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Revision: 1.169
Committed: Wed Apr 30 06:40:28 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.168: +1 -0 lines
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# User Rev Content
1 root 1.92 /*
2 root 1.153 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.128 *
4 root 1.164 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.128 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.153 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.135 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.128 *
13 root 1.135 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.128 *
18 root 1.135 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.128 *
21 root 1.153 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.86 */
23 root 1.1
24     #ifndef OBJECT_H
25     #define OBJECT_H
26    
27 root 1.56 #include <bitset>
28    
29 root 1.6 #include "cfperl.h"
30 root 1.7 #include "shstr.h"
31 root 1.6
32 root 1.81 typedef int tag_t;
33 root 1.109
34 root 1.118 enum {
35 root 1.122 body_skill,
36     body_combat,
37 root 1.118 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 root 1.1
52 root 1.121 enum slottype_t
53     {
54     slot_none,
55     slot_combat,
56     slot_ranged,
57     };
58    
59 root 1.1 /* See common/item.c */
60    
61 root 1.20 typedef struct Body_Locations
62     {
63 root 1.127 keyword save_name; /* Name used to load/save it to disk */
64 root 1.20 const char *use_name; /* Name used when describing an item we can use */
65     const char *nonuse_name; /* Name to describe objects we can't use */
66 root 1.1 } Body_Locations;
67    
68     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69    
70 root 1.154 #define NUM_COINS 4 /* number of coin types */
71     extern const char *const coins[NUM_COINS + 1];
72    
73 root 1.1 /*
74     * Each object (this also means archetypes!) could have a few of these
75     * "dangling" from it; this could also end up containing 'parse errors'.
76     *
77     * key and value are shared-strings.
78     *
79     * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
80     * accessing the list directly.
81     * Exception is if you want to walk this list for some reason.
82     */
83 root 1.20 struct key_value
84     {
85     key_value *next;
86     shstr key, value;
87 root 1.15 };
88 root 1.1
89 root 1.34 struct UUID
90     {
91     uint64 seq;
92 root 1.53
93 root 1.155 static UUID cur; // last uuid generated
94     static void init ();
95     static UUID gen ();
96    
97 root 1.53 UUID () { }
98     UUID (uint64 seq) : seq(seq) { }
99     operator uint64() { return seq; }
100     void operator =(uint64 seq) { this->seq = seq; }
101 root 1.156
102     typedef char BUF [32];
103    
104     bool parse (const char *s)
105     {
106 root 1.157 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 root 1.156 }
108    
109     const char *c_str (char *buf, int len) const
110     {
111     snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112    
113     return buf;
114     }
115    
116     const char *c_str () const
117     {
118     static BUF buf;
119    
120     return c_str (buf, sizeof (buf));
121     }
122 root 1.34 };
123    
124 root 1.1 /* Definition for WILL_APPLY values. Replaces having harcoded values
125     * sprinkled in the code. Note that some of these also replace fields
126     * that were in the can_apply area. What is the point of having both
127     * can_apply and will_apply?
128     */
129 root 1.27 #define WILL_APPLY_HANDLE 0x01
130     #define WILL_APPLY_TREASURE 0x02
131     #define WILL_APPLY_EARTHWALL 0x04
132     #define WILL_APPLY_DOOR 0x08
133 root 1.14 #define WILL_APPLY_FOOD 0x10
134 root 1.1
135 root 1.116 struct body_slot
136     {
137 root 1.117 signed char info:4; /* body info as loaded from the file */
138     signed char used:4; /* Calculated value based on items equipped */
139 root 1.116 };
140    
141 root 1.68 INTERFACE_CLASS (object)
142 root 1.65 // these are being copied
143 root 1.68 struct object_copy : attachable
144 root 1.18 {
145 root 1.65 typedef bitset<NUM_FLAGS> flags_t;
146 root 1.1
147 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 root 1.117
149     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150     uint8 ACC (RW, subtype); /* subtype of object */
151 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153 root 1.117
154 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
155     shstr ACC (RW, name_pl); /* The plural name of the object */
156 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
157 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158     shstr ACC (RW, slaying); /* Which race to do double damage to */
159 root 1.68 /* If this is an exit, this is the filename */
160 root 1.149 shstr ACC (RW, tag); // a tag used to tracking this object
161 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 root 1.20 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163     shstr ACC (RW, lore); /* Obscure information about this object, */
164 root 1.68 /* To get put into books and the like. */
165 root 1.20 shstr ACC (RW, materialname); /* specific material name */
166     shstr ACC (RW, custom_name); /* Custom name assigned by player */
167 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
168 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
172     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
173     object_ptr ACC (RW, spell); /* Spell that was being cast */
174     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 elmex 1.63
178 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
179 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180 root 1.46 uint32 ACC (RW, nrof); /* How many of the objects */
181 root 1.18
182     /* This next big block are basically used for monsters and equipment */
183 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184 root 1.117
185 root 1.67 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
186 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
191 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
195     * meanings by some objects, eg, sp penalty, permanent exp.
