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/cvs/deliantra/server/include/object.h
Revision: 1.197
Committed: Thu Jan 8 19:23:44 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_75
Changes since 1.196: +9 -8 lines
Log Message:
mapscript changes

File Contents

# 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 root 1.172 * Please use kv_get/kv_set/kv_del from object rather than
80 root 1.1 * accessing the list directly.
81     * Exception is if you want to walk this list for some reason.
82     */
83 root 1.172 struct key_value : slice_allocated
84 root 1.20 {
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 1.196 typedef struct oblnk
142     { /* Used to link together several objects */
143     object_ptr ob;
144     struct oblnk *next;
145     } objectlink;
146    
147     typedef struct oblinkpt
148     { /* Used to link together several object links */
149     struct oblnk *link;
150     struct oblinkpt *next;
151     shstr id; /* Used as connected value in buttons/gates */
152     } oblinkpt;
153    
154 root 1.68 INTERFACE_CLASS (object)
155 root 1.65 // these are being copied
156 root 1.68 struct object_copy : attachable
157 root 1.18 {
158 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
159 root 1.117
160     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161     uint8 ACC (RW, subtype); /* subtype of object */
162 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
163     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164 root 1.117
165 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
166     shstr ACC (RW, name_pl); /* The plural name of the object */
167 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
168 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
169     shstr ACC (RW, slaying); /* Which race to do double damage to */
170 root 1.68 /* If this is an exit, this is the filename */
171 root 1.188
172     typedef bitset<NUM_FLAGS> flags_t;
173     flags_t flag; /* various flags */
174     #if FOR_PERL
175     bool ACC (RW, flag[NUM_FLAGS]);
176     #endif
177    
178     shstr ACC (RW, materialname); /* specific material name */
179 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
180 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
181 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
182     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
183     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
184     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
186     object_ptr ACC (RW, spell); /* Spell that was being cast */
187     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
188 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190 elmex 1.63
191 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
192 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193 root 1.180 sint32 ACC (RW, nrof); /* How many of the objects */
194 root 1.18
195 root 1.171 /* This next big block is basically used for monsters and equipment */
196 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 root 1.188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198 root 1.117
199 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
200 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
201 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
202     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203 root 1.188
204 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
205 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207 root 1.188
208 root 1.20 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
210     * meanings by some objects, eg, sp penalty, permanent exp.
211     */
212 root 1.20 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213     sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
214     sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215     sint16 ACC (RW, last_eat); /* How long since we last ate */
216     sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
218 root 1.188
219 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
221 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 root 1.188 uint8 ACC (RW, weapontype); /* type of weapon */
223    
224     faceidx ACC (RW, face); /* the graphical face */
225    
226     faceidx ACC (RW, sound); /* the sound face */
227     faceidx ACC (RW, sound_destroy); /* played on destroy */
228    
229     body_slot slot [NUM_BODY_LOCATIONS];
230    
231 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
232 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
233 root 1.164 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
234 root 1.20 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 root 1.68 /* See the pod/objects.pod for more info about body locations */
237 root 1.18
238     /* Following mostly refers to fields only used for monsters */
239 root 1.68
240 root 1.18 /* allows different movement patterns for attackers */
241 root 1.20 sint32 ACC (RW, move_status); /* What stage in attack mode */
242     uint16 ACC (RW, attack_movement); /* What kind of attack movement */
243 root 1.26 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
244     float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
245 root 1.68 /* races/classes can need less/more exp to gain levels */
246 root 1.18
247     /* Spell related information, may be useful elsewhere
248     * Note that other fields are used - these files are basically
249     * only used in spells.
