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Comparing deliantra/server/include/object.h (file contents):
Revision 1.92 by root, Tue Jan 23 03:17:55 2007 UTC vs.
Revision 1.139 by root, Tue Jul 31 17:33:14 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 */
110 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 */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
114 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 */
115 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 */
116 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 */
117 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 */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 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 */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 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 */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 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 */
124 152
125 facetile *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 153 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 */ 154 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 155 uint32 ACC (RW, nrof); /* How many of the objects */
129 156
130 /* This next big block are basically used for monsters and equipment */ 157 /* 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 */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 160 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 161 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 162 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 163 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 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 */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 165 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 166 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 167 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 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) */
143 /* Note that the last_.. values are sometimes used for non obvious 169 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 170 * meanings by some objects, eg, sp penalty, permanent exp.
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 183 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 184 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 185 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 186 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 187 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 */ 188 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 189 faceidx ACC (RW, face); /* the graphical face */
190 faceidx ACC (RW, sound); /* the sound face */
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 */
217 // These variables are not changed by ->copy_to 246 // These variables are not changed by ->copy_to
218 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 */
219 248
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 249 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); 250 int ACC (RO, count);
222 int ACC (RO, index); // index into objects 251 object_vector_index ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives 252 object_vector_index 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 */
226 255
227 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 */
228 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 */
229 /* Note: stacked in the *same* environment */ 258 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 259 object *inv; /* Pointer to the first object in the inventory */
231 260
232 //TODO: container must move into client 261 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 262 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 263 * is only used by the player right now.
235 */ 264 */
236 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.
237 * This is typically the container that the object is in. 266 * This is typically the container that the object is in.
238 */ 267 */
239 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 */
240 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
241 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. */
242 272
273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing
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);
277
278 MTH int slottype () const;
243 MTH static object *create (); 279 MTH static object *create ();
280 object &operator =(const object &src);
244 MTH void copy_to (object *dst); 281 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to 282 MTH object *clone (); // create + copy_to
246 void do_destroy (); 283 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const; 284 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 285 MTH void destroy (bool destroy_inventory = false);
249 286
250 // 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
251 MTH void destroy_inv (bool drop_to_ground = false); 288 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH object *insert (object *item); // insert into inventory 289 MTH object *insert (object *item); // insert into inventory
290 MTH void play_sound (faceidx sound) const;
291
253 void remove_slow (); 292 void do_remove ();
254 MTH void remove () 293 MTH void remove ()
255 { 294 {
256 if (!flag [FLAG_REMOVED]) 295 if (!flag [FLAG_REMOVED])
257 remove_slow (); 296 do_remove ();
258 } 297 }
259 298
260 static bool can_merge_slow (object *op1, object *op2); 299 static bool can_merge_slow (object *op1, object *op2);
261 300
262 // this is often used in time-critical code, so optimise 301 // this is often used in time-critical code, so optimise
267 && can_merge_slow (op1, op2); 306 && can_merge_slow (op1, op2);
268 } 307 }
269 308
270 MTH void set_owner (object *owner); 309 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed); 310 MTH void set_speed (float speed);
311 MTH bool change_weapon (object *ob);
312 MTH bool change_skill (object *ob);
272 313
314 MTH void open_container (object *new_container);
315 MTH void close_container ()
316 {
317 open_container (0);
318 }
319
320 MTH object *force_find (const shstr name);
321 MTH void force_add (const shstr name, int duration = 0);
322
323 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
324 bool should_invoke (event_type event)
325 {
326 return ev_want_event [event] || ev_want_type [type] || cb;
327 }
328
273 MTH void instantiate () 329 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 330