196     */
197 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
199     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200     sint16 ACC (RW, last_eat); /* How long since we last ate */
201     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
203 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204     sint8 ACC (RW, item_power); /* power rating of the object */
205 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
207 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
208 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 root 1.164 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
210 root 1.20 sint64 ACC (RW, perm_exp); /* Permanent exp */
211     uint32 ACC (RW, weapontype); /* type of weapon */
212     uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 root 1.116 body_slot slot [NUM_BODY_LOCATIONS];
214 root 1.139 faceidx ACC (RW, face); /* the graphical face */
215     faceidx ACC (RW, sound); /* the sound face */
216 root 1.141 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 root 1.68 /* See the pod/objects.pod for more info about body locations */
219 root 1.18
220     /* Following mostly refers to fields only used for monsters */
221 root 1.46 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222 root 1.68
223 root 1.18 /* allows different movement patterns for attackers */
224 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
225     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
227     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
228 root 1.68 /* races/classes can need less/more exp to gain levels */
229 root 1.18
230     /* Spell related information, may be useful elsewhere
231     * Note that other fields are used - these files are basically
232     * only used in spells.
233     */
234 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
235 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236 root 1.117
237 root 1.26 uint16 ACC (RW, start_holding);
238     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
239 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240 root 1.117
241 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
242 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
243 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244     MoveType ACC (RW, move_block);/* What movement types this blocks */
245 root 1.117
246 root 1.68 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249     MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 root 1.117
251 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252    
253 root 1.36 char *ACC (RW, spellarg);
254 root 1.18
255     /* Following are values used by any object */
256 root 1.56 /* this objects turns into or what this object creates */
257 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 root 1.66 flags_t flag; /* various flags */
259 root 1.67 #if FOR_PERL
260     bool ACC (RW, flag[NUM_FLAGS]);
261     #endif
262 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
263     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 root 1.68 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
266 root 1.46 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
268 elmex 1.4 };
269    
270 root 1.68 struct object : zero_initialised, object_copy
271 root 1.18 {
272 root 1.65 // These variables are not changed by ->copy_to
273 root 1.68 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
274 root 1.65
275     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 root 1.82 int ACC (RO, count);
277 root 1.134 object_vector_index ACC (RO, index); // index into objects
278     object_vector_index ACC (RO, active); // index into actives
279 root 1.65
280 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
281 root 1.81
282 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
283     object *ACC (RW, above); /* Pointer to the object stacked above this one */
284     /* Note: stacked in the *same* environment */
285     object *inv; /* Pointer to the first object in the inventory */
286 root 1.83
287     //TODO: container must move into client
288 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
289 root 1.65 * is only used by the player right now.
290     */
291     object *ACC (RW, env); /* Pointer to the object which is the environment.
292     * This is typically the container that the object is in.
293     */
294     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
295     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
296     client_container *seen_by; // seen by which player/container currently?
