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Comparing deliantra/server/include/object.h (file contents):
Revision 1.95 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.258 by root, Sat Apr 23 04:56:49 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
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>
29
30#include "cfperl.h" 28#include "cfperl.h"
31#include "shstr.h" 29#include "shstr.h"
32 30
31//+GPL
32
33typedef int tag_t; 33typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 34
35#define BODY_ARMS 1 35// also see common/item.C
36enum
37{
38# define def(name, use, nonuse) body_ ## name,
39# include "slotinc.h"
40# undef def
41 NUM_BODY_LOCATIONS
42};
36 43
37/* See common/item.c */ 44/* See common/item.c */
38 45
39typedef struct Body_Locations 46struct Body_Locations
40{ 47{
41 const char *save_name; /* Name used to load/save it to disk */ 48 const char *name; /* Short name/identifier */
49 keyword kw; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */ 50 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 */ 51 const char *nonuse_name; /* Name to describe objects we can't use */
44} Body_Locations; 52};
45 53
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 54extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
55
56// for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
57// contains the wall suffix (0, 1_3, 1_4 and so on).
58extern const char *wall_suffix[16];
59
60#define NUM_COINS 4 /* number of coin types */
61extern const char *const coins[NUM_COINS + 1];
62
63// restart server when object_count reaches this value
64#define RESTART_COUNT 0xe0000000
47 65
48/* 66/*
49 * Each object (this also means archetypes!) could have a few of these 67 * Each object (this also means archetypes!) could have a few of these
50 * "dangling" from it; this could also end up containing 'parse errors'. 68 * "dangling" from it; this could also end up containing 'parse errors'.
51 * 69 *
52 * key and value are shared-strings. 70 * key and value are shared-strings.
53 * 71 *
54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 72 * Please use kv_get/kv_set/kv_del from object rather than
55 * accessing the list directly. 73 * accessing the list directly.
56 * Exception is if you want to walk this list for some reason. 74 * Exception is if you want to walk this list for some reason.
57 */ 75 */
58struct key_value 76struct key_value : slice_allocated
59{ 77{
60 key_value *next; 78 key_value *next;
61 shstr key, value; 79 shstr key, value;
62}; 80};
63 81
82//-GPL
83
64struct UUID 84struct UUID
65{ 85{
66 uint64 seq; 86 uint64 seq;
87
88 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
89
90 static UUID cur; // last uuid generated
91 static void init ();
92 static UUID gen ();
67 93
68 UUID () { } 94 UUID () { }
69 UUID (uint64 seq) : seq(seq) { } 95 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; } 96 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; } 97 void operator =(uint64 seq) { this->seq = seq; }
98
99 bool parse (const char *s);
100 char *append (char *buf) const;
101 char *c_str () const;
72}; 102};
73 103
74extern void init_uuid (); 104//+GPL
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
77 105
78/* Definition for WILL_APPLY values. Replaces having harcoded values 106/* Definition for WILL_APPLY values. Replaces having harcoded values
79 * sprinkled in the code. Note that some of these also replace fields 107 * sprinkled in the code. Note that some of these also replace fields
80 * that were in the can_apply area. What is the point of having both 108 * that were in the can_apply area. What is the point of having both
81 * can_apply and will_apply? 109 * can_apply and will_apply?
