ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
Revision: 1.206
Committed: Wed Sep 16 22:50:50 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.205: +2 -2 lines
Log Message:
*** empty log message ***

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 1.198 * 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 1.203 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268     // /* races/classes can need less/more exp to gain levels */
269     static const float expmul = 1.0;//D
270 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 root 1.18
272     /* Following are values used by any object */
273 root 1.56 /* this objects turns into or what this object creates */
274 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
275 root 1.188
276 root 1.46 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
277     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
278 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 root 1.202 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280     uint16 ACC (RW, animation_id);/* An index into the animation array */
281     uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
282    
283     uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
284 elmex 1.178 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
285 root 1.202 /* allows different movement patterns for attackers */
286     uint8 ACC (RW, move_status); /* What stage in attack mode */
287     uint8 ACC (RW, attack_movement);/* What kind of attack movement */
288 root 1.188
289 root 1.202 //16+ free bits
290 root 1.188
291     // rarely-accessed members should be at the end
292     shstr ACC (RW, tag); // a tag used to tracking this object
293     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
294     shstr ACC (RW, lore); /* Obscure information about this object, */
295     /* To get put into books and the like. */
296     shstr ACC (RW, custom_name); /* Custom name assigned by player */
297 elmex 1.4 };
298    
299 root 1.198 const char *query_weight (const object *op);
300     const char *query_short_name (const object *op);
301     const char *query_name (const object *op);
302     const char *query_base_name (const object *op, int plural);
303    
304 root 1.68 struct object : zero_initialised, object_copy
305 root 1.18 {
306 root 1.65 // These variables are not changed by ->copy_to
307 root 1.182 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
308 root 1.65
309     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
310 root 1.82 int ACC (RO, count);
311 root 1.134 object_vector_index ACC (RO, index); // index into objects
312     object_vector_index ACC (RO, active); // index into actives
313 root 1.65
314 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
315 root 1.81
316 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
317     object *ACC (RW, above); /* Pointer to the object stacked above this one */
318     /* Note: stacked in the *same* environment */
319     object *inv; /* Pointer to the first object in the inventory */
320 root 1.83
321     //TODO: container must move into client
322 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
323 root 1.65 * is only used by the player right now.
324     */
325     object *ACC (RW, env); /* Pointer to the object which is the environment.
326     * This is typically the container that the object is in.
327     */
328     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
329     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
330     client_container *seen_by; // seen by which player/container currently?
331 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
332 root 1.65
333 root 1.172 // privates / perl
334 root 1.193 shstr_tmp kv_get (shstr_tmp key) const;
335     void kv_del (shstr_tmp key);
336     void kv_set (shstr_tmp key, shstr_tmp value);
337 root 1.172
338     // custom extra fields management
339     struct key_value_access_proxy
340     {
341     object &ob;
342 root 1.193 shstr_tmp key;
343 root 1.172
344 root 1.193 key_value_access_proxy (object &ob, shstr_tmp key)
345 root 1.172 : ob (ob), key (key)
346     {
347     }
348    
349 root 1.194 const key_value_access_proxy &operator =(shstr_tmp value) const
350 root 1.172 {
351     ob.kv_set (key, value);
352     return *this;
353     }
354    
355 root 1.193 operator const shstr_tmp () const { return ob.kv_get (key); }
356     operator const char *() const { return ob.kv_get (key); }
357 root 1.172
358     private:
359     void operator =(int);
360     };
361    
362     // operator [] is too annoying to use
363 root 1.193 const key_value_access_proxy kv (shstr_tmp key)
364 root 1.172 {
365     return key_value_access_proxy (*this, key);
366     }
367    
368 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
369 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
370 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
371 root 1.100 bool write (object_freezer &f);
372    
373 root 1.121 MTH int slottype () const;
374 root 1.69 MTH static object *create ();
375 root 1.146 const mapxy &operator =(const mapxy &pos);
376 root 1.69 MTH void copy_to (object *dst);
377 root 1.173 MTH object *clone (); // create + copy_to a single object