250     */
251 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
252 root 1.46 sint16 ACC (RW, casting_time);/* time left before spell goes off */
253 root 1.117
254 root 1.26 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
255 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
256 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
257 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
258 root 1.188
259 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260     MoveType ACC (RW, move_block);/* What movement types this blocks */
261     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
262     MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263 root 1.188
264 root 1.68 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265     MoveType ACC (RW, move_slow); /* Movement types this slows down */
266 root 1.117
267 root 1.188 sint8 ACC (RW, item_power); /* power rating of the object */
268     // 8 free bits
269    
270 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 root 1.36 char *ACC (RW, spellarg);
272 root 1.18
273     /* Following are values used by any object */
274 root 1.56 /* this objects turns into or what this object creates */
275 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276 root 1.188
277 root 1.46 uint16 ACC (RW, animation_id);/* An index into the animation array */
278     uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279     uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280 root 1.188
281 root 1.46 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
283 elmex 1.178 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284 root 1.188
285 elmex 1.178 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
286     uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287 root 1.188
288     // rarely-accessed members should be at the end
289     shstr ACC (RW, tag); // a tag used to tracking this object
290     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291     shstr ACC (RW, lore); /* Obscure information about this object, */
292     /* To get put into books and the like. */
293     shstr ACC (RW, custom_name); /* Custom name assigned by player */
294 elmex 1.4 };
295    
296 root 1.68 struct object : zero_initialised, object_copy
297 root 1.18 {
298 root 1.65 // These variables are not changed by ->copy_to
299 root 1.182 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
300 root 1.65
301     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
302 root 1.82 int ACC (RO, count);
303 root 1.134 object_vector_index ACC (RO, index); // index into objects
304     object_vector_index ACC (RO, active); // index into actives
305 root 1.65
306 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
307 root 1.81
308 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
309     object *ACC (RW, above); /* Pointer to the object stacked above this one */
310     /* Note: stacked in the *same* environment */
311     object *inv; /* Pointer to the first object in the inventory */
312 root 1.83
313     //TODO: container must move into client
314 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
315 root 1.65 * is only used by the player right now.
316     */
317     object *ACC (RW, env); /* Pointer to the object which is the environment.
318     * This is typically the container that the object is in.
319     */
320     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
321     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
322     client_container *seen_by; // seen by which player/container currently?
323 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
324 root 1.65
325 root 1.172 // privates / perl
326 root 1.193 shstr_tmp kv_get (shstr_tmp key) const;
327     void kv_del (shstr_tmp key);
328     void kv_set (shstr_tmp key, shstr_tmp value);
329 root 1.172
330     // custom extra fields management
331     struct key_value_access_proxy
332     {
333     object &ob;
334 root 1.193 shstr_tmp key;
335 root 1.172
336 root 1.193 key_value_access_proxy (object &ob, shstr_tmp key)
337 root 1.172 : ob (ob), key (key)
338     {
339     }
340    
341 root 1.194 const key_value_access_proxy &operator =(shstr_tmp value) const
342 root 1.172 {
343     ob.kv_set (key, value);
344     return *this;
345     }
346    
347 root 1.193 operator const shstr_tmp () const { return ob.kv_get (key); }
348     operator const char *() const { return ob.kv_get (key); }
349 root 1.172
350     private:
351     void operator =(int);
352     };
353    
354     // operator [] is too annoying to use
355 root 1.193 const key_value_access_proxy kv (shstr_tmp key)
356 root 1.172 {
357     return key_value_access_proxy (*this, key);
358     }
359    
360 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
361 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
362 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
363 root 1.100 bool write (object_freezer &f);
364    
365 root 1.121 MTH int slottype () const;
366 root 1.69 MTH static object *create ();
367 root 1.146 const mapxy &operator =(const mapxy &pos);
368 root 1.69 MTH void copy_to (object *dst);
369 root 1.173 MTH object *clone (); // create + copy_to a single object
370     MTH object *deep_clone (); // copy whole more chain and inventory
371 root 1.68 void do_destroy ();
372     void gather_callbacks (AV *&callbacks, event_type event) const;
373 root 1.185 MTH void destroy ();
374 root 1.184 MTH void drop_and_destroy ()
375     {
376     destroy_inv (true);
377     destroy ();
378     }
379 root 1.68
380     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
381 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
382     MTH object *insert (object *item); // insert into inventory
383 root 1.197 MTH void play_sound (faceidx sound) const;
384     MTH void say_msg (const char *msg) const;
385 root 1.138
386 root 1.95 void do_remove ();
387 root 1.88 MTH void remove ()
388     {
389     if (!flag [FLAG_REMOVED])
390 root 1.95 do_remove ();
391 root 1.88 }
392 root 1.22
393 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
394    
395 root 1.146 void move_to (const mapxy &pos)
396     {
397     remove ();
398     *this = pos;
399     insert_at (this, this);
400     }
401    
402 root 1.192 // high-level move functions, return true if successful
403     int move (int dir, object *originator);
404    
405     int move (int dir)
406     {
407     return move (dir, this);
408     }
409    