84#define WILL_APPLY_TREASURE 0x02 112#define WILL_APPLY_TREASURE 0x02
85#define WILL_APPLY_EARTHWALL 0x04 113#define WILL_APPLY_EARTHWALL 0x04
86#define WILL_APPLY_DOOR 0x08 114#define WILL_APPLY_DOOR 0x08
87#define WILL_APPLY_FOOD 0x10 115#define WILL_APPLY_FOOD 0x10
88 116
89/* However, if you're keeping a pointer of some sort, you probably 117struct body_slot
90 * don't just want it copied, so you'll need to add to common/object.C, 118{
91 * e.g. ->copy_to () 119 signed char used:4; /* Calculated value based on items equipped */
92 */ 120 signed char info:4; /* body info as loaded from the file */
121};
122
123typedef struct oblnk
124{ /* Used to link together several objects */
125 object_ptr ob;
126 struct oblnk *next;
127} objectlink;
128
129typedef struct oblinkpt
130{ /* Used to link together several object links */
131 struct oblnk *link;
132 struct oblinkpt *next;
133 shstr id; /* Used as connected value in buttons/gates */
134} oblinkpt;
93 135
94INTERFACE_CLASS (object) 136INTERFACE_CLASS (object)
95// these are being copied 137// these are being copied
96struct object_copy : attachable 138struct object_copy : attachable
97{ 139{
98 typedef bitset<NUM_FLAGS> flags_t;
99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 140 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
141
142 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
143 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 144 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 145 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
146
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 147 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 148 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 149 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 150 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 151 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */ 152 /* If this is an exit, this is the filename */
153
154 typedef bitset<NUM_FLAGS> flags_t;
155 flags_t flag; /* various flags */
156#if FOR_PERL
157 bool ACC (RW, flag[NUM_FLAGS]);
158#endif
159
160 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 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 */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 162 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 */ 163 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 */ 164 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 */ 165 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 166 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 167 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 168 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 169 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 170 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 171
125 facetile *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 172 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 */ 173 float ACC (RW, speed_left); /* How much speed is left to spend this round */
174
128 uint32 ACC (RW, nrof); /* How many of the objects */ 175 sint32 ACC (RW, nrof); /* How many of the objects */
129
130 /* This next big block are basically used for monsters and equipment */ 176 /* This next big block is 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 */ 177 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 178 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
179
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 180 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 181 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 182 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 183 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 184
185 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 186 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 187 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 188 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
189
143 /* Note that the last_.. values are sometimes used for non obvious 190 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 191 * meanings by some objects, eg, sp penalty, permanent exp.
145 */ 192 */
146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 193 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 194 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 195 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */ 196 sint16 ACC (RW, last_eat); /* How long since we last ate */
197
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 198 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */ 199 sint16 ACC (RW, level); /* Level of creature or object */
200
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 201 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 202 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 203 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
204 uint8 ACC (RW, weapontype); /* type of weapon */
205
206 body_slot slot [NUM_BODY_LOCATIONS];
207
208 faceidx ACC (RW, face); /* the graphical face */
209
210 faceidx ACC (RW, sound); /* the sound face */
211 faceidx ACC (RW, sound_destroy); /* played on destroy */
212
156 sint32 ACC (RW, weight); /* Attributes of the object */ 213 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 214 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
215
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 216 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
217
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 218 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 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 */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 219 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 220 /* See the pod/objects.pod for more info about body locations */
166 221
167 /* Following mostly refers to fields only used for monsters */ 222 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
169
170 /* allows different movement patterns for attackers */
171 sint32 ACC (RW, move_status); /* What stage in attack mode */
172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
175 /* races/classes can need less/more exp to gain levels */
176 223
177 /* Spell related information, may be useful elsewhere 224 /* Spell related information, may be useful elsewhere
178 * Note that other fields are used - these files are basically 225 * Note that other fields are used - these files are basically
179 * only used in spells. 226 * only used in spells.