378     MTH object *deep_clone (); // copy whole more chain and inventory
379 root 1.68 void do_destroy ();
380     void gather_callbacks (AV *&callbacks, event_type event) const;
381 root 1.185 MTH void destroy ();
382 root 1.184 MTH void drop_and_destroy ()
383     {
384     destroy_inv (true);
385     destroy ();
386     }
387 root 1.68
388     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
389 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
390     MTH object *insert (object *item); // insert into inventory
391 root 1.197 MTH void play_sound (faceidx sound) const;
392     MTH void say_msg (const char *msg) const;
393 root 1.138
394 root 1.95 void do_remove ();
395 root 1.88 MTH void remove ()
396     {
397     if (!flag [FLAG_REMOVED])
398 root 1.95 do_remove ();
399 root 1.88 }
400 root 1.22
401 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
402    
403 root 1.146 void move_to (const mapxy &pos)
404     {
405     remove ();
406     *this = pos;
407     insert_at (this, this);
408     }
409    
410 root 1.192 // high-level move functions, return true if successful
411     int move (int dir, object *originator);
412    
413     int move (int dir)
414     {
415     return move (dir, this);
416     }
417    
418 root 1.51 static bool can_merge_slow (object *op1, object *op2);
419    
420     // this is often used in time-critical code, so optimise
421 root 1.69 MTH static bool can_merge (object *op1, object *op2)
422 root 1.51 {
423 root 1.52 return op1->value == op2->value
424     && op1->name == op2->name
425 root 1.51 && can_merge_slow (op1, op2);
426     }
427 root 1.19
428 root 1.69 MTH void set_owner (object *owner);
429 root 1.70 MTH void set_speed (float speed);
430 elmex 1.199 MTH void set_glow_radius (sint8 rad);
431 root 1.120 MTH bool change_weapon (object *ob);
432 root 1.123 MTH bool change_skill (object *ob);
433 root 1.51
434 root 1.99 MTH void open_container (object *new_container);
435     MTH void close_container ()
436     {
437     open_container (0);
438     }
439    
440 root 1.193 MTH object *force_find (shstr_tmp name);
441     MTH object *force_add (shstr_tmp name, int duration = 0);
442 root 1.136
443 root 1.196 oblinkpt *find_link () const;
444     MTH void add_link (maptile *map, shstr_tmp id);
445     MTH void remove_link ();
446    
447 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
448     bool should_invoke (event_type event)
449 root 1.125 {
450 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
451 root 1.125 }
452    
453 root 1.100 MTH void instantiate ();
454 root 1.34
455 root 1.62 // recalculate all stats
456 root 1.69 MTH void update_stats ();
457     MTH void roll_stats ();
458     MTH void swap_stats (int a, int b);
459     MTH void add_statbonus ();
460     MTH void remove_statbonus ();
461     MTH void drain_stat ();
462     MTH void drain_specific_stat (int deplete_stats);
463     MTH void change_luck (int value);
464 root 1.62
465 root 1.33 // info must hold 256 * 3 bytes currently
466 root 1.73 const char *debug_desc (char *info) const;
467 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
468 root 1.75 const char *flag_desc (char *desc, int len) const;
469 root 1.33
470 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
471     MTH object *split (sint32 nr = 1); // return 0 on failure
472 root 1.164
473 root 1.163 MTH int number_of () const
474 root 1.96 {
475     return nrof ? nrof : 1;
476     }
477    
478 root 1.163 MTH sint32 total_weight () const
479 root 1.96 {
480 root 1.164 return (weight + carrying) * number_of ();
481 root 1.96 }
482    
483 root 1.163 MTH void update_weight ();
484    
485 root 1.96 // return the dominant material of this item, always return something
486 root 1.97 const materialtype_t *dominant_material () const;
487 root 1.96
488 root 1.98 // return the volume of this object in cm³
489 root 1.163 MTH uint64 volume () const
490 root 1.96 {
491 root 1.192 return (uint64)total_weight ()
492 root 1.98 * 1000
493     * (type == CONTAINER ? 1000 : 1)
494     / dominant_material ()->density;
495 root 1.96 }
496    
497 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
498 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
499     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
500     || type == CLOAK || type == BOOTS || type == GLOVES
501     || type == BRACERS || type == GIRDLE; }
502     MTH bool is_alive () const { return (type == PLAYER
503     || flag [FLAG_MONSTER]
504     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
505     && !flag [FLAG_IS_A_TEMPLATE]; }
506     MTH bool is_arrow () const { return type == ARROW
507     || (type == SPELL_EFFECT
508     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
509 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
510 root 1.57
511 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
512    
513 root 1.76 // temporary: wether the object can be saved in a map file
514 root 1.72 // contr => is a player
515     // head => only save head of a multitile object
516     // owner => can not reference owner yet
517 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
518 root 1.72
519 root 1.57 /* This return true if object has still randomitems which
520     * could be expanded.
