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Comparing deliantra/server/include/object.h (file contents):
Revision 1.98 by root, Wed Feb 7 23:50:01 2007 UTC vs.
Revision 1.153 by root, Thu Nov 8 19:43:24 2007 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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 */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */ 149 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 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 */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 151 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 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 */
125 153
126 facetile *ACC (RW, face); /* Face with colors */
127 float ACC (RW, speed); /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
128 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 */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
130 157
131 /* This next big block are basically used for monsters and equipment */ 158 /* This next big block are basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 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
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 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 */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 185 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 186 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 187 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 189 body_slot slot [NUM_BODY_LOCATIONS];
164 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 */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 193 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 194 /* See the pod/objects.pod for more info about body locations */
167 195
168 /* Following mostly refers to fields only used for monsters */ 196 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 197 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
179 * Note that other fields are used - these files are basically 207 * Note that other fields are used - these files are basically
180 * only used in spells. 208 * only used in spells.
181 */ 209 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 210 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 211 sint16 ACC (RW, casting_time);/* time left before spell goes off */
212
184 uint16 ACC (RW, start_holding); 213 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 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
187 sint8 ACC (RW, range); /* Range of the spell */ 217 sint8 ACC (RW, range); /* Range of the spell */
188 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 */
189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 219 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 220 MoveType ACC (RW, move_block);/* What movement types this blocks */
221
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 222 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 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 */
194 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 */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 225 MoveType ACC (RW, move_slow); /* Movement types this slows down */
226
196 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 */
197 228
198 char *ACC (RW, spellarg); 229 char *ACC (RW, spellarg);
199 230
200 /* Following are values used by any object */ 231 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */ 232 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 233 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 key_value *key_values; /* Fields not explictly known by the loader. */
204 flags_t flag; /* various flags */ 234 flags_t flag; /* various flags */
205#if FOR_PERL 235#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]); 236 bool ACC (RW, flag[NUM_FLAGS]);
207#endif 237#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */ 238 uint16 ACC (RW, animation_id);/* An index into the animation array */
218 // These variables are not changed by ->copy_to 248 // These variables are not changed by ->copy_to
219 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 */
220 250
221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 251 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count); 252 int ACC (RO, count);
223 int ACC (RO, index); // index into objects 253 object_vector_index ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives 254 object_vector_index ACC (RO, active); // index into actives
225 255
226 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 */
227 257
228 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 */
229 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 */
230 /* Note: stacked in the *same* environment */ 260 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 261 object *inv; /* Pointer to the first object in the inventory */
232 262
233 //TODO: container must move into client 263 //TODO: container must move into client
234 object *ACC (RW, container); /* Current container being used. I think this 264 object_ptr ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now. 265 * is only used by the player right now.
236 */ 266 */
237 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.
238 * This is typically the container that the object is in. 268 * This is typically the container that the object is in.
239 */ 269 */
240 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 */
241 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
242 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. */
243 274
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;
244 MTH static object *create (); 281 MTH static object *create ();
282 const mapxy &operator =(const mapxy &pos);
283 object &operator =(const object &src);
245 MTH void copy_to (object *dst); 284 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 285 MTH object *clone (); // create + copy_to
247 void do_destroy (); 286 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 287 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false); 288 MTH void destroy (bool destroy_inventory = false);
250 289
251 // 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
252 MTH void destroy_inv (bool drop_to_ground = false); 291 MTH void destroy_inv (bool drop_to_ground = false);
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
254 void do_remove (); 295 void do_remove ();
255 MTH void remove () 296 MTH void remove ()
256 { 297 {
257 if (!flag [FLAG_REMOVED]) 298 if (!flag [FLAG_REMOVED])
258 do_remove (); 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);
259 } 309 }
260 310
261 static bool can_merge_slow (object *op1, object *op2); 311 static bool can_merge_slow (object *op1, object *op2);
262 312
263 // this is often used in time-critical code, so optimise 313 // this is often used in time-critical code, so optimise
268 && can_merge_slow (op1, op2); 318 && can_merge_slow (op1, op2);
269 } 319 }
270 320
271 MTH void set_owner (object *owner); 321 MTH void set_owner (object *owner);
272 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);
273 325
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
274 MTH void instantiate () 341 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 342
282 // recalculate all stats 343 // recalculate all stats
283 MTH void update_stats (); 344 MTH void update_stats ();
284 MTH void roll_stats (); 345 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 346 MTH void swap_stats (int a, int b);
289 MTH void drain_specific_stat (int deplete_stats); 350 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 351 MTH void change_luck (int value);
291 352
292 // info must hold 256 * 3 bytes currently 353 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 354 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 355 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
295 const char *debug_desc2 () const; // another debug_desc, pure convinience function
296 const char *flag_desc (char *desc, int len) const; 356 const char *flag_desc (char *desc, int len) const;
297 357
298 int number_of () const 358 int number_of () const
299 { 359 {
300 return nrof ? nrof : 1; 360 return nrof ? nrof : 1;
326 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 386 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
327 && !flag [FLAG_IS_A_TEMPLATE]; } 387 && !flag [FLAG_IS_A_TEMPLATE]; }
328 MTH bool is_arrow () const { return type == ARROW 388 MTH bool is_arrow () const { return type == ARROW
329 || (type == SPELL_EFFECT 389 || (type == SPELL_EFFECT
330 && (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; }
331 392
332 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; }
333 394
334 // temporary: wether the object can be saved in a map file 395 // temporary: wether the object can be saved in a map file
335 // contr => is a player 396 // contr => is a player
336 // head => only save head of a multitile object 397 // head => only save head of a multitile object
337 // owner => can not reference owner yet 398 // owner => can not reference owner yet
338 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 399 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
339 400
340 /* This return true if object has still randomitems which 401 /* This return true if object has still randomitems which
341 * could be expanded. 402 * could be expanded.