180 */ 227 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */ 228 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 229 uint8 ACC (RW, casting_time); /* time left before spell goes off */
183 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 230 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
231
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 232 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
186 sint8 ACC (RW, range); /* Range of the spell */ 233 sint8 ACC (RW, range); /* Range of the spell */
187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 234 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
235 sint8 ACC (RW, item_power); /* power rating of the object */
188 236
237 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 238 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */ 239 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 240 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
241
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 242 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 */ 243 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 244 MoveType ACC (RW, move_slow); /* Movement types this slows down */
245
246 // 8 free bits
247
248 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
249 // /* races/classes can need less/more exp to gain levels */
250 static const float expmul = 1.0;//D
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198 252
199 /* Following are values used by any object */ 253 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 254 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 255 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */ 256
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 257 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 258 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 259 uint8 ACC (RW, will_apply); /* See crossfire.doc */
260 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
261 uint16 ACC (RW, animation_id);/* An index into the animation array */
262 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
263
264 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
265 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
266 /* allows different movement patterns for attackers */
267 uint8 ACC (RW, move_status); /* What stage in attack mode */
268 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
269
270 //16+ free bits
271
272 // rarely-accessed members should be at the end
273 shstr ACC (RW, tag); // a tag used to tracking this object
274 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
275 shstr ACC (RW, lore); /* Obscure information about this object, */
276 /* To get put into books and the like. */
277 shstr ACC (RW, custom_name); /* Custom name assigned by player */
213}; 278};
214 279
280const_utf8_string query_weight (const object *op);
281const_utf8_string query_short_name (const object *op);
282const_utf8_string query_name (const object *op);
283const_utf8_string query_base_name (const object *op, int plural);
284sint64 query_cost (const object *tmp, object *who, int flag);
285const char *query_cost_string (const object *tmp, object *who, int flag);
286
287int change_ability_duration (object *spell, object *caster);
288int min_casting_level (object *caster, object *spell);
289int casting_level (object *caster, object *spell);
290sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
291int SP_level_dam_adjust (object *caster, object *spob);
292int SP_level_duration_adjust (object *caster, object *spob);
293int SP_level_range_adjust (object *caster, object *spob);
294
295struct freelist_item
296{
297 freelist_item *next;
298 uint32_t count;
299};
300
215struct object : zero_initialised, object_copy 301struct object : object_copy
216{ 302{
217 // These variables are not changed by ->copy_to 303 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 304 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
219 305
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 306 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); 307 uint32_t ACC (RO, count);
222 int ACC (RO, index); // index into objects 308 object_vector_index ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives 309 object_vector_index ACC (RO, active); // index into actives
224 310
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 311 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
226 312
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 313 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 */ 314 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */ 315 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 316 object *inv; /* Pointer to the first object in the inventory */
231 317
232 //TODO: container must move into client 318 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 319 object_ptr ACC (RW, container);/* Currently opened container. I think this
234 * is only used by the player right now. 320 * is only used by the player right now.
235 */ 321 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 322 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 323 * This is typically the container that the object is in.
238 */ 324 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 325 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 326 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? 327 key_value *key_values; /* Fields not explictly known by the loader. */
328
329 MTH void set_flag (int flagnum)
330 {
331 flag [flagnum] = true;
332 }
333
334 MTH void clr_flag (int flagnum)
335 {
336 flag [flagnum] = false;
337 }
338
339 // privates / perl
340 shstr_tmp kv_get (shstr_tmp key) const;