521     */
522 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
523 root 1.57
524 root 1.179 MTH bool has_dialogue () const { return *&msg == '@'; }
525    
526 root 1.170 // returns the outermost owner, never returns 0
527     MTH object *outer_owner ()
528     {
529 root 1.181 object *op;
530    
531     for (op = this; op->owner; op = op->owner)
532     ;
533    
534     return op;
535 root 1.170 }
536    
537 root 1.163 // returns the outermost environment, never returns 0
538 root 1.204 MTH object *outer_env_or_self () const
539 root 1.163 {
540 root 1.197 const object *op;
541 root 1.181
542     for (op = this; op->env; op = op->env)
543     ;
544    
545 root 1.197 return const_cast<object *>(op);
546 root 1.163 }
547    
548 root 1.204 // returns the outermost environment, may return 0
549     MTH object *outer_env () const
550     {
551 root 1.205 return env ? outer_env_or_self () : 0;
552 root 1.204 }
553    
554 root 1.60 // returns the player that has this object in his inventory, or 0
555 root 1.164 // we assume the player is always the outer env
556 root 1.197 MTH object *in_player () const
557 root 1.60 {
558 root 1.204 object *op = outer_env_or_self ();
559 root 1.60
560 root 1.164 return op->type == PLAYER ? op : 0;
561 root 1.60 }
562    
563 root 1.71 // "temporary" helper function
564 root 1.197 MTH object *head_ () const
565 root 1.71 {
566 root 1.197 return head ? head : const_cast<object *>(this);
567 root 1.71 }
568    
569 root 1.197 MTH bool is_head () const
570 root 1.130 {
571     return head_ () == this;
572     }
573    
574 root 1.164 MTH bool is_on_map () const
575     {
576     return !env && !flag [FLAG_REMOVED];
577     }
578    
579 elmex 1.187 MTH bool is_inserted () const
580 elmex 1.186 {
581     return !flag [FLAG_REMOVED];
582     }
583    
584 root 1.190 MTH bool is_player () const
585     {
586     return !!contr;
587     }
588    
589 root 1.189 MTH bool affects_los () const
590     {
591     return glow_radius || flag [FLAG_BLOCKSVIEW];
592     }
593    
594 root 1.195 MTH bool has_carried_lights () const
595     {
596     return glow_radius;
597     }
598    
599 root 1.166 // returns the player that cna see this object, if any
600     MTH object *visible_to () const;
601    
602 root 1.206 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
603 root 1.110 MTH std::string describe_monster (object *who = 0);
604     MTH std::string describe_item (object *who = 0);
605 root 1.206 MTH std::string describe (object *who = 0); // long description, without name
606 root 1.110
607 root 1.198 MTH const char *query_weight () { return ::query_weight (this); }
608     MTH const char *query_name () { return ::query_name (this); }
609     MTH const char *query_short_name () { return ::query_short_name (this); }
610     MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
611    
612 root 1.109 // If this object has no extra parts but should have them,
613     // add them, effectively expanding heads into multipart
614     // objects. This method only works on objects not inserted
615     // anywhere.
