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/cvs/deliantra/server/include/object.h
Revision: 1.212
Committed: Mon Oct 12 14:00:58 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.211: +7 -6 lines
Log Message:
clarify license

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 1.212 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.212 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.128 *
22 root 1.153 * The authors can be reached via e-mail to <support@deliantra.net>
23 root 1.86 */
24 root 1.1
25     #ifndef OBJECT_H
26     #define OBJECT_H
27    
28 root 1.56 #include <bitset>
29    
30 root 1.6 #include "cfperl.h"
31 root 1.7 #include "shstr.h"
32 root 1.6
33 root 1.81 typedef int tag_t;
34 root 1.109
35 root 1.118 enum {
36 root 1.122 body_skill,
37     body_combat,
38 root 1.118 body_range,
39     body_shield,
40     body_arm,
41     body_torso,
42     body_head,
43     body_neck,
44     body_finger,
45     body_shoulder,
46     body_foot,
47     body_hand,
48     body_wrist,
49     body_waist,
50     NUM_BODY_LOCATIONS
51     };
52 root 1.1
53 root 1.121 enum slottype_t
54     {
55     slot_none,
56     slot_combat,
57     slot_ranged,
58     };
59    
60 root 1.1 /* See common/item.c */
61    
62 root 1.20 typedef struct Body_Locations
63     {
64 root 1.127 keyword save_name; /* Name used to load/save it to disk */
65 root 1.20 const char *use_name; /* Name used when describing an item we can use */
66     const char *nonuse_name; /* Name to describe objects we can't use */
67 root 1.1 } Body_Locations;
68    
69     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
70    
71 root 1.154 #define NUM_COINS 4 /* number of coin types */
72     extern const char *const coins[NUM_COINS + 1];
73    
74 root 1.1 /*
75     * Each object (this also means archetypes!) could have a few of these
76     * "dangling" from it; this could also end up containing 'parse errors'.
77     *
78     * key and value are shared-strings.
79     *
80 root 1.172 * Please use kv_get/kv_set/kv_del from object rather than
81 root 1.1 * accessing the list directly.
82     * Exception is if you want to walk this list for some reason.
83     */
84 root 1.172 struct key_value : slice_allocated
85 root 1.20 {
86     key_value *next;
87     shstr key, value;
88 root 1.15 };
89 root 1.1
90 root 1.34 struct UUID
91     {
92     uint64 seq;
93 root 1.53
94 root 1.155 static UUID cur; // last uuid generated
95     static void init ();
96     static UUID gen ();
97    
98 root 1.53 UUID () { }
99     UUID (uint64 seq) : seq(seq) { }
100     operator uint64() { return seq; }
101     void operator =(uint64 seq) { this->seq = seq; }
102 root 1.156
103     typedef char BUF [32];
104    
105     bool parse (const char *s)
106     {
107 root 1.157 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
108 root 1.156 }
109    
110     const char *c_str (char *buf, int len) const
111     {
112     snprintf (buf, len, "<1.%" PRIx64 ">", seq);
113    
114     return buf;
115     }
116    
117     const char *c_str () const
118     {
119     static BUF buf;
120    
121     return c_str (buf, sizeof (buf));
122     }
123 root 1.34 };
124    
125 root 1.1 /* Definition for WILL_APPLY values. Replaces having harcoded values
126     * sprinkled in the code. Note that some of these also replace fields
127     * that were in the can_apply area. What is the point of having both
128     * can_apply and will_apply?