341 void kv_del (shstr_tmp key);
342 void kv_set (shstr_tmp key, shstr_tmp value);
343
344//-GPL
345
346 // custom extra fields management
347 struct key_value_access_proxy
348 {
349 object &ob;
350 shstr_tmp key;
351
352 key_value_access_proxy (object &ob, shstr_tmp key)
353 : ob (ob), key (key)
354 {
355 }
356
357 const key_value_access_proxy &operator =(shstr_tmp value) const
358 {
359 ob.kv_set (key, value);
360 return *this;
361 }
362
363 operator const shstr_tmp () const { return ob.kv_get (key); }
364 operator const char *() const { return ob.kv_get (key); }
365
366 private:
367 void operator =(int);
368 };
369
370 // operator [] is too annoying to use
371 const key_value_access_proxy kv (shstr_tmp key)
372 {
373 return key_value_access_proxy (*this, key);
374 }
375
376 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
377 MTH void post_load_check (); // do some adjustments after parsing
378 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
379 bool write (object_freezer &f);
242 380
243 MTH static object *create (); 381 MTH static object *create ();
382 const mapxy &operator =(const mapxy &pos);
244 MTH void copy_to (object *dst); 383 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to 384 MTH object *clone (); // create + copy_to a single object
385 MTH object *deep_clone (); // copy whole more chain and inventory
246 void do_destroy (); 386 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const; 387 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 388 MTH void destroy ();
389 MTH void drop_and_destroy ()
390 {
391 destroy_inv (true);
392 destroy ();
393 }
249 394
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 395 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false); 396 MTH void destroy_inv (bool drop_to_ground = false);
397 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
252 MTH object *insert (object *item); // insert into inventory 398 MTH object *insert (object *item); // insert into inventory
399 MTH void play_sound (faceidx sound) const;
400 MTH void say_msg (const_utf8_string msg) const;
401
253 void do_remove (); 402 void do_remove ();
254 MTH void remove () 403 MTH void remove ()
255 { 404 {
256 if (!flag [FLAG_REMOVED]) 405 if (!flag [FLAG_REMOVED])
257 do_remove (); 406 do_remove ();
258 } 407 }
408
409 MTH bool blocked (maptile *m, int x, int y) const;
410
411 void move_to (const mapxy &pos)
412 {
413 remove ();
414 *this = pos;
415 insert_at (this, this);
416 }
417
418 // high-level move method.
419 // object op is trying to move in direction dir.
420 // originator is typically the same as op, but
421 // can be different if originator is causing op to
422 // move (originator is pushing op)
423 // returns 0 if the object is not able to move to the
424 // desired space, 1 otherwise (in which case we also
425 // move the object accordingly. This function is
426 // very similiar to move_object.
427 int move (int dir, object *originator);
428
429 int move (int dir)
430 {
431 return move (dir, this);
432 }
433
434 // changes move_type to a new value - handles move_on/move_off effects
435 MTH void change_move_type (MoveType mt);
259 436
260 static bool can_merge_slow (object *op1, object *op2); 437 static bool can_merge_slow (object *op1, object *op2);
261 438
262 // this is often used in time-critical code, so optimise 439 // this is often used in time-critical code, so optimise
263 MTH static bool can_merge (object *op1, object *op2) 440 MTH static bool can_merge (object *op1, object *op2)
267 && can_merge_slow (op1, op2); 444 && can_merge_slow (op1, op2);
268 } 445 }
269 446
270 MTH void set_owner (object *owner); 447 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed); 448 MTH void set_speed (float speed);
449 MTH void set_glow_radius (sint8 rad);
272 450
451 MTH void open_container (object *new_container);
452 MTH void close_container ()
453 {
454 open_container (0);
455 }
456
457 // potential future accessor for "container"
458 MTH object *container_ () const
459 {
460 return container;
461 }
462
463 MTH bool is_open_container () const
464 {
465 // strangely enough, using ?: here causes code to inflate
466 return type == CONTAINER
467 && ((env && env->container_ () == this)
468 || (!env && flag [FLAG_APPLIED]));
469 }
470
471 MTH object *force_find (shstr_tmp name);
472 MTH void force_set_timer (int duration);
473 MTH object *force_add (shstr_tmp name, int duration = 0);
474
475 oblinkpt *find_link () const;
476 MTH void add_link (maptile *map, shstr_tmp id);
477 MTH void remove_link ();
478
479 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
480 bool should_invoke (event_type event)
481 {
482 return ev_want_event [event] || ev_want_type [type] || cb;
483 }
484
273 MTH void instantiate () 485 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 486
281 // recalculate all stats 487 // recalculate all stats
282 MTH void update_stats (); 488 MTH void update_stats ();
283 MTH void roll_stats (); 489 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b); 490 MTH void swap_stats (int a, int b);
287 MTH void drain_stat (); 493 MTH void drain_stat ();
288 MTH void drain_specific_stat (int deplete_stats); 494 MTH void drain_specific_stat (int deplete_stats);
289 MTH void change_luck (int value); 495 MTH void change_luck (int value);
290 496
291 // info must hold 256 * 3 bytes currently 497 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 498 const_utf8_string debug_desc (char *info) const;
293 MTH const char *debug_desc () const; 499 MTH const_utf8_string 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; 500 const_utf8_string flag_desc (char *desc, int len) const;