410 root 1.51 static bool can_merge_slow (object *op1, object *op2);
411    
412     // this is often used in time-critical code, so optimise
413 root 1.69 MTH static bool can_merge (object *op1, object *op2)
414 root 1.51 {
415 root 1.52 return op1->value == op2->value
416     && op1->name == op2->name
417 root 1.51 && can_merge_slow (op1, op2);
418     }
419 root 1.19
420 root 1.69 MTH void set_owner (object *owner);
421 root 1.70 MTH void set_speed (float speed);
422 root 1.120 MTH bool change_weapon (object *ob);
423 root 1.123 MTH bool change_skill (object *ob);
424 root 1.51
425 root 1.99 MTH void open_container (object *new_container);
426     MTH void close_container ()
427     {
428     open_container (0);
429     }
430    
431 root 1.193 MTH object *force_find (shstr_tmp name);
432     MTH object *force_add (shstr_tmp name, int duration = 0);
433 root 1.136
434 root 1.196 oblinkpt *find_link () const;
435     MTH void add_link (maptile *map, shstr_tmp id);
436     MTH void remove_link ();
437    
438 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
439     bool should_invoke (event_type event)
440 root 1.125 {
441 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
442 root 1.125 }
443    
444 root 1.100 MTH void instantiate ();
445 root 1.34
446 root 1.62 // recalculate all stats
447 root 1.69 MTH void update_stats ();
448     MTH void roll_stats ();
449     MTH void swap_stats (int a, int b);
450     MTH void add_statbonus ();
451     MTH void remove_statbonus ();
452     MTH void drain_stat ();
453     MTH void drain_specific_stat (int deplete_stats);
454     MTH void change_luck (int value);
455 root 1.62
456 root 1.33 // info must hold 256 * 3 bytes currently
457 root 1.73 const char *debug_desc (char *info) const;
458 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
459 root 1.75 const char *flag_desc (char *desc, int len) const;
460 root 1.33
461 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
462     MTH object *split (sint32 nr = 1); // return 0 on failure
463 root 1.164
464 root 1.163 MTH int number_of () const
465 root 1.96 {
466     return nrof ? nrof : 1;
467     }
468    
469 root 1.163 MTH sint32 total_weight () const
470 root 1.96 {
471 root 1.164 return (weight + carrying) * number_of ();
472 root 1.96 }
473    
474 root 1.163 MTH void update_weight ();
475    
476 root 1.96 // return the dominant material of this item, always return something
477 root 1.97 const materialtype_t *dominant_material () const;
478 root 1.96
479 root 1.98 // return the volume of this object in cm³
480 root 1.163 MTH uint64 volume () const
481 root 1.96 {
482 root 1.192 return (uint64)total_weight ()
483 root 1.98 * 1000
484     * (type == CONTAINER ? 1000 : 1)
485     / dominant_material ()->density;
486 root 1.96 }
487    
488 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
489 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
490     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
491     || type == CLOAK || type == BOOTS || type == GLOVES
492     || type == BRACERS || type == GIRDLE; }
493     MTH bool is_alive () const { return (type == PLAYER
494     || flag [FLAG_MONSTER]
495     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
496     && !flag [FLAG_IS_A_TEMPLATE]; }
497     MTH bool is_arrow () const { return type == ARROW
498     || (type == SPELL_EFFECT
499     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
500 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
501 root 1.57
502 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
503    
504 root 1.76 // temporary: wether the object can be saved in a map file
505 root 1.72 // contr => is a player
506     // head => only save head of a multitile object
507     // owner => can not reference owner yet
508 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
509 root 1.72
510 root 1.57 /* This return true if object has still randomitems which
511     * could be expanded.
512     */
513 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
514 root 1.57
515 root 1.179 MTH bool has_dialogue () const { return *&msg == '@'; }
516    
517 root 1.170 // returns the outermost owner, never returns 0
518     MTH object *outer_owner ()
519     {
520 root 1.181 object *op;
521    
522     for (op = this; op->owner; op = op->owner)
523     ;
524    
525     return op;
526 root 1.170 }
527    
528 root 1.163 // returns the outermost environment, never returns 0
529 root 1.197 MTH object *outer_env () const
530 root 1.163 {
531 root 1.197 const object *op;
532 root 1.181
533     for (op = this; op->env; op = op->env)
534     ;
535    
536 root 1.197 return const_cast<object *>(op);
537 root 1.163 }
538    
539 root 1.60 // returns the player that has this object in his inventory, or 0
540 root 1.164 // we assume the player is always the outer env
541 root 1.197 MTH object *in_player () const
542 root 1.60 {
543 root 1.164 object *op = outer_env ();
544 root 1.60
545 root 1.164 return op->type == PLAYER ? op : 0;
546 root 1.60 }
547    
548 root 1.71 // "temporary" helper function
549 root 1.197 MTH object *head_ () const
550 root 1.71 {
551 root 1.197 return head ? head : const_cast<object *>(this);
552 root 1.71 }
553    
554 root 1.197 MTH bool is_head () const
555 root 1.130 {
556     return head_ () == this;
557     }
558    
559 root 1.164 MTH bool is_on_map () const
560     {
561     return !env && !flag [FLAG_REMOVED];
562     }
563    
564 elmex 1.187 MTH bool is_inserted () const
565 elmex 1.186 {
566     return !flag [FLAG_REMOVED];
567     }
568    
569 root 1.190 MTH bool is_player () const
570     {
571     return !!contr;
572     }
573    
574 root 1.189 MTH bool affects_los () const
575     {
576     return glow_radius || flag [FLAG_BLOCKSVIEW];
577     }
578    
579 root 1.195 MTH bool has_carried_lights () const
580     {
581     return glow_radius;
582     }
583    
584 root 1.166 // returns the player that cna see this object, if any
585     MTH object *visible_to () const;
586    
587 root 1.110 MTH std::string long_desc (object *who = 0);
588     MTH std::string describe_monster (object *who = 0);
589     MTH std::string describe_item (object *who = 0);
590     MTH std::string describe (object *who = 0);
591    
592 root 1.109 // If this object has no extra parts but should have them,
593     // add them, effectively expanding heads into multipart
594     // objects. This method only works on objects not inserted
595     // anywhere.
