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Revision: 1.202
Committed: Sat Jun 27 08:25:36 2009 UTC (14 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.201: +23 -21 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 1.198 * Copyright (©) 2005,2006,2007,2008,2009 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 1.202
194 root 1.180 sint32 ACC (RW, nrof); /* How many of the objects */
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 1.202 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208 root 1.188
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 1.202 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213     sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 root 1.20 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215     sint16 ACC (RW, last_eat); /* How long since we last ate */
216 root 1.202
217 root 1.20 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
218 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
219 root 1.188
220 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
221 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
222 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 root 1.188 uint8 ACC (RW, weapontype); /* type of weapon */
224    
225     faceidx ACC (RW, face); /* the graphical face */
226    
227     faceidx ACC (RW, sound); /* the sound face */
228     faceidx ACC (RW, sound_destroy); /* played on destroy */
229    
230     body_slot slot [NUM_BODY_LOCATIONS];
231    
232 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
233 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234 root 1.202
235 root 1.164 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236 root 1.202
237 root 1.20 sint64 ACC (RW, perm_exp); /* Permanent exp */
238 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
239 root 1.68 /* See the pod/objects.pod for more info about body locations */
240 root 1.18
241     /* Following mostly refers to fields only used for monsters */
242 root 1.68
243 root 1.18 /* Spell related information, may be useful elsewhere
244     * Note that other fields are used - these files are basically
245     * only used in spells.
246     */
247 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
248 root 1.202 uint8 ACC (RW, casting_time); /* time left before spell goes off */
249     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250 root 1.117
251 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
252 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
253 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 root 1.202 sint8 ACC (RW, item_power); /* power rating of the object */
255 root 1.188
256 root 1.202 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
257 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
258     MoveType ACC (RW, move_block);/* What movement types this blocks */
259     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260 root 1.202
261 root 1.68 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
262     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
263     MoveType ACC (RW, move_slow); /* Movement types this slows down */
264 root 1.117
265 root 1.188 // 8 free bits
266    
267 root 1.202 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
268     /* races/classes can need less/more exp to gain levels */
269 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
270 root 1.18
271     /* Following are values used by any object */
272 root 1.56 /* this objects turns into or what this object creates */
273 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
274 root 1.188
275 root 1.46 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
276     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
277 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
278 root 1.202 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279     uint16 ACC (RW, animation_id);/* An index into the animation array */
280     uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
281    
282     uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 elmex 1.178 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284 root 1.202 /* allows different movement patterns for attackers */
285     uint8 ACC (RW, move_status); /* What stage in attack mode */
286     uint8 ACC (RW, attack_movement);/* What kind of attack movement */
287 root 1.188
288 root 1.202 //16+ free bits
289 root 1.188
290     // rarely-accessed members should be at the end
291     shstr ACC (RW, tag); // a tag used to tracking this object
292     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
293     shstr ACC (RW, lore); /* Obscure information about this object, */
294     /* To get put into books and the like. */
295     shstr ACC (RW, custom_name); /* Custom name assigned by player */
296 elmex 1.4 };
297    
298 root 1.198 const char *query_weight (const object *op);
299     const char *query_short_name (const object *op);
300     const char *query_name (const object *op);
301     const char *query_base_name (const object *op, int plural);
302    
303 root 1.68 struct object : zero_initialised, object_copy
304 root 1.18 {
305 root 1.65 // These variables are not changed by ->copy_to
306 root 1.182 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
307 root 1.65
308     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
309 root 1.82 int ACC (RO, count);
310 root 1.134 object_vector_index ACC (RO, index); // index into objects
311     object_vector_index ACC (RO, active); // index into actives
312 root 1.65
313 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
314 root 1.81
315 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
316     object *ACC (RW, above); /* Pointer to the object stacked above this one */
317     /* Note: stacked in the *same* environment */
318     object *inv; /* Pointer to the first object in the inventory */
319 root 1.83
320     //TODO: container must move into client
321 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
322 root 1.65 * is only used by the player right now.
323     */
324     object *ACC (RW, env); /* Pointer to the object which is the environment.
325     * This is typically the container that the object is in.
326     */
327     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
328     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
329     client_container *seen_by; // seen by which player/container currently?