342 */ 403 */
343 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]; }
356 MTH object *head_ () 417 MTH object *head_ ()
357 { 418 {
358 return head ? head : this; 419 return head ? head : this;
359 } 420 }
360 421
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
361 // insert object at same map position as 'where' 440 // insert object at same map position as 'where'
362 // handles both inventory and map "positions" 441 // handles both inventory and map "positions"
363 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 ();
364 444
365 MTH void activate (); 445 MTH void activate ();
366 MTH void deactivate (); 446 MTH void deactivate ();
367 MTH void activate_recursive (); 447 MTH void activate_recursive ();
368 MTH void deactivate_recursive (); 448 MTH void deactivate_recursive ();
369 449
370 // set the givne flag on all objects in the inventory recursively 450 // set the givne flag on all objects in the inventory recursively
371 MTH void set_flag_inv (int flag, int value = 1); 451 MTH void set_flag_inv (int flag, int value = 1);
372 452
373 void enter_exit (object *exit);//PERL 453 void enter_exit (object *exit);//Perl
374 MTH void enter_map (maptile *newmap, int x, int y); 454 MTH void enter_map (maptile *newmap, int x, int y);
375 455
376 // returns the mapspace this object is in 456 // returns the mapspace this object is in
377 mapspace &ms () const; 457 mapspace &ms () const;
378 458
424 return !invisible && type != PLAYER; 504 return !invisible && type != PLAYER;
425 } 505 }
426 506
427 MTH struct region *region () const; 507 MTH struct region *region () const;
428 508
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
429protected: 517protected:
430 friend struct archetype;
431
432 void link (); 518 void link ();
433 void unlink (); 519 void unlink ();
434 520
435 object (); 521 object ();
436 ~object (); 522 ~object ();
437}; 523};
438 524
439typedef object_vector<object, &object::index > objectvec; 525// move this object to the top of its env's inventory to speed up
440typedef 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;
441 534
442extern objectvec objects; 535 ob->above = 0;
443extern activevec actives; 536 ob->below = ob->env->inv;
537 ob->below->above = ob;
538 ob->env->inv = ob;
539 }
444 540
445#define for_all_objects(var) \ 541 return ob;
446 for (int _i = 0; _i < objects.size (); ++_i) \ 542}
447 declvar (object *, var, objects [_i])
448
449#define for_all_actives(var) \
450 for (int _i = 0; _i < actives.size (); ++_i) \
451 declvar (object *, var, actives [_i])
452 543
453typedef struct oblnk 544typedef struct oblnk
454{ /* Used to link together several objects */ 545{ /* Used to link together several objects */
455 object_ptr ob; 546 object_ptr ob;
456 struct oblnk *next; 547 struct oblnk *next;
460{ /* Used to link together several object links */ 551{ /* Used to link together several object links */
461 struct oblnk *link; 552 struct oblnk *link;
462 long value; /* Used as connected value in buttons/gates */ 553 long value; /* Used as connected value in buttons/gates */
463 struct oblinkpt *next; 554 struct oblinkpt *next;
464} 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);
465 560
466/* 561/*
467 * 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
468 * objects which point to archetypes. 563 * objects which point to archetypes.