596 root 1.111 MTH void expand_tail ();
597    
598     MTH void create_treasure (treasurelist *tl, int flags = 0);
599 root 1.109
600 root 1.71 // insert object at same map position as 'where'
601     // handles both inventory and map "positions"
602     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
603 root 1.137 MTH void drop_unpaid_items ();
604 root 1.71
605 root 1.78 MTH void activate ();
606     MTH void deactivate ();
607     MTH void activate_recursive ();
608     MTH void deactivate_recursive ();
609 root 1.73
610 root 1.158 // set the given flag on all objects in the inventory recursively
611 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
612    
613 root 1.112 void enter_exit (object *exit);//Perl
614 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
615 root 1.174 void player_goto (const char *path, int x, int y); // only for players
616 root 1.73
617 root 1.61 // returns the mapspace this object is in
618     mapspace &ms () const;
619    
620 root 1.29 // fully recursive iterator
621     struct iterator_base
622     {
623     object *item;
624    
625 root 1.30 iterator_base (object *container)
626     : item (container)
627 root 1.29 {
628     }
629    
630     operator object *() const { return item; }
631    
632     object *operator ->() const { return item; }
633     object &operator * () const { return *item; }
634     };
635    
636 root 1.77 MTH unsigned int random_seed () const
637     {
638     return (unsigned int)uuid.seq;
639     }
640    
641 root 1.30 // depth-first recursive iterator
642     struct depth_iterator : iterator_base
643 root 1.29 {
644 root 1.30 depth_iterator (object *container);
645 root 1.29 void next ();
646     object *operator ++( ) { next (); return item; }
647     object *operator ++(int) { object *i = item; next (); return i; }
648     };
649    
650     object *begin ()
651     {
652 root 1.30 return this;
653 root 1.29 }
654    
655     object *end ()
656     {
657 root 1.30 return this;
658 root 1.29 }
659    
660 root 1.84 /* This returns TRUE if the object is something that
661 root 1.168 * a client might want to know about.
662 root 1.84 */
663     MTH bool client_visible () const
664     {
665     return !invisible && type != PLAYER;
666     }
667    
668 root 1.167 // the client does nrof * this weight
669     MTH sint32 client_weight () const
670     {
671     return weight + carrying;
672     }
673    
674 root 1.93 MTH struct region *region () const;
675    
676 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
677 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
678 root 1.143
679 root 1.151 const char *query_inventory (object *who = 0, const char *indent = "");
680    
681 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
682     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
683    
684 root 1.189 // make some noise with given item into direction dir,
685     // currently only used for players to make them temporarily visible
686     // when they are invisible.
687     MTH void make_noise ();
688    
689 root 1.23 protected:
690 root 1.130 void link ();
691 root 1.24 void unlink ();
692    
693 root 1.23 object ();
694     ~object ();
695 root 1.171
696     private:
697     object &operator =(const object &);
698     object (const object &);
699 elmex 1.4 };
700 root 1.1
701 root 1.124 // move this object to the top of its env's inventory to speed up
702     // searches for it.