330 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
331 root 1.65
332 root 1.172 // privates / perl
333 root 1.193 shstr_tmp kv_get (shstr_tmp key) const;
334     void kv_del (shstr_tmp key);
335     void kv_set (shstr_tmp key, shstr_tmp value);
336 root 1.172
337     // custom extra fields management
338     struct key_value_access_proxy
339     {
340     object &ob;
341 root 1.193 shstr_tmp key;
342 root 1.172
343 root 1.193 key_value_access_proxy (object &ob, shstr_tmp key)
344 root 1.172 : ob (ob), key (key)
345     {
346     }
347    
348 root 1.194 const key_value_access_proxy &operator =(shstr_tmp value) const
349 root 1.172 {
350     ob.kv_set (key, value);
351     return *this;
352     }
353    
354 root 1.193 operator const shstr_tmp () const { return ob.kv_get (key); }
355     operator const char *() const { return ob.kv_get (key); }
356 root 1.172
357     private:
358     void operator =(int);
359     };
360    
361     // operator [] is too annoying to use
362 root 1.193 const key_value_access_proxy kv (shstr_tmp key)
363 root 1.172 {
364     return key_value_access_proxy (*this, key);
365     }
366    
367 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
368 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
369 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
370 root 1.100 bool write (object_freezer &f);
371    
372 root 1.121 MTH int slottype () const;
373 root 1.69 MTH static object *create ();
374 root 1.146 const mapxy &operator =(const mapxy &pos);
375 root 1.69 MTH void copy_to (object *dst);
376 root 1.173 MTH object *clone (); // create + copy_to a single object
377     MTH object *deep_clone (); // copy whole more chain and inventory
378 root 1.68 void do_destroy ();
379     void gather_callbacks (AV *&callbacks, event_type event) const;
380 root 1.185 MTH void destroy ();
381 root 1.184 MTH void drop_and_destroy ()
382     {
383     destroy_inv (true);
384     destroy ();
385     }
386 root 1.68
387     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
388 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
389     MTH object *insert (object *item); // insert into inventory
390 root 1.197 MTH void play_sound (faceidx sound) const;
391     MTH void say_msg (const char *msg) const;
392 root 1.138
393 root 1.95 void do_remove ();
394 root 1.88 MTH void remove ()
395     {
396     if (!flag [FLAG_REMOVED])
397 root 1.95 do_remove ();
398 root 1.88 }
399 root 1.22
400 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
401    
402 root 1.146 void move_to (const mapxy &pos)
403     {
404     remove ();
405     *this = pos;
406     insert_at (this, this);
407     }
408    
409 root 1.192 // high-level move functions, return true if successful
410     int move (int dir, object *originator);
411    
412     int move (int dir)
413     {
414     return move (dir, this);
415     }
416    
417 root 1.51 static bool can_merge_slow (object *op1, object *op2);
418    
419     // this is often used in time-critical code, so optimise
420 root 1.69 MTH static bool can_merge (object *op1, object *op2)
421 root 1.51 {
422 root 1.52 return op1->value == op2->value
423     && op1->name == op2->name
424 root 1.51 && can_merge_slow (op1, op2);
425     }
426 root 1.19
427 root 1.69 MTH void set_owner (object *owner);
428 root 1.70 MTH void set_speed (float speed);
429 elmex 1.199 MTH void set_glow_radius (sint8 rad);
430 root 1.120 MTH bool change_weapon (object *ob);
431 root 1.123 MTH bool change_skill (object *ob);
432 root 1.51
433 root 1.99 MTH void open_container (object *new_container);
434     MTH void close_container ()
435     {
436     open_container (0);
437     }
438    
439 root 1.193 MTH object *force_find (shstr_tmp name);
440     MTH object *force_add (shstr_tmp name, int duration = 0);
441 root 1.136
442 root 1.196 oblinkpt *find_link () const;
443     MTH void add_link (maptile *map, shstr_tmp id);
444     MTH void remove_link ();
445    
446 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
447     bool should_invoke (event_type event)
448 root 1.125 {
449 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
450 root 1.125 }
451    
452 root 1.100 MTH void instantiate ();
453 root 1.34
454 root 1.62 // recalculate all stats
455 root 1.69 MTH void update_stats ();
456     MTH void roll_stats ();
457     MTH void swap_stats (int a, int b);
458     MTH void add_statbonus ();
459     MTH void remove_statbonus ();
460     MTH void drain_stat ();
461     MTH void drain_specific_stat (int deplete_stats);
462     MTH void change_luck (int value);
463 root 1.62
464 root 1.33 // info must hold 256 * 3 bytes currently
465 root 1.73 const char *debug_desc (char *info) const;
466 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
467 root 1.75 const char *flag_desc (char *desc, int len) const;
468 root 1.33