469 * 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
471 * object and pointers. This structure should get removed, and just replaced 566 * object and pointers. This structure should get removed, and just replaced
472 * by the object structure 567 * by the object structure
473 */ 568 */
474 569
475INTERFACE_CLASS (archetype) 570INTERFACE_CLASS (archetype)
476struct archetype : zero_initialised, attachable 571struct archetype : object
477{ 572{
478 archetype (); 573 archetype (const char *name);
479 ~archetype (); 574 ~archetype ();
480 void gather_callbacks (AV *&callbacks, event_type event) const; 575 void gather_callbacks (AV *&callbacks, event_type event) const;
481 576
577 static archetype *read (object_thawer &f);
578
579 MTH static archetype *get (const_utf8_string name); // find or create
482 static archetype *find (const char *name); 580 MTH static archetype *find (const_utf8_string name);
483 581
484 void hash_add (); // add to hashtable 582 MTH void link ();
485 void hash_del (); // remove from hashtable 583 MTH void unlink ();
486 584
585 MTH object *instance ();
586
587 object_vector_index ACC (RW, archid); // index in archvector
487 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 588 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
488 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 589 bool ACC (RW, stub); // if true, this is an invalid archetype
489 struct archetype *ACC (RW, head); /* The main part of a linked object */ 590
490 struct archetype *ACC (RW, more); /* Next part of a linked object */ 591 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
491 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 592 sint8 ACC (RW, max_x), ACC (RW, max_y);
492 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
493 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
494 * in comparison to the head.
495 */
496}; 593};
594
595inline void
596object_freezer::put (keyword k, archetype *v)
597{
598 put (k, v ? &v->archname : (const char *)0);
599}
600
601typedef object_vector<object, &object::index > objectvec;
602typedef object_vector<object, &object::active> activevec;
603typedef object_vector<archetype, &archetype::archid> archvec;
604
605extern objectvec objects;
606extern activevec actives;
607extern archvec archetypes;
608
609#define for_all_objects(var) \
610 for (unsigned _i = 0; _i < objects.size (); ++_i) \
611 statementvar (object *, var, objects [_i])
612
613#define for_all_actives(var) \
614 for (unsigned _i = 0; _i < actives.size (); ++_i) \
615 statementvar (object *, var, actives [_i])
616
617#define for_all_archetypes(var) \
618 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
619 statementvar (archetype *, var, archetypes [_i])
497 620
498/* Used by update_object to know if the object being passed is 621/* Used by update_object to know if the object being passed is
499 * being added or removed. 622 * being added or removed.
500 */ 623 */
501#define UP_OBJ_INSERT 1 624#define UP_OBJ_INSERT 1
518 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 641 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
519 * Use for treasure chests so the new object is the highest thing 642 * Use for treasure chests so the new object is the highest thing
520 * beneath the player, but not actually above it. Note - the 643 * beneath the player, but not actually above it. Note - the
521 * map and x,y coordinates for the object to be inserted must 644 * map and x,y coordinates for the object to be inserted must
522 * match the originator. 645 * match the originator.
523 * INS_MAP_LOAD: disable lots of checkings done at insertion to
524 * speed up map loading process, as we assume the ordering in
525 * loaded map is correct.
526 * 646 *
527 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 647 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
528 * are mutually exclusive. The behaviour for passing more than one 648 * are mutually exclusive. The behaviour for passing more than one
529 * should be considered undefined - while you may notice what happens 649 * should be considered undefined - while you may notice what happens
530 * right now if you pass more than one, that could very well change 650 * right now if you pass more than one, that could very well change
533#define INS_NO_MERGE 0x0001 653#define INS_NO_MERGE 0x0001
534#define INS_ABOVE_FLOOR_ONLY 0x0002 654#define INS_ABOVE_FLOOR_ONLY 0x0002
535#define INS_NO_WALK_ON 0x0004 655#define INS_NO_WALK_ON 0x0004
536#define INS_ON_TOP 0x0008 656#define INS_ON_TOP 0x0008
537#define INS_BELOW_ORIGINATOR 0x0010 657#define INS_BELOW_ORIGINATOR 0x0010
538#define INS_MAP_LOAD 0x0020
539 658
540#define ARCH_SINGULARITY "singularity"
541#define ARCH_SINGULARITY_LEN 11
542#define ARCH_DETECT_MAGIC "detect_magic"
543#define ARCH_DEPLETION "depletion" 659#define ARCH_DEPLETION "depletion"
544#define ARCH_SYMPTOM "symptom"
545 660
546#endif 661#endif
547 662

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