296 501
502 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
503 MTH object *split (sint32 nr = 1); // return 0 on failure
504
505 MTH int number_of () const
506 {
507 return nrof ? nrof : 1;
508 }
509
510 MTH sint32 total_weight () const
511 {
512 return (weight + carrying) * number_of ();
513 }
514
515 MTH void update_weight ();
516
517 // return the dominant material of this item, always return something
518 const materialtype_t *dominant_material () const
519 {
520 return material;
521 }
522
523 // return the volume of this object in cm³
524 MTH uint64 volume () const
525 {
526 return (uint64)total_weight ()
527 * 1024 // 1000 actually
528 * (type == CONTAINER ? 128 : 1)
529 / dominant_material ()->density; // ugh, division
530 }
531
532 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
533
534 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 535 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 536 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 537 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 538 || type == BRACERS || type == GIRDLE; }
301 MTH bool is_alive () const { return (type == PLAYER 539 MTH bool is_alive () const { return (type == PLAYER
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 541 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 542 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 543 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 544 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 545 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
546 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 547
548 MTH bool is_dragon () const;
549
550 MTH bool is_immunity () const { return invisible && type == SIGN; }
551
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 552 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
310 553
311 // temporary: wether the object can be saved in a map file 554 // temporary: wether the object can be saved in a map file
312 // contr => is a player 555 // contr => is a player
313 // head => only save head of a multitile object 556 // head => only save head of a multitile object
314 // owner => can not reference owner yet 557 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 558 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
316 559
317 /* This return true if object has still randomitems which 560 /* This return true if object has still randomitems which
318 * could be expanded. 561 * could be expanded.
319 */ 562 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 563 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
321 564
565 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
566
567 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
568
569 /* need_identify returns true if the item should be identified. This
570 * function really should not exist - by default, any item not identified
571 * should need it.
572 */
573 MTH bool need_identify () const;
574
575 // returns the outermost owner, never returns 0
576 MTH object *outer_owner ()
577 {
578 object *op;
579
580 for (op = this; op->owner; op = op->owner)
581 ;
582
583 return op;
584 }
585
586 // returns the outermost environment, never returns 0
587 MTH object *outer_env_or_self () const
588 {
589 const object *op;
590
591 for (op = this; op->env; op = op->env)
592 ;
593
594 return const_cast<object *>(op);
595 }
596
597 // returns the outermost environment, may return 0
598 MTH object *outer_env () const
599 {
600 return env ? outer_env_or_self () : 0;
601 }
602
322 // returns the player that has this object in his inventory, or 0 603 // returns the player that has this object in his inventory, or 0
604 // we assume the player is always the outer env
323 MTH object *in_player () const 605 MTH object *in_player () const
324 { 606 {
325 for (object *op = env; op; op = op->env) 607 object *op = outer_env_or_self ();
326 if (op->type == PLAYER)
327 return op;
328 608
329 return 0; 609 return op->type == PLAYER ? op : 0;
330 } 610 }
331 611
332 // "temporary" helper function 612 // "temporary" helper function
333 MTH object *head_ () 613 MTH object *head_ () const
334 { 614 {
335 return head ? head : this; 615 return head ? head : const_cast<object *>(this);
336 } 616 }
617
618 MTH bool is_head () const
619 {
620 return head_ () == this;
621 }
622
623 MTH bool is_on_map () const
624 {
625 return !env && !flag [FLAG_REMOVED];
626 }
627
628 MTH bool is_inserted () const
629 {
630 return !flag [FLAG_REMOVED];
631 }
632
633 MTH bool is_player () const
634 {
635 return !!contr;
636 }
637
638 /* elmex: this method checks whether the object is in a shop */
639 MTH bool is_in_shop () const;
640
641 MTH bool affects_los () const
642 {
643 return glow_radius || flag [FLAG_BLOCKSVIEW];
644 }
645
646 MTH bool has_carried_lights () const
647 {
648 return glow_radius;
649 }
650
651 // returns the player that can see this object, if any
652 MTH object *visible_to () const;
653
654 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
655 MTH std::string describe_monster (object *who = 0);
656 MTH std::string describe_item (object *who = 0);
657 MTH std::string describe (object *who = 0); // long description, without name
658
659 MTH const_utf8_string query_weight () { return ::query_weight (this); }
660 MTH const_utf8_string query_name () { return ::query_name (this); }
661 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
662 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
663
664 // If this object has no extra parts but should have them,
665 // add them, effectively expanding heads into multipart
666 // objects. This method only works on objects not inserted
667 // anywhere.