297 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
298 root 1.65
299 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
300 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
301 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
302 root 1.100 bool write (object_freezer &f);
303    
304 root 1.121 MTH int slottype () const;
305 root 1.69 MTH static object *create ();
306 root 1.146 const mapxy &operator =(const mapxy &pos);
307 root 1.105 object &operator =(const object &src);
308 root 1.69 MTH void copy_to (object *dst);
309     MTH object *clone (); // create + copy_to
310 root 1.68 void do_destroy ();
311     void gather_callbacks (AV *&callbacks, event_type event) const;
312 root 1.69 MTH void destroy (bool destroy_inventory = false);
313 root 1.68
314     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
315 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
316     MTH object *insert (object *item); // insert into inventory
317 root 1.164 MTH void play_sound (faceidx sound);
318 root 1.138
319 root 1.95 void do_remove ();
320 root 1.88 MTH void remove ()
321     {
322     if (!flag [FLAG_REMOVED])
323 root 1.95 do_remove ();
324 root 1.88 }
325 root 1.22
326 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
327    
328 root 1.146 void move_to (const mapxy &pos)
329     {
330     remove ();
331     *this = pos;
332     insert_at (this, this);
333     }
334    
335 root 1.51 static bool can_merge_slow (object *op1, object *op2);
336    
337     // this is often used in time-critical code, so optimise
338 root 1.69 MTH static bool can_merge (object *op1, object *op2)
339 root 1.51 {
340 root 1.52 return op1->value == op2->value
341     && op1->name == op2->name
342 root 1.51 && can_merge_slow (op1, op2);
343     }
344 root 1.19
345 root 1.69 MTH void set_owner (object *owner);
346 root 1.70 MTH void set_speed (float speed);
347 root 1.120 MTH bool change_weapon (object *ob);
348 root 1.123 MTH bool change_skill (object *ob);
349 root 1.51
350 root 1.99 MTH void open_container (object *new_container);
351     MTH void close_container ()
352     {
353     open_container (0);
354     }
355    
356 root 1.136 MTH object *force_find (const shstr name);
357     MTH void force_add (const shstr name, int duration = 0);
358    
359 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360     bool should_invoke (event_type event)
361 root 1.125 {
362 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
363 root 1.125 }
364    
365 root 1.100 MTH void instantiate ();
366 root 1.34
367 root 1.62 // recalculate all stats
368 root 1.69 MTH void update_stats ();
369     MTH void roll_stats ();
370     MTH void swap_stats (int a, int b);
371     MTH void add_statbonus ();
372     MTH void remove_statbonus ();
373     MTH void drain_stat ();
374     MTH void drain_specific_stat (int deplete_stats);
375     MTH void change_luck (int value);
376 root 1.62
377 root 1.33 // info must hold 256 * 3 bytes currently
378 root 1.73 const char *debug_desc (char *info) const;
379 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
380 root 1.75 const char *flag_desc (char *desc, int len) const;
381 root 1.33
382 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
383     MTH object *split (sint32 nr = 1); // return 0 on failure
384 root 1.164
385 root 1.163 MTH int number_of () const
386 root 1.96 {
387     return nrof ? nrof : 1;
388     }
389    
390 root 1.163 MTH sint32 total_weight () const
391 root 1.96 {
392 root 1.164 return (weight + carrying) * number_of ();
393 root 1.96 }
394    
395 root 1.163 MTH void update_weight ();
396    
397 root 1.96 // return the dominant material of this item, always return something
398 root 1.97 const materialtype_t *dominant_material () const;
399 root 1.96
400 root 1.98 // return the volume of this object in cm³
401 root 1.163 MTH uint64 volume () const
402 root 1.96 {
403 root 1.98 return total_weight ()
404     * 1000
405     * (type == CONTAINER ? 1000 : 1)
406     / dominant_material ()->density;
407 root 1.96 }
408    
409 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
410     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
411     || type == CLOAK || type == BOOTS || type == GLOVES
412     || type == BRACERS || type == GIRDLE; }
413     MTH bool is_alive () const { return (type == PLAYER
414     || flag [FLAG_MONSTER]
415     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
416     && !flag [FLAG_IS_A_TEMPLATE]; }
417     MTH bool is_arrow () const { return type == ARROW
418     || (type == SPELL_EFFECT
419     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
420 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
421 root 1.57
422 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
423    
424 root 1.76 // temporary: wether the object can be saved in a map file
425 root 1.72 // contr => is a player
426     // head => only save head of a multitile object
427     // owner => can not reference owner yet
428 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
429 root 1.72
430 root 1.57 /* This return true if object has still randomitems which
431     * could be expanded.