469 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
470     MTH object *split (sint32 nr = 1); // return 0 on failure
471 root 1.164
472 root 1.163 MTH int number_of () const
473 root 1.96 {
474     return nrof ? nrof : 1;
475     }
476    
477 root 1.163 MTH sint32 total_weight () const
478 root 1.96 {
479 root 1.164 return (weight + carrying) * number_of ();
480 root 1.96 }
481    
482 root 1.163 MTH void update_weight ();
483    
484 root 1.96 // return the dominant material of this item, always return something
485 root 1.97 const materialtype_t *dominant_material () const;
486 root 1.96
487 root 1.98 // return the volume of this object in cm³
488 root 1.163 MTH uint64 volume () const
489 root 1.96 {
490 root 1.192 return (uint64)total_weight ()
491 root 1.98 * 1000
492     * (type == CONTAINER ? 1000 : 1)
493     / dominant_material ()->density;
494 root 1.96 }
495    
496 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
497 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
498     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
499     || type == CLOAK || type == BOOTS || type == GLOVES
500     || type == BRACERS || type == GIRDLE; }
501     MTH bool is_alive () const { return (type == PLAYER
502     || flag [FLAG_MONSTER]
503     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
504     && !flag [FLAG_IS_A_TEMPLATE]; }
505     MTH bool is_arrow () const { return type == ARROW
506     || (type == SPELL_EFFECT
507     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
508 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
509 root 1.57
510 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
511    
512 root 1.76 // temporary: wether the object can be saved in a map file
513 root 1.72 // contr => is a player
514     // head => only save head of a multitile object
515     // owner => can not reference owner yet
516 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
517 root 1.72
518 root 1.57 /* This return true if object has still randomitems which
519     * could be expanded.
520     */
521 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
522 root 1.57
523 root 1.179 MTH bool has_dialogue () const { return *&msg == '@'; }
524    
525 root 1.170 // returns the outermost owner, never returns 0
526     MTH object *outer_owner ()
527     {
528 root 1.181 object *op;
529    
530     for (op = this; op->owner; op = op->owner)
531     ;
532    
533     return op;
534 root 1.170 }
535    
536 root 1.163 // returns the outermost environment, never returns 0
537 root 1.197 MTH object *outer_env () const
538 root 1.163 {
539 root 1.197 const object *op;
540 root 1.181
541     for (op = this; op->env; op = op->env)
542     ;
543    
544 root 1.197 return const_cast<object *>(op);
545 root 1.163 }
546    
547 root 1.60 // returns the player that has this object in his inventory, or 0
548 root 1.164 // we assume the player is always the outer env
549 root 1.197 MTH object *in_player () const
550 root 1.60 {
551 root 1.164 object *op = outer_env ();
552 root 1.60
553 root 1.164 return op->type == PLAYER ? op : 0;
554 root 1.60 }
555    
556 root 1.71 // "temporary" helper function
557 root 1.197 MTH object *head_ () const
558 root 1.71 {
559 root 1.197 return head ? head : const_cast<object *>(this);
560 root 1.71 }
561    
562 root 1.197 MTH bool is_head () const
563 root 1.130 {
564     return head_ () == this;
565     }
566    
567 root 1.164 MTH bool is_on_map () const
568     {
569     return !env && !flag [FLAG_REMOVED];
570     }
571    
572 elmex 1.187 MTH bool is_inserted () const
573 elmex 1.186 {
574     return !flag [FLAG_REMOVED];
575     }
576    
577 root 1.190 MTH bool is_player () const
578     {
579     return !!contr;
580     }
581    
582 root 1.189 MTH bool affects_los () const
583     {
584     return glow_radius || flag [FLAG_BLOCKSVIEW];
585     }
586    
587 root 1.195 MTH bool has_carried_lights () const
588     {
589     return glow_radius;
590     }
591    
592 root 1.166 // returns the player that cna see this object, if any
593     MTH object *visible_to () const;
594    
595 root 1.110 MTH std::string long_desc (object *who = 0);
596     MTH std::string describe_monster (object *who = 0);
597     MTH std::string describe_item (object *who = 0);
598     MTH std::string describe (object *who = 0);
599    
600 root 1.198 MTH const char *query_weight () { return ::query_weight (this); }
601     MTH const char *query_name () { return ::query_name (this); }
602     MTH const char *query_short_name () { return ::query_short_name (this); }
603     MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
604    
605 root 1.109 // If this object has no extra parts but should have them,
606     // add them, effectively expanding heads into multipart
607     // objects. This method only works on objects not inserted
608     // anywhere.