129     */
130 root 1.27 #define WILL_APPLY_HANDLE 0x01
131     #define WILL_APPLY_TREASURE 0x02
132     #define WILL_APPLY_EARTHWALL 0x04
133     #define WILL_APPLY_DOOR 0x08
134 root 1.14 #define WILL_APPLY_FOOD 0x10
135 root 1.1
136 root 1.116 struct body_slot
137     {
138 root 1.117 signed char info:4; /* body info as loaded from the file */
139     signed char used:4; /* Calculated value based on items equipped */
140 root 1.116 };
141    
142 root 1.196 typedef struct oblnk
143     { /* Used to link together several objects */
144     object_ptr ob;
145     struct oblnk *next;
146     } objectlink;
147    
148     typedef struct oblinkpt
149     { /* Used to link together several object links */
150     struct oblnk *link;
151     struct oblinkpt *next;
152     shstr id; /* Used as connected value in buttons/gates */
153     } oblinkpt;
154    
155 root 1.68 INTERFACE_CLASS (object)
156 root 1.65 // these are being copied
157 root 1.68 struct object_copy : attachable
158 root 1.18 {
159 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
160 root 1.117
161     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162     uint8 ACC (RW, subtype); /* subtype of object */
163 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
164     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
165 root 1.117
166 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
167     shstr ACC (RW, name_pl); /* The plural name of the object */
168 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
169 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
170     shstr ACC (RW, slaying); /* Which race to do double damage to */
171 root 1.68 /* If this is an exit, this is the filename */
172 root 1.188
173     typedef bitset<NUM_FLAGS> flags_t;
174     flags_t flag; /* various flags */
175     #if FOR_PERL
176     bool ACC (RW, flag[NUM_FLAGS]);
177     #endif
178    
179     shstr ACC (RW, materialname); /* specific material name */
180 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
181 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
182 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
183     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
184     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
185     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
186     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
187     object_ptr ACC (RW, spell); /* Spell that was being cast */
188     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
189 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
190     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
191 elmex 1.63
192 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
193 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
194 root 1.202
195 root 1.180 sint32 ACC (RW, nrof); /* How many of the objects */
196 root 1.171 /* This next big block is basically used for monsters and equipment */
197 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
198 root 1.188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
199 root 1.117
200 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
201 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
202 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
203     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
204 root 1.188
205 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
206 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
207     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
208 root 1.202 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209 root 1.188
210 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
211     * meanings by some objects, eg, sp penalty, permanent exp.
212     */
213 root 1.202 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
214     sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
215 root 1.20 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
216     sint16 ACC (RW, last_eat); /* How long since we last ate */
217 root 1.202
218 root 1.20 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
219 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
220 root 1.188
221 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
222 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
223 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
224 root 1.188 uint8 ACC (RW, weapontype); /* type of weapon */
225    
226     faceidx ACC (RW, face); /* the graphical face */
227    
228     faceidx ACC (RW, sound); /* the sound face */
229     faceidx ACC (RW, sound_destroy); /* played on destroy */
230    
231     body_slot slot [NUM_BODY_LOCATIONS];
232    
233 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
234 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
235 root 1.202
236 root 1.164 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
237 root 1.202
238 root 1.20 sint64 ACC (RW, perm_exp); /* Permanent exp */
239 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
240 root 1.68 /* See the pod/objects.pod for more info about body locations */
241 root 1.18
242     /* Following mostly refers to fields only used for monsters */
243 root 1.68
244 root 1.18 /* Spell related information, may be useful elsewhere
245     * Note that other fields are used - these files are basically
246     * only used in spells.