432     */
433 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
434 root 1.57
435 root 1.163 // returns the outermost environment, never returns 0
436     MTH object *outer_env ()
437     {
438     for (object *op = this; ; op = op->env)
439     if (!op->env)
440     return op;
441     }
442    
443 root 1.60 // returns the player that has this object in his inventory, or 0
444 root 1.164 // we assume the player is always the outer env
445     MTH object *in_player ()
446 root 1.60 {
447 root 1.164 object *op = outer_env ();
448 root 1.60
449 root 1.164 return op->type == PLAYER ? op : 0;
450 root 1.60 }
451    
452 root 1.71 // "temporary" helper function
453     MTH object *head_ ()
454     {
455     return head ? head : this;
456     }
457    
458 root 1.130 MTH bool is_head ()
459     {
460     return head_ () == this;
461     }
462    
463 root 1.164 MTH bool is_on_map () const
464     {
465     return !env && !flag [FLAG_REMOVED];
466     }
467    
468 root 1.166 // returns the player that cna see this object, if any
469     MTH object *visible_to () const;
470    
471 root 1.110 MTH std::string long_desc (object *who = 0);
472     MTH std::string describe_monster (object *who = 0);
473     MTH std::string describe_item (object *who = 0);
474     MTH std::string describe (object *who = 0);
475    
476 root 1.109 // If this object has no extra parts but should have them,
477     // add them, effectively expanding heads into multipart
478     // objects. This method only works on objects not inserted
479     // anywhere.
480 root 1.111 MTH void expand_tail ();
481    
482     MTH void create_treasure (treasurelist *tl, int flags = 0);
483 root 1.109
484 root 1.71 // insert object at same map position as 'where'
485     // handles both inventory and map "positions"
486     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
487 root 1.137 MTH void drop_unpaid_items ();
488 root 1.71
489 root 1.78 MTH void activate ();
490     MTH void deactivate ();
491     MTH void activate_recursive ();
492     MTH void deactivate_recursive ();
493 root 1.73
494 root 1.158 // set the given flag on all objects in the inventory recursively
495 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
496    
497 root 1.112 void enter_exit (object *exit);//Perl
498 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
499    
500 root 1.61 // returns the mapspace this object is in
501     mapspace &ms () const;
502    
503 root 1.29 // fully recursive iterator
504     struct iterator_base
505     {
506     object *item;
507    
508 root 1.30 iterator_base (object *container)
509     : item (container)
510 root 1.29 {
511     }
512    
513     operator object *() const { return item; }
514    
515     object *operator ->() const { return item; }
516     object &operator * () const { return *item; }
517     };
518    
519 root 1.77 MTH unsigned int random_seed () const
520     {
521     return (unsigned int)uuid.seq;
522     }
523    
524 root 1.30 // depth-first recursive iterator
525     struct depth_iterator : iterator_base
526 root 1.29 {
527 root 1.30 depth_iterator (object *container);
528 root 1.29 void next ();
529     object *operator ++( ) { next (); return item; }
530     object *operator ++(int) { object *i = item; next (); return i; }
531     };
532    
533     object *begin ()
534     {
535 root 1.30 return this;
536 root 1.29 }
537    
538     object *end ()
539     {
540 root 1.30 return this;
541 root 1.29 }
542    
543 root 1.84 /* This returns TRUE if the object is something that
544 root 1.168 * a client might want to know about.
545 root 1.84 */
546     MTH bool client_visible () const
547     {
548     return !invisible && type != PLAYER;
549     }
550    
551 root 1.167 // the client does nrof * this weight
552     MTH sint32 client_weight () const
553     {
554     return weight + carrying;
555     }
556    
557 root 1.93 MTH struct region *region () const;
558    
559 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
560 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
561 root 1.143
562 root 1.151 const char *query_inventory (object *who = 0, const char *indent = "");
563    
564 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
565     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
566    
567 root 1.23 protected:
568 root 1.130 void link ();
569 root 1.24 void unlink ();
570    
571 root 1.23 object ();
572     ~object ();
573 elmex 1.4 };
574 root 1.1
575 root 1.124 // move this object to the top of its env's inventory to speed up
576     // searches for it.
577     static object *
578     splay (object *ob)
579     {
580     if (ob->env && ob->env->inv != ob)
581     {
582     if (ob->above) ob->above->below = ob->below;
583     if (ob->below) ob->below->above = ob->above;
584    
585     ob->above = 0;
586     ob->below = ob->env->inv;
587     ob->below->above = ob;
588     ob->env->inv = ob;
589     }
590    
591     return ob;
592     }
593    
594 root 1.20 typedef struct oblnk
595     { /* Used to link together several objects */
596 root 1.43 object_ptr ob;
597 root 1.1 struct oblnk *next;
598     } objectlink;
599    
600 root 1.20 typedef struct oblinkpt
601     { /* Used to link together several object links */
602 root 1.1 struct oblnk *link;
603 root 1.159 sint32 value; /* Used as connected value in buttons/gates */
604 root 1.1 struct oblinkpt *next;
605     } oblinkpt;
606    
607 root 1.122 object *find_skill_by_name (object *who, const char *name);
608     object *find_skill_by_name (object *who, const shstr &sh);
609     object *find_skill_by_number (object *who, int skillno);
610    
611 root 1.1 /*
612     * The archetype structure is a set of rules on how to generate and manipulate
613     * objects which point to archetypes.