609 root 1.111 MTH void expand_tail ();
610    
611     MTH void create_treasure (treasurelist *tl, int flags = 0);
612 root 1.109
613 root 1.71 // insert object at same map position as 'where'
614     // handles both inventory and map "positions"
615     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
616 root 1.137 MTH void drop_unpaid_items ();
617 root 1.71
618 root 1.78 MTH void activate ();
619     MTH void deactivate ();
620     MTH void activate_recursive ();
621     MTH void deactivate_recursive ();
622 root 1.73
623 root 1.158 // set the given flag on all objects in the inventory recursively
624 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
625    
626 root 1.112 void enter_exit (object *exit);//Perl
627 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
628 root 1.174 void player_goto (const char *path, int x, int y); // only for players
629 root 1.73
630 root 1.61 // returns the mapspace this object is in
631     mapspace &ms () const;
632    
633 root 1.29 // fully recursive iterator
634     struct iterator_base
635     {
636     object *item;
637    
638 root 1.30 iterator_base (object *container)
639     : item (container)
640 root 1.29 {
641     }
642    
643     operator object *() const { return item; }
644    
645     object *operator ->() const { return item; }
646     object &operator * () const { return *item; }
647     };
648    
649 root 1.77 MTH unsigned int random_seed () const
650     {
651     return (unsigned int)uuid.seq;
652     }
653    
654 root 1.30 // depth-first recursive iterator
655     struct depth_iterator : iterator_base
656 root 1.29 {
657 root 1.30 depth_iterator (object *container);
658 root 1.29 void next ();
659     object *operator ++( ) { next (); return item; }
660     object *operator ++(int) { object *i = item; next (); return i; }
661     };
662    
663     object *begin ()
664     {
665 root 1.30 return this;
666 root 1.29 }
667    
668     object *end ()
669     {
670 root 1.30 return this;
671 root 1.29 }
672    
673 root 1.84 /* This returns TRUE if the object is something that
674 root 1.168 * a client might want to know about.
675 root 1.84 */
676     MTH bool client_visible () const
677     {
678     return !invisible && type != PLAYER;
679     }
680    
681 root 1.167 // the client does nrof * this weight
682     MTH sint32 client_weight () const
683     {
684     return weight + carrying;
685     }
686    
687 root 1.93 MTH struct region *region () const;
688    
689 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
690 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
691 root 1.143
692 root 1.151 const char *query_inventory (object *who = 0, const char *indent = "");
693    
694 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
695     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
696    
697 root 1.189 // make some noise with given item into direction dir,
698     // currently only used for players to make them temporarily visible
699     // when they are invisible.
700     MTH void make_noise ();
701    
702 root 1.200 /* animation */
703     bool has_anim () { return animation_id; }
704     const animation &anim () const { return animations [animation_id]; }
705     faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
706     void set_anim_frame (int frame) { face = get_anim_frame (frame); }
707     /* anim_frames () returns the number of animations allocated. The last
708     * usuable animation will be anim_frames () - 1 (for example, if an object
709     * has 8 animations, anim_frames () will return 8, but the values will
710     * range from 0 through 7.
711     */
712     int anim_frames () const { return anim ().num_animations; }
713     int anim_facings () const { return anim ().facings; }
714    
715 root 1.23 protected:
716 root 1.130 void link ();
717 root 1.24 void unlink ();
718    
719 root 1.23 object ();
720     ~object ();
721 root 1.171
722     private:
723     object &operator =(const object &);
724     object (const object &);
725 elmex 1.4 };
726 root 1.1
727 root 1.124 // move this object to the top of its env's inventory to speed up
728     // searches for it.
729     static object *
730     splay (object *ob)
731     {
732     if (ob->env && ob->env->inv != ob)
733     {
734     if (ob->above) ob->above->below = ob->below;
735     if (ob->below) ob->below->above = ob->above;
736    
737     ob->above = 0;
738     ob->below = ob->env->inv;
739     ob->below->above = ob;
740     ob->env->inv = ob;
741     }
742    
743     return ob;
744     }
745    
746 root 1.194 object *find_skill_by_name_fuzzy (object *who, const char *name);
747     object *find_skill_by_name (object *who, shstr_cmp sh);
748 root 1.122 object *find_skill_by_number (object *who, int skillno);
749    
750 root 1.1 /*
751     * The archetype structure is a set of rules on how to generate and manipulate
752     * objects which point to archetypes.