281 // recalculate all stats 331 // recalculate all stats
282 MTH void update_stats (); 332 MTH void update_stats ();
283 MTH void roll_stats (); 333 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b); 334 MTH void swap_stats (int a, int b);
288 MTH void drain_specific_stat (int deplete_stats); 338 MTH void drain_specific_stat (int deplete_stats);
289 MTH void change_luck (int value); 339 MTH void change_luck (int value);
290 340
291 // info must hold 256 * 3 bytes currently 341 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 342 const char *debug_desc (char *info) const;
293 MTH const char *debug_desc () const; 343 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *flag_desc (char *desc, int len) const; 344 const char *flag_desc (char *desc, int len) const;
345
346 int number_of () const
347 {
348 return nrof ? nrof : 1;
349 }
350
351 uint64 total_weight () const
352 {
353 return weight * number_of ();
354 }
355
356 // return the dominant material of this item, always return something
357 const materialtype_t *dominant_material () const;
358
359 // return the volume of this object in cm³
360 uint64 volume () const
361 {
362 return total_weight ()
363 * 1000
364 * (type == CONTAINER ? 1000 : 1)
365 / dominant_material ()->density;
366 }
296 367
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 368 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 369 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 370 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 371 || type == BRACERS || type == GIRDLE; }
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 374 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 375 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 376 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 377 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 378 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
379 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 380
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 381 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 382
311 // temporary: wether the object can be saved in a map file 383 // temporary: wether the object can be saved in a map file
312 // contr => is a player 384 // contr => is a player
333 MTH object *head_ () 405 MTH object *head_ ()
334 { 406 {
335 return head ? head : this; 407 return head ? head : this;
336 } 408 }
337 409
410 MTH bool is_head ()
411 {
412 return head_ () == this;
413 }
414
415 MTH std::string long_desc (object *who = 0);
416 MTH std::string describe_monster (object *who = 0);
417 MTH std::string describe_item (object *who = 0);
418 MTH std::string describe (object *who = 0);
419
420 // If this object has no extra parts but should have them,
421 // add them, effectively expanding heads into multipart
422 // objects. This method only works on objects not inserted
423 // anywhere.
424 MTH void expand_tail ();
425
426 MTH void create_treasure (treasurelist *tl, int flags = 0);
427
338 // insert object at same map position as 'where' 428 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 429 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 430 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
431 MTH void drop_unpaid_items ();
341 432
342 MTH void activate (); 433 MTH void activate ();
343 MTH void deactivate (); 434 MTH void deactivate ();
344 MTH void activate_recursive (); 435 MTH void activate_recursive ();
345 MTH void deactivate_recursive (); 436 MTH void deactivate_recursive ();
346 437
347 // set the givne flag on all objects in the inventory recursively 438 // set the givne flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1); 439 MTH void set_flag_inv (int flag, int value = 1);
349 440
350 void enter_exit (object *exit);//PERL 441 void enter_exit (object *exit);//Perl
351 MTH void enter_map (maptile *newmap, int x, int y); 442 MTH void enter_map (maptile *newmap, int x, int y);
352 443
353 // returns the mapspace this object is in 444 // returns the mapspace this object is in
354 mapspace &ms () const; 445 mapspace &ms () const;
355 446
399 MTH bool client_visible () const 490 MTH bool client_visible () const
400 { 491 {
401 return !invisible && type != PLAYER; 492 return !invisible && type != PLAYER;
402 } 493 }
403 494
495 MTH struct region *region () const;
496
404protected: 497protected:
405 friend struct archetype;
406
407 void link (); 498 void link ();
408 void unlink (); 499 void unlink ();
409 500
410 object (); 501 object ();
411 ~object (); 502 ~object ();
412}; 503};
413 504
414typedef object_vector<object, &object::index > objectvec; 505// move this object to the top of its env's inventory to speed up
415typedef object_vector<object, &object::active> activevec; 506// searches for it.
507static object *
508splay (object *ob)
509{
510 if (ob->env && ob->env->inv != ob)
511 {
512 if (ob->above) ob->above->below = ob->below;
513 if (ob->below) ob->below->above = ob->above;
416 514
417extern objectvec objects; 515 ob->above = 0;
418extern activevec actives; 516 ob->below = ob->env->inv;
517 ob->below->above = ob;
518 ob->env->inv = ob;
519 }
419 520
420#define for_all_objects(var) \ 521 return ob;
421 for (int _i = 0; _i < objects.size (); ++_i) \ 522}
422 declvar (object *, var, objects [_i])
423
424#define for_all_actives(var) \
425 for (int _i = 0; _i < actives.size (); ++_i) \
426 declvar (object *, var, actives [_i])
427 523
428typedef struct oblnk 524typedef struct oblnk
429{ /* Used to link together several objects */ 525{ /* Used to link together several objects */
430 object_ptr ob; 526 object_ptr ob;
431 struct oblnk *next; 527 struct oblnk *next;
435{ /* Used to link together several object links */ 531{ /* Used to link together several object links */
436 struct oblnk *link; 532 struct oblnk *link;
437 long value; /* Used as connected value in buttons/gates */ 533 long value; /* Used as connected value in buttons/gates */
438 struct oblinkpt *next; 534 struct oblinkpt *next;
439} oblinkpt; 535} oblinkpt;
536
537object *find_skill_by_name (object *who, const char *name);
538object *find_skill_by_name (object *who, const shstr &sh);
539object *find_skill_by_number (object *who, int skillno);
440 540
441/* 541/*
442 * The archetype structure is a set of rules on how to generate and manipulate 542 * The archetype structure is a set of rules on how to generate and manipulate
443 * objects which point to archetypes. 543 * objects which point to archetypes.
