del (); // remove from hashtable 580 MTH static archetype *find (const_utf8_string name);
456 581
582 MTH void link ();
583 MTH void unlink ();
584
585 object_vector_index ACC (RW, archid); // index in archvector
457 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 586 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
458 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 587 bool ACC (RW, stub); // if true, this is an invalid archetype
459 struct archetype *ACC (RW, head); /* The main part of a linked object */ 588
460 struct archetype *ACC (RW, more); /* Next part of a linked object */ 589 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
461 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 590 sint8 ACC (RW, max_x), ACC (RW, max_y);
462 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
463 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
464 * in comparison to the head.
465 */
466}; 591};
592
593inline void
594object_freezer::put (keyword k, archetype *v)
595{
596 put (k, v ? &v->archname : (const char *)0);
597}
598
599typedef object_vector<object, &object::index > objectvec;
600typedef object_vector<object, &object::active> activevec;
601typedef object_vector<archetype, &archetype::archid> archvec;
602
603extern objectvec objects;
604extern activevec actives;
605extern archvec archetypes;
606
607#define for_all_objects(var) \
608 for (unsigned _i = 0; _i < objects.size (); ++_i) \
609 statementvar (object *, var, objects [_i])
610
611#define for_all_actives(var) \
612 for (unsigned _i = 0; _i < actives.size (); ++_i) \
613 statementvar (object *, var, actives [_i])
614
615#define for_all_archetypes(var) \
616 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
617 statementvar (archetype *, var, archetypes [_i])
467 618
468/* Used by update_object to know if the object being passed is 619/* Used by update_object to know if the object being passed is
469 * being added or removed. 620 * being added or removed.
470 */ 621 */
471#define UP_OBJ_INSERT 1 622#define UP_OBJ_INSERT 1
488 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 639 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
489 * Use for treasure chests so the new object is the highest thing 640 * Use for treasure chests so the new object is the highest thing
490 * beneath the player, but not actually above it. Note - the 641 * beneath the player, but not actually above it. Note - the
491 * map and x,y coordinates for the object to be inserted must 642 * map and x,y coordinates for the object to be inserted must
492 * match the originator. 643 * match the originator.
493 * INS_MAP_LOAD: disable lots of checkings done at insertion to
494 * speed up map loading process, as we assume the ordering in
495 * loaded map is correct.
496 * 644 *
497 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 645 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
498 * are mutually exclusive. The behaviour for passing more than one 646 * are mutually exclusive. The behaviour for passing more than one
499 * should be considered undefined - while you may notice what happens 647 * should be considered undefined - while you may notice what happens
500 * right now if you pass more than one, that could very well change 648 * right now if you pass more than one, that could very well change
503#define INS_NO_MERGE 0x0001 651#define INS_NO_MERGE 0x0001
504#define INS_ABOVE_FLOOR_ONLY 0x0002 652#define INS_ABOVE_FLOOR_ONLY 0x0002
505#define INS_NO_WALK_ON 0x0004 653#define INS_NO_WALK_ON 0x0004
506#define INS_ON_TOP 0x0008 654#define INS_ON_TOP 0x0008
507#define INS_BELOW_ORIGINATOR 0x0010 655#define INS_BELOW_ORIGINATOR 0x0010
508#define INS_MAP_LOAD 0x0020
509 656
510#define ARCH_SINGULARITY "singularity"
511#define ARCH_SINGULARITY_LEN 11
512#define ARCH_DETECT_MAGIC "detect_magic"
513#define ARCH_DEPLETION "depletion" 657#define ARCH_DEPLETION "depletion"
514#define ARCH_SYMPTOM "symptom"
515 658
516#endif 659#endif
517 660

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