668 MTH void expand_tail ();
669
670 MTH void create_treasure (treasurelist *tl, int flags = 0);
671
672 // makes sure the player has the named skill,
673 // and also makes it innate if can_use is true.
674 // returns the new skill or 0 if no such skill exists.
675 MTH object *give_skill (shstr_cmp name, bool can_use = false);
676 MTH void become_follower (object *new_god);
337 677
338 // insert object at same map position as 'where' 678 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 679 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 680 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
681 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
682 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
683 MTH void drop_unpaid_items ();
341 684
342 MTH void activate (); 685 MTH void activate ();
343 MTH void deactivate (); 686 MTH void deactivate ();
344 MTH void activate_recursive (); 687 MTH void activate_recursive ();
345 MTH void deactivate_recursive (); 688 MTH void deactivate_recursive ();
346 689
347 // set the givne flag on all objects in the inventory recursively 690 // set the given flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1); 691 MTH void set_flag_inv (int flag, int value = 1);
349 692
350 void enter_exit (object *exit);//PERL 693 void enter_exit (object *exit); // perl
351 MTH void enter_map (maptile *newmap, int x, int y); 694 MTH bool enter_map (maptile *newmap, int x, int y);
695 void player_goto (const_utf8_string path, int x, int y); // only for players
696 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
697
698 MTH object *mark () const;
699 MTH void splay_marked ();
352 700
353 // returns the mapspace this object is in 701 // returns the mapspace this object is in
354 mapspace &ms () const; 702 mapspace &ms () const;
355 703
356 // fully recursive iterator 704 // fully recursive iterator
392 { 740 {
393 return this; 741 return this;
394 } 742 }
395 743
396 /* This returns TRUE if the object is something that 744 /* This returns TRUE if the object is something that
397 * should be displayed in the floorbox/inventory window 745 * a client might want to know about.
398 */ 746 */
399 MTH bool client_visible () const 747 MTH bool client_visible () const
400 { 748 {
401 return !invisible && type != PLAYER; 749 return !invisible && type != PLAYER;
402 } 750 }
403 751
752 // the client does nrof * this weight
753 MTH sint32 client_weight () const
754 {
755 return weight + carrying;
756 }
757
404 MTH struct region *region () const; 758 MTH struct region *region () const;
405 759
760 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
761 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
762 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
763
764 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
765
766 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
767 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
768
769 // make some noise with given item into direction dir,
770 // currently only used for players to make them temporarily visible
771 // when they are invisible.
772 MTH void make_noise ();
773
774 /* animation */
775 MTH bool has_anim () const { return animation_id; }
776 const animation &anim () const { return animations [animation_id]; }
777 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
778 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
779 /* anim_frames () returns the number of animations allocated. The last
780 * usuable animation will be anim_frames () - 1 (for example, if an object
781 * has 8 animations, anim_frames () will return 8, but the values will
782 * range from 0 through 7.