616 root 1.111 MTH void expand_tail ();
617    
618     MTH void create_treasure (treasurelist *tl, int flags = 0);
619 root 1.109
620 root 1.71 // insert object at same map position as 'where'
621     // handles both inventory and map "positions"
622     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
623 root 1.137 MTH void drop_unpaid_items ();
624 root 1.71
625 root 1.78 MTH void activate ();
626     MTH void deactivate ();
627     MTH void activate_recursive ();
628     MTH void deactivate_recursive ();
629 root 1.73
630 root 1.158 // set the given flag on all objects in the inventory recursively
631 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
632    
633 root 1.112 void enter_exit (object *exit);//Perl
634 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
635 root 1.174 void player_goto (const char *path, int x, int y); // only for players
636 root 1.73
637 root 1.61 // returns the mapspace this object is in
638     mapspace &ms () const;
639    
640 root 1.29 // fully recursive iterator
641     struct iterator_base
642     {
643     object *item;
644    
645 root 1.30 iterator_base (object *container)
646     : item (container)
647 root 1.29 {
648     }
649    
650     operator object *() const { return item; }
651    
652     object *operator ->() const { return item; }
653     object &operator * () const { return *item; }
654     };
655    
656 root 1.77 MTH unsigned int random_seed () const
657     {
658     return (unsigned int)uuid.seq;
659     }
660    
661 root 1.30 // depth-first recursive iterator
662     struct depth_iterator : iterator_base
663 root 1.29 {
664 root 1.30 depth_iterator (object *container);
665 root 1.29 void next ();
666     object *operator ++( ) { next (); return item; }
667     object *operator ++(int) { object *i = item; next (); return i; }
668     };
669    
670     object *begin ()
671     {
672 root 1.30 return this;
673 root 1.29 }
674    
675     object *end ()
676     {
677 root 1.30 return this;
678 root 1.29 }
679    
680 root 1.84 /* This returns TRUE if the object is something that
681 root 1.168 * a client might want to know about.
682 root 1.84 */
683     MTH bool client_visible () const
684     {
685     return !invisible && type != PLAYER;
686     }
687    
688 root 1.167 // the client does nrof * this weight
689     MTH sint32 client_weight () const
690     {
691     return weight + carrying;
692     }
693    
694 root 1.93 MTH struct region *region () const;
695    
696 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
697 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
698 root 1.143
699 root 1.151 const char *query_inventory (object *who = 0, const char *indent = "");
700    
701 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
702     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
703    
704 root 1.189 // make some noise with given item into direction dir,
705     // currently only used for players to make them temporarily visible
706     // when they are invisible.
707     MTH void make_noise ();
708    
709 root 1.200 /* animation */
710     bool has_anim () { return animation_id; }
711     const animation &anim () const { return animations [animation_id]; }
712     faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
713     void set_anim_frame (int frame) { face = get_anim_frame (frame); }
714     /* anim_frames () returns the number of animations allocated. The last
715     * usuable animation will be anim_frames () - 1 (for example, if an object
716     * has 8 animations, anim_frames () will return 8, but the values will
717     * range from 0 through 7.
718     */
719     int anim_frames () const { return anim ().num_animations; }
720     int anim_facings () const { return anim ().facings; }
721    
722 root 1.23 protected:
723 root 1.130 void link ();
724 root 1.24 void unlink ();
725    
726 root 1.23 object ();
727     ~object ();
728 root 1.171
729     private:
730     object &operator =(const object &);
731     object (const object &);
732 elmex 1.4 };
733 root 1.1
734 root 1.124 // move this object to the top of its env's inventory to speed up
735     // searches for it.
736     static object *
737     splay (object *ob)
738     {
739     if (ob->env && ob->env->inv != ob)
740     {
741     if (ob->above) ob->above->below = ob->below;
742     if (ob->below) ob->below->above = ob->above;
743    
744     ob->above = 0;
745     ob->below = ob->env->inv;
746     ob->below->above = ob;
747     ob->env->inv = ob;
748     }
749    
750     return ob;
751     }
752    
753 root 1.194 object *find_skill_by_name_fuzzy (object *who, const char *name);
754     object *find_skill_by_name (object *who, shstr_cmp sh);
755 root 1.122 object *find_skill_by_number (object *who, int skillno);
756    
757 root 1.1 /*
758     * The archetype structure is a set of rules on how to generate and manipulate
759     * objects which point to archetypes.