444 * This probably belongs in arch.h, but there really doesn't appear to 544 * This probably belongs in arch.h, but there really doesn't appear to
446 * object and pointers. This structure should get removed, and just replaced 546 * object and pointers. This structure should get removed, and just replaced
447 * by the object structure 547 * by the object structure
448 */ 548 */
449 549
450INTERFACE_CLASS (archetype) 550INTERFACE_CLASS (archetype)
451struct archetype : zero_initialised, attachable 551struct archetype : object
452{ 552{
453 archetype (); 553 archetype (const char *name);
454 ~archetype (); 554 ~archetype ();
455 void gather_callbacks (AV *&callbacks, event_type event) const; 555 void gather_callbacks (AV *&callbacks, event_type event) const;
456 556
557 static archetype *read (object_thawer &f);
558 static archetype *get (const char *name); // find or create
457 static archetype *find (const char *arch); 559 static archetype *find (const char *name);
458 560
459 void hash_add (); // add to hashtable 561 void link ();
460 void hash_del (); // remove from hashtable 562 void unlink ();
461 563
564 object_vector_index ACC (RW, archid); // index in archvector
462 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 565 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
463 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 566 bool ACC (RW, stub); // if true, this is an invalid archetype
464 struct archetype *ACC (RW, head); /* The main part of a linked object */
465 struct archetype *ACC (RW, more); /* Next part of a linked object */
466 object ACC (RO, clone); /* An object from which to do ->copy_to () */
467 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 567 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
468 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 568
469 * in comparison to the head. 569 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
470 */ 570 sint8 ACC (RW, max_x), ACC (RW, max_y);
471}; 571};
572
573inline void
574object_freezer::put (keyword k, archetype *v)
575{
576 put (k, v ? &v->archname : (const char *)0);
577}
578
579typedef object_vector<object, &object::index > objectvec;
580typedef object_vector<object, &object::active> activevec;
581typedef object_vector<archetype, &archetype::archid> archvec;
582
583extern objectvec objects;
584extern activevec actives;
585extern archvec archetypes;
586
587#define for_all_objects(var) \
588 for (unsigned _i = 0; _i < objects.size (); ++_i) \
589 statementvar (object *, var, objects [_i])
590
591#define for_all_actives(var) \
592 for (unsigned _i = 0; _i < actives.size (); ++_i) \
593 statementvar (object *, var, actives [_i])
594
595#define for_all_archetypes(var) \
596 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
597 statementvar (archetype *, var, archetypes [_i])
472 598
473/* Used by update_object to know if the object being passed is 599/* Used by update_object to know if the object being passed is
474 * being added or removed. 600 * being added or removed.
475 */ 601 */
476#define UP_OBJ_INSERT 1 602#define UP_OBJ_INSERT 1
510#define INS_NO_WALK_ON 0x0004 636#define INS_NO_WALK_ON 0x0004
511#define INS_ON_TOP 0x0008 637#define INS_ON_TOP 0x0008
512#define INS_BELOW_ORIGINATOR 0x0010 638#define INS_BELOW_ORIGINATOR 0x0010
513#define INS_MAP_LOAD 0x0020 639#define INS_MAP_LOAD 0x0020
514 640
515#define ARCH_SINGULARITY "singularity"
516#define ARCH_SINGULARITY_LEN 11
517#define ARCH_DETECT_MAGIC "detect_magic"
518#define ARCH_DEPLETION "depletion" 641#define ARCH_DEPLETION "depletion"
519#define ARCH_SYMPTOM "symptom"
520 642
521#endif 643#endif
522 644

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