783 */
784 MTH int anim_frames () const { return anim ().num_animations; }
785 MTH int anim_facings () const { return anim ().facings; }
786
787 MTH utf8_string as_string ();
788
789 // low-level management, statistics, ...
790 static uint32_t ACC (RW, object_count);
791 static uint32_t ACC (RW, free_count);
792 static uint32_t ACC (RW, create_count);
793 static uint32_t ACC (RW, destroy_count);
794 static freelist_item *freelist;
795 MTH static void freelist_free (int count);
796
406protected: 797protected:
407 friend struct archetype;
408
409 void link (); 798 void link ();
410 void unlink (); 799 void unlink ();
800
801 void do_delete ();
411 802
412 object (); 803 object ();
413 ~object (); 804 ~object ();
805
806private:
807 object &operator =(const object &);
808 object (const object &);
414}; 809};
415 810
416typedef object_vector<object, &object::index > objectvec; 811// move this object to the top of its env's inventory to speed up
417typedef object_vector<object, &object::active> activevec; 812// searches for it.
813static inline object *
814splay (object *ob)
815{
816 if (ob->above && ob->env)
817 {
818 if (ob->above) ob->above->below = ob->below;
819 if (ob->below) ob->below->above = ob->above;
418 820
419extern objectvec objects; 821 ob->above = 0;
420extern activevec actives; 822 ob->below = ob->env->inv;
823 ob->below->above = ob;
824 ob->env->inv = ob;
825 }
421 826
422#define for_all_objects(var) \ 827 return ob;
423 for (int _i = 0; _i < objects.size (); ++_i) \ 828}
424 declvar (object *, var, objects [_i])
425 829
426#define for_all_actives(var) \ 830//+GPL
427 for (int _i = 0; _i < actives.size (); ++_i) \
428 declvar (object *, var, actives [_i])
429 831
430typedef struct oblnk 832object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
431{ /* Used to link together several objects */ 833object *find_skill_by_name (object *who, shstr_cmp sh);
432 object_ptr ob; 834object *find_skill_by_number (object *who, int skillno);
433 struct oblnk *next;
434} objectlink;
435
436typedef struct oblinkpt
437{ /* Used to link together several object links */
438 struct oblnk *link;
439 long value; /* Used as connected value in buttons/gates */
440 struct oblinkpt *next;
441} oblinkpt;
442 835
443/* 836/*
444 * The archetype structure is a set of rules on how to generate and manipulate 837 * The archetype structure is a set of rules on how to generate and manipulate
445 * objects which point to archetypes. 838 * objects which point to archetypes.
446 * This probably belongs in arch.h, but there really doesn't appear to 839 * This probably belongs in arch.h, but there really doesn't appear to
447 * be much left in the archetype - all it really is is a holder for the 840 * be much left in the archetype - all it really is is a holder for the
448 * object and pointers. This structure should get removed, and just replaced 841 * object and pointers. This structure should get removed, and just replaced
449 * by the object structure 842 * by the object structure
450 */ 843 */
451 844
845//-GPL
846
452INTERFACE_CLASS (archetype) 847INTERFACE_CLASS (archetype)
453struct archetype : zero_initialised, attachable 848struct archetype : object, zero_initialised
454{ 849{
455 archetype (); 850 static arch_ptr empty; // the empty_archetype
851 MTH static void gc ();
852
853 archetype (const_utf8_string name);
456 ~archetype (); 854 ~archetype ();
457 void gather_callbacks (AV *&callbacks, event_type event) const; 855 void gather_callbacks (AV *&callbacks, event_type event) const;
458 856
459 static archetype *find (const char *name); 857 MTH static archetype *find (const_utf8_string name);
460 858
461 void hash_add (); // add to hashtable 859 MTH void link ();
462 void hash_del (); // remove from hashtable 860 MTH void unlink ();
463 861
862 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
863 MTH object *instance ();
864
865 MTH void post_load_check (); // do some adjustments after parsing
866
867 object_vector_index ACC (RW, archid); // index in archvector
464 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 868 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
465 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 869