703     static object *
704     splay (object *ob)
705     {
706     if (ob->env && ob->env->inv != ob)
707     {
708     if (ob->above) ob->above->below = ob->below;
709     if (ob->below) ob->below->above = ob->above;
710    
711     ob->above = 0;
712     ob->below = ob->env->inv;
713     ob->below->above = ob;
714     ob->env->inv = ob;
715     }
716    
717     return ob;
718     }
719    
720 root 1.194 object *find_skill_by_name_fuzzy (object *who, const char *name);
721     object *find_skill_by_name (object *who, shstr_cmp sh);
722 root 1.122 object *find_skill_by_number (object *who, int skillno);
723    
724 root 1.1 /*
725     * The archetype structure is a set of rules on how to generate and manipulate
726     * objects which point to archetypes.
727     * This probably belongs in arch.h, but there really doesn't appear to
728     * be much left in the archetype - all it really is is a holder for the
729     * object and pointers. This structure should get removed, and just replaced
730     * by the object structure
731     */
732    
733 root 1.68 INTERFACE_CLASS (archetype)
734 root 1.130 struct archetype : object
735 root 1.15 {
736 root 1.161 static arch_ptr empty; // the empty_archetype
737     MTH static void gc ();
738 root 1.160
739 root 1.130 archetype (const char *name);
740 root 1.22 ~archetype ();
741 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
742 root 1.22
743 root 1.148 MTH static archetype *find (const_utf8_string name);
744    
745     MTH void link ();
746     MTH void unlink ();
747 root 1.44
748 root 1.175 MTH static object *get (const char *name); // (find() || singularity)->instance()
749 root 1.152 MTH object *instance ();
750    
751 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
752 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
753    
754     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
755     sint8 ACC (RW, max_x), ACC (RW, max_y);
756 root 1.160
757     // support for archetype loading
758     static archetype *read (object_thawer &f);
759     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
760     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
761 root 1.21 };
762 root 1.1
763 root 1.177 // compatbiility, remove once replaced by ->instance
764     inline object *
765     arch_to_object (archetype *at)
766     {
767     return at->instance ();
768     }
769    
770 root 1.132 inline void
771     object_freezer::put (keyword k, archetype *v)
772     {
773     put (k, v ? &v->archname : (const char *)0);
774     }
775    
776 root 1.129 typedef object_vector<object, &object::index > objectvec;
777     typedef object_vector<object, &object::active> activevec;
778     typedef object_vector<archetype, &archetype::archid> archvec;
779    
780     extern objectvec objects;
781     extern activevec actives;
782     extern archvec archetypes;
783    
784 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
785 pippijn 1.191 // quite horrible, that's why its hidden in some macro
786 root 1.176 #define for_inv_removable(op,var) \
787     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
788    
789     #define for_all_objects(var) \
790 root 1.129 for (unsigned _i = 0; _i < objects.size (); ++_i) \
791     statementvar (object *, var, objects [_i])
792    
793 root 1.176 #define for_all_actives(var) \
794 root 1.129 for (unsigned _i = 0; _i < actives.size (); ++_i) \
795     statementvar (object *, var, actives [_i])
796    
797 root 1.176 #define for_all_archetypes(var) \
798 root 1.129 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
799     statementvar (archetype *, var, archetypes [_i])
800    
801 root 1.1 /* Used by update_object to know if the object being passed is
802     * being added or removed.
803     */
804     #define UP_OBJ_INSERT 1
805     #define UP_OBJ_REMOVE 2
806     #define UP_OBJ_CHANGE 3
807 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
808 root 1.1
809     /* These are flags passed to insert_ob_in_map and
810     * insert_ob_in_ob. Note that all flags may not be meaningful
811     * for both functions.
812     * Most are fairly explanatory:
813     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
814     * on space.
815     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
816     * INS_NO_WALK_ON: Don't call check_walk_on against the
817     * originator - saves cpu time if you know the inserted object
818     * is not meaningful in terms of having an effect.
819     * INS_ON_TOP: Always put object on top. Generally only needed when loading
820     * files from disk and ordering needs to be preserved.
821     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
822     * Use for treasure chests so the new object is the highest thing
823     * beneath the player, but not actually above it. Note - the
824     * map and x,y coordinates for the object to be inserted must
825     * match the originator.
826     *
827     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
828     * are mutually exclusive. The behaviour for passing more than one
829     * should be considered undefined - while you may notice what happens
830     * right now if you pass more than one, that could very well change
831     * in future revisions of the code.
832     */
833 root 1.14 #define INS_NO_MERGE 0x0001
834     #define INS_ABOVE_FLOOR_ONLY 0x0002
835     #define INS_NO_WALK_ON 0x0004
836     #define INS_ON_TOP 0x0008
837     #define INS_BELOW_ORIGINATOR 0x0010
838 root 1.1
839     #define ARCH_DEPLETION "depletion"
840    
841     #endif
842 root 1.44