247     */
248 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
249 root 1.202 uint8 ACC (RW, casting_time); /* time left before spell goes off */
250     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
251 root 1.117
252 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
253 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
254 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
255 root 1.202 sint8 ACC (RW, item_power); /* power rating of the object */
256 root 1.188
257 root 1.202 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
258 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
259     MoveType ACC (RW, move_block);/* What movement types this blocks */
260     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
261 root 1.202
262 root 1.68 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
264     MoveType ACC (RW, move_slow); /* Movement types this slows down */
265 root 1.117
266 root 1.188 // 8 free bits
267    
268 root 1.203 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
269     // /* races/classes can need less/more exp to gain levels */
270     static const float expmul = 1.0;//D
271 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
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 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
278     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
279 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
280 root 1.202 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
281     uint16 ACC (RW, animation_id);/* An index into the animation array */
282     uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
283    
284     uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
285 elmex 1.178 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
286 root 1.202 /* allows different movement patterns for attackers */
287     uint8 ACC (RW, move_status); /* What stage in attack mode */
288     uint8 ACC (RW, attack_movement);/* What kind of attack movement */
289 root 1.188
290 root 1.202 //16+ free bits
291 root 1.188
292     // rarely-accessed members should be at the end
293     shstr ACC (RW, tag); // a tag used to tracking this object
294     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
295     shstr ACC (RW, lore); /* Obscure information about this object, */
296     /* To get put into books and the like. */
297     shstr ACC (RW, custom_name); /* Custom name assigned by player */
298 elmex 1.4 };
299    
300 root 1.198 const char *query_weight (const object *op);
301     const char *query_short_name (const object *op);
302     const char *query_name (const object *op);
303     const char *query_base_name (const object *op, int plural);
304    
305 root 1.68 struct object : zero_initialised, object_copy
306 root 1.18 {
307 root 1.65 // These variables are not changed by ->copy_to
308 root 1.182 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
309 root 1.65
310     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
311 root 1.82 int ACC (RO, count);
312 root 1.134 object_vector_index ACC (RO, index); // index into objects
313     object_vector_index ACC (RO, active); // index into actives
314 root 1.65
315 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
316 root 1.81
317 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
318     object *ACC (RW, above); /* Pointer to the object stacked above this one */
319     /* Note: stacked in the *same* environment */
320     object *inv; /* Pointer to the first object in the inventory */
321 root 1.83
322     //TODO: container must move into client
323 root 1.99 object_ptr ACC (RW, container); /* Current container being used. I think this
324 root 1.65 * is only used by the player right now.
325     */
326     object *ACC (RW, env); /* Pointer to the object which is the environment.
327     * This is typically the container that the object is in.
328     */
329     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
330     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
331     client_container *seen_by; // seen by which player/container currently?
332 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
333 root 1.65
334 root 1.172 // privates / perl
335 root 1.193 shstr_tmp kv_get (shstr_tmp key) const;
336     void kv_del (shstr_tmp key);
337     void kv_set (shstr_tmp key, shstr_tmp value);
338 root 1.172
339     // custom extra fields management
340     struct key_value_access_proxy
341     {
342     object &ob;
343 root 1.193 shstr_tmp key;
344 root 1.172
345 root 1.193 key_value_access_proxy (object &ob, shstr_tmp key)
346 root 1.172 : ob (ob), key (key)
347     {
348     }
349    
350 root 1.194 const key_value_access_proxy &operator =(shstr_tmp value) const
351 root 1.172 {
352     ob.kv_set (key, value);
353     return *this;
354     }
355    
356 root 1.193 operator const shstr_tmp () const { return ob.kv_get (key); }
357     operator const char *() const { return ob.kv_get (key); }
358 root 1.172
359     private:
360     void operator =(int);
361     };
362    
363     // operator [] is too annoying to use
364 root 1.193 const key_value_access_proxy kv (shstr_tmp key)
365 root 1.172 {
366     return key_value_access_proxy (*this, key);
367     }
368    
369 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
370 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
371 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
372 root 1.100 bool write (object_freezer &f);
373    