466 struct archetype *ACC (RW, head); /* The main part of a linked object */ 870 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
467 struct archetype *ACC (RW, more); /* Next part of a linked object */ 871
468 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 872 // support for archetype loading
469 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 873 static archetype *read (object_thawer &f);
470 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 874 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
471 * in comparison to the head. 875 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
472 */ 876
877protected:
878 void do_delete ();
473}; 879};
880
881// returns whether the object is a dragon player, which are often specialcased
882inline bool
883object::is_dragon () const
884{
885 return arch->race == shstr_dragon && is_player ();
886}
887
888inline void
889object_freezer::put (const keyword_string k, archetype *v)
890{
891 if (expect_true (v))
892 put (k, v->archname);
893 else
894 put (k);
895}
896
897typedef object_vector<object, &object::index > objectvec;
898typedef object_vector<object, &object::active> activevec;
899typedef object_vector<archetype, &archetype::archid> archvec;
900
901extern objectvec objects;
902extern activevec actives;
903extern archvec archetypes;
904
905// "safely" iterate over inv in a way such that the current item is removable
906// quite horrible, that's why its hidden in some macro
907#define for_inv_removable(op,var) \
908 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
909
910#define for_all_objects(var) \
911 for (unsigned _i = 0; _i < objects.size (); ++_i) \
912 statementvar (object *, var, objects [_i])
913
914#define for_all_actives(var) \
915 for (unsigned _i = 0; _i < actives.size (); ++_i) \
916 statementvar (object *, var, actives [_i])
917
918#define for_all_archetypes(var) \
919 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
920 statementvar (archetype *, var, archetypes [_i])
921
922//+GPL
474 923
475/* Used by update_object to know if the object being passed is 924/* Used by update_object to know if the object being passed is
476 * being added or removed. 925 * being added or removed.
477 */ 926 */
478#define UP_OBJ_INSERT 1 927#define UP_OBJ_INSERT 1
495 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 944 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
496 * Use for treasure chests so the new object is the highest thing 945 * Use for treasure chests so the new object is the highest thing
497 * beneath the player, but not actually above it. Note - the 946 * beneath the player, but not actually above it. Note - the
498 * map and x,y coordinates for the object to be inserted must 947 * map and x,y coordinates for the object to be inserted must
499 * match the originator. 948 * match the originator.
500 * INS_MAP_LOAD: disable lots of checkings done at insertion to
501 * speed up map loading process, as we assume the ordering in
502 * loaded map is correct.
503 * 949 *
504 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 950 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
505 * are mutually exclusive. The behaviour for passing more than one 951 * are mutually exclusive. The behaviour for passing more than one
506 * should be considered undefined - while you may notice what happens 952 * should be considered undefined - while you may notice what happens
507 * right now if you pass more than one, that could very well change 953 * right now if you pass more than one, that could very well change
510#define INS_NO_MERGE 0x0001 956#define INS_NO_MERGE 0x0001
511#define INS_ABOVE_FLOOR_ONLY 0x0002 957#define INS_ABOVE_FLOOR_ONLY 0x0002
512#define INS_NO_WALK_ON 0x0004 958#define INS_NO_WALK_ON 0x0004
513#define INS_ON_TOP 0x0008 959#define INS_ON_TOP 0x0008
514#define INS_BELOW_ORIGINATOR 0x0010 960#define INS_BELOW_ORIGINATOR 0x0010
515#define INS_MAP_LOAD 0x0020 961#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
516 962
517#define ARCH_SINGULARITY "singularity" 963//-GPL
518#define ARCH_SINGULARITY_LEN 11
519#define ARCH_DETECT_MAGIC "detect_magic"
520#define ARCH_DEPLETION "depletion"
521#define ARCH_SYMPTOM "symptom"
522 964
523#endif 965#endif
524 966

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