760     * This probably belongs in arch.h, but there really doesn't appear to
761     * be much left in the archetype - all it really is is a holder for the
762     * object and pointers. This structure should get removed, and just replaced
763     * by the object structure
764     */
765    
766 root 1.68 INTERFACE_CLASS (archetype)
767 root 1.130 struct archetype : object
768 root 1.15 {
769 root 1.161 static arch_ptr empty; // the empty_archetype
770     MTH static void gc ();
771 root 1.160
772 root 1.130 archetype (const char *name);
773 root 1.22 ~archetype ();
774 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
775 root 1.22
776 root 1.148 MTH static archetype *find (const_utf8_string name);
777    
778     MTH void link ();
779     MTH void unlink ();
780 root 1.44
781 root 1.175 MTH static object *get (const char *name); // (find() || singularity)->instance()
782 root 1.152 MTH object *instance ();
783    
784 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
785 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
786    
787     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
788     sint8 ACC (RW, max_x), ACC (RW, max_y);
789 root 1.160
790     // support for archetype loading
791     static archetype *read (object_thawer &f);
792     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
793     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
794 root 1.21 };
795 root 1.1
796 root 1.177 // compatbiility, remove once replaced by ->instance
797     inline object *
798     arch_to_object (archetype *at)
799     {
800     return at->instance ();
801     }
802    
803 root 1.132 inline void
804     object_freezer::put (keyword k, archetype *v)
805     {
806     put (k, v ? &v->archname : (const char *)0);
807     }
808    
809 root 1.129 typedef object_vector<object, &object::index > objectvec;
810     typedef object_vector<object, &object::active> activevec;
811     typedef object_vector<archetype, &archetype::archid> archvec;
812    
813     extern objectvec objects;
814     extern activevec actives;
815     extern archvec archetypes;
816    
817 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
818 pippijn 1.191 // quite horrible, that's why its hidden in some macro
819 root 1.176 #define for_inv_removable(op,var) \
820     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
821    
822     #define for_all_objects(var) \
823 root 1.129 for (unsigned _i = 0; _i < objects.size (); ++_i) \
824     statementvar (object *, var, objects [_i])
825    
826 root 1.176 #define for_all_actives(var) \
827 root 1.129 for (unsigned _i = 0; _i < actives.size (); ++_i) \
828     statementvar (object *, var, actives [_i])
829    
830 root 1.176 #define for_all_archetypes(var) \
831 root 1.129 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
832     statementvar (archetype *, var, archetypes [_i])
833    
834 root 1.1 /* Used by update_object to know if the object being passed is
835     * being added or removed.
836     */
837     #define UP_OBJ_INSERT 1
838     #define UP_OBJ_REMOVE 2
839     #define UP_OBJ_CHANGE 3
840 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
841 root 1.1
842     /* These are flags passed to insert_ob_in_map and
843     * insert_ob_in_ob. Note that all flags may not be meaningful
844     * for both functions.
845     * Most are fairly explanatory:
846     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
847     * on space.
848     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
849     * INS_NO_WALK_ON: Don't call check_walk_on against the
850     * originator - saves cpu time if you know the inserted object
851     * is not meaningful in terms of having an effect.
852     * INS_ON_TOP: Always put object on top. Generally only needed when loading
853     * files from disk and ordering needs to be preserved.
854     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
855     * Use for treasure chests so the new object is the highest thing
856     * beneath the player, but not actually above it. Note - the
857     * map and x,y coordinates for the object to be inserted must
858     * match the originator.
859     *
860     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
861     * are mutually exclusive. The behaviour for passing more than one
862     * should be considered undefined - while you may notice what happens
863     * right now if you pass more than one, that could very well change
864     * in future revisions of the code.
865     */
866 root 1.14 #define INS_NO_MERGE 0x0001
867     #define INS_ABOVE_FLOOR_ONLY 0x0002
868     #define INS_NO_WALK_ON 0x0004
869     #define INS_ON_TOP 0x0008
870     #define INS_BELOW_ORIGINATOR 0x0010
871 root 1.1
872     #define ARCH_DEPLETION "depletion"
873    
874     #endif
875 root 1.44