614     * This probably belongs in arch.h, but there really doesn't appear to
615     * be much left in the archetype - all it really is is a holder for the
616     * object and pointers. This structure should get removed, and just replaced
617     * by the object structure
618     */
619    
620 root 1.68 INTERFACE_CLASS (archetype)
621 root 1.130 struct archetype : object
622 root 1.15 {
623 root 1.161 static arch_ptr empty; // the empty_archetype
624     MTH static void gc ();
625 root 1.160
626 root 1.130 archetype (const char *name);
627 root 1.22 ~archetype ();
628 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
629 root 1.22
630 root 1.148 MTH static archetype *find (const_utf8_string name);
631    
632     MTH void link ();
633     MTH void unlink ();
634 root 1.44
635 root 1.169 MTH static object *get (const char *name); // find()->instance()
636 root 1.152 MTH object *instance ();
637    
638 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
639 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
640    
641     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
642     sint8 ACC (RW, max_x), ACC (RW, max_y);
643 root 1.160
644     // support for archetype loading
645     static archetype *read (object_thawer &f);
646     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
647     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
648 root 1.21 };
649 root 1.1
650 root 1.132 inline void
651     object_freezer::put (keyword k, archetype *v)
652     {
653     put (k, v ? &v->archname : (const char *)0);
654     }
655    
656 root 1.129 typedef object_vector<object, &object::index > objectvec;
657     typedef object_vector<object, &object::active> activevec;
658     typedef object_vector<archetype, &archetype::archid> archvec;
659    
660     extern objectvec objects;
661     extern activevec actives;
662     extern archvec archetypes;
663    
664     #define for_all_objects(var) \
665     for (unsigned _i = 0; _i < objects.size (); ++_i) \
666     statementvar (object *, var, objects [_i])
667    
668     #define for_all_actives(var) \
669     for (unsigned _i = 0; _i < actives.size (); ++_i) \
670     statementvar (object *, var, actives [_i])
671    
672     #define for_all_archetypes(var) \
673     for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
674     statementvar (archetype *, var, archetypes [_i])
675    
676 root 1.1 /* Used by update_object to know if the object being passed is
677     * being added or removed.
678     */
679     #define UP_OBJ_INSERT 1
680     #define UP_OBJ_REMOVE 2
681     #define UP_OBJ_CHANGE 3
682 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
683 root 1.1
684     /* These are flags passed to insert_ob_in_map and
685     * insert_ob_in_ob. Note that all flags may not be meaningful
686     * for both functions.
687     * Most are fairly explanatory:
688     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
689     * on space.
690     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
691     * INS_NO_WALK_ON: Don't call check_walk_on against the
692     * originator - saves cpu time if you know the inserted object
693     * is not meaningful in terms of having an effect.
694     * INS_ON_TOP: Always put object on top. Generally only needed when loading
695     * files from disk and ordering needs to be preserved.
696     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
697     * Use for treasure chests so the new object is the highest thing
698     * beneath the player, but not actually above it. Note - the
699     * map and x,y coordinates for the object to be inserted must
700     * match the originator.
701     *
702     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
703     * are mutually exclusive. The behaviour for passing more than one
704     * should be considered undefined - while you may notice what happens
705     * right now if you pass more than one, that could very well change
706     * in future revisions of the code.
707     */
708 root 1.14 #define INS_NO_MERGE 0x0001
709     #define INS_ABOVE_FLOOR_ONLY 0x0002
710     #define INS_NO_WALK_ON 0x0004
711     #define INS_ON_TOP 0x0008
712     #define INS_BELOW_ORIGINATOR 0x0010
713 root 1.1
714     #define ARCH_DEPLETION "depletion"
715    
716     #endif
717 root 1.44