753     * This probably belongs in arch.h, but there really doesn't appear to
754     * be much left in the archetype - all it really is is a holder for the
755     * object and pointers. This structure should get removed, and just replaced
756     * by the object structure
757     */
758    
759 root 1.68 INTERFACE_CLASS (archetype)
760 root 1.130 struct archetype : object
761 root 1.15 {
762 root 1.161 static arch_ptr empty; // the empty_archetype
763     MTH static void gc ();
764 root 1.160
765 root 1.130 archetype (const char *name);
766 root 1.22 ~archetype ();
767 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
768 root 1.22
769 root 1.148 MTH static archetype *find (const_utf8_string name);
770    
771     MTH void link ();
772     MTH void unlink ();
773 root 1.44
774 root 1.175 MTH static object *get (const char *name); // (find() || singularity)->instance()
775 root 1.152 MTH object *instance ();
776    
777 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
778 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
779    
780     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
781     sint8 ACC (RW, max_x), ACC (RW, max_y);
782 root 1.160
783     // support for archetype loading
784     static archetype *read (object_thawer &f);
785     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
786     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
787 root 1.21 };
788 root 1.1
789 root 1.177 // compatbiility, remove once replaced by ->instance
790     inline object *
791     arch_to_object (archetype *at)
792     {
793     return at->instance ();
794     }
795    
796 root 1.132 inline void
797     object_freezer::put (keyword k, archetype *v)
798     {
799     put (k, v ? &v->archname : (const char *)0);
800     }
801    
802 root 1.129 typedef object_vector<object, &object::index > objectvec;
803     typedef object_vector<object, &object::active> activevec;
804     typedef object_vector<archetype, &archetype::archid> archvec;
805    
806     extern objectvec objects;
807     extern activevec actives;
808     extern archvec archetypes;
809    
810 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
811 pippijn 1.191 // quite horrible, that's why its hidden in some macro
812 root 1.176 #define for_inv_removable(op,var) \
813     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
814    
815     #define for_all_objects(var) \
816 root 1.129 for (unsigned _i = 0; _i < objects.size (); ++_i) \
817     statementvar (object *, var, objects [_i])
818    
819 root 1.176 #define for_all_actives(var) \
820 root 1.129 for (unsigned _i = 0; _i < actives.size (); ++_i) \
821     statementvar (object *, var, actives [_i])
822    
823 root 1.176 #define for_all_archetypes(var) \
824 root 1.129 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
825     statementvar (archetype *, var, archetypes [_i])
826    
827 root 1.1 /* Used by update_object to know if the object being passed is
828     * being added or removed.
829     */
830     #define UP_OBJ_INSERT 1
831     #define UP_OBJ_REMOVE 2
832     #define UP_OBJ_CHANGE 3
833 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
834 root 1.1
835     /* These are flags passed to insert_ob_in_map and
836     * insert_ob_in_ob. Note that all flags may not be meaningful
837     * for both functions.
838     * Most are fairly explanatory:
839     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
840     * on space.
841     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
842     * INS_NO_WALK_ON: Don't call check_walk_on against the
843     * originator - saves cpu time if you know the inserted object
844     * is not meaningful in terms of having an effect.
845     * INS_ON_TOP: Always put object on top. Generally only needed when loading
846     * files from disk and ordering needs to be preserved.
847     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
848     * Use for treasure chests so the new object is the highest thing
849     * beneath the player, but not actually above it. Note - the
850     * map and x,y coordinates for the object to be inserted must
851     * match the originator.
852     *
853     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
854     * are mutually exclusive. The behaviour for passing more than one
855     * should be considered undefined - while you may notice what happens
856     * right now if you pass more than one, that could very well change
857     * in future revisions of the code.
858     */
859 root 1.14 #define INS_NO_MERGE 0x0001
860     #define INS_ABOVE_FLOOR_ONLY 0x0002
861     #define INS_NO_WALK_ON 0x0004
862     #define INS_ON_TOP 0x0008
863     #define INS_BELOW_ORIGINATOR 0x0010
864 root 1.1
865     #define ARCH_DEPLETION "depletion"
866    
867     #endif
868 root 1.44