374 root 1.121 MTH int slottype () const;
375 root 1.69 MTH static object *create ();
376 root 1.146 const mapxy &operator =(const mapxy &pos);
377 root 1.69 MTH void copy_to (object *dst);
378 root 1.173 MTH object *clone (); // create + copy_to a single object
379     MTH object *deep_clone (); // copy whole more chain and inventory
380 root 1.68 void do_destroy ();
381     void gather_callbacks (AV *&callbacks, event_type event) const;
382 root 1.185 MTH void destroy ();
383 root 1.184 MTH void drop_and_destroy ()
384     {
385     destroy_inv (true);
386     destroy ();
387     }
388 root 1.68
389     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
390 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
391     MTH object *insert (object *item); // insert into inventory
392 root 1.197 MTH void play_sound (faceidx sound) const;
393     MTH void say_msg (const char *msg) const;
394 root 1.138
395 root 1.95 void do_remove ();
396 root 1.88 MTH void remove ()
397     {
398     if (!flag [FLAG_REMOVED])
399 root 1.95 do_remove ();
400 root 1.88 }
401 root 1.22
402 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
403    
404 root 1.146 void move_to (const mapxy &pos)
405     {
406     remove ();
407     *this = pos;
408     insert_at (this, this);
409     }
410    
411 root 1.192 // high-level move functions, return true if successful
412     int move (int dir, object *originator);
413    
414     int move (int dir)
415     {
416     return move (dir, this);
417     }
418    
419 root 1.51 static bool can_merge_slow (object *op1, object *op2);
420    
421     // this is often used in time-critical code, so optimise
422 root 1.69 MTH static bool can_merge (object *op1, object *op2)
423 root 1.51 {
424 root 1.52 return op1->value == op2->value
425     && op1->name == op2->name
426 root 1.51 && can_merge_slow (op1, op2);
427     }
428 root 1.19
429 root 1.69 MTH void set_owner (object *owner);
430 root 1.70 MTH void set_speed (float speed);
431 elmex 1.199 MTH void set_glow_radius (sint8 rad);
432 root 1.120 MTH bool change_weapon (object *ob);
433 root 1.123 MTH bool change_skill (object *ob);
434 root 1.51
435 root 1.99 MTH void open_container (object *new_container);
436     MTH void close_container ()
437     {
438     open_container (0);
439     }
440    
441 root 1.193 MTH object *force_find (shstr_tmp name);
442 sf-marcmagus 1.211 MTH void force_set_timer (int duration);
443 root 1.193 MTH object *force_add (shstr_tmp name, int duration = 0);
444 root 1.136
445 root 1.196 oblinkpt *find_link () const;
446     MTH void add_link (maptile *map, shstr_tmp id);
447     MTH void remove_link ();
448    
449 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
450     bool should_invoke (event_type event)
451 root 1.125 {
452 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
453 root 1.125 }
454    
455 root 1.100 MTH void instantiate ();
456 root 1.34
457 root 1.62 // recalculate all stats
458 root 1.69 MTH void update_stats ();
459     MTH void roll_stats ();
460     MTH void swap_stats (int a, int b);
461     MTH void add_statbonus ();
462     MTH void remove_statbonus ();
463     MTH void drain_stat ();
464     MTH void drain_specific_stat (int deplete_stats);
465     MTH void change_luck (int value);
466 root 1.62
467 root 1.33 // info must hold 256 * 3 bytes currently
468 root 1.73 const char *debug_desc (char *info) const;
469 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
470 root 1.75 const char *flag_desc (char *desc, int len) const;
471 root 1.33
472 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
473     MTH object *split (sint32 nr = 1); // return 0 on failure
474 root 1.164
475 root 1.163 MTH int number_of () const
476 root 1.96 {
477     return nrof ? nrof : 1;
478     }
479    
480 root 1.163 MTH sint32 total_weight () const
481 root 1.96 {
482 root 1.164 return (weight + carrying) * number_of ();
483 root 1.96 }
484    
485 root 1.163 MTH void update_weight ();
486    
487 root 1.96 // return the dominant material of this item, always return something
488 root 1.97 const materialtype_t *dominant_material () const;
489 root 1.96
490 root 1.98 // return the volume of this object in cm³
491 root 1.163 MTH uint64 volume () const
492 root 1.96 {
493 root 1.192 return (uint64)total_weight ()
494 root 1.98 * 1000
495     * (type == CONTAINER ? 1000 : 1)
496     / dominant_material ()->density;
497 root 1.96 }
498    
499 root 1.207 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
500    
501 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
502 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
503     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
504     || type == CLOAK || type == BOOTS || type == GLOVES
505     || type == BRACERS || type == GIRDLE; }
506     MTH bool is_alive () const { return (type == PLAYER
507     || flag [FLAG_MONSTER]
508     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
509     && !flag [FLAG_IS_A_TEMPLATE]; }
510     MTH bool is_arrow () const { return type == ARROW
511     || (type == SPELL_EFFECT
512     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
513 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
514 root 1.57
515 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
516    
517 root 1.76 // temporary: wether the object can be saved in a map file
518 root 1.72 // contr => is a player
519     // head => only save head of a multitile object
520     // owner => can not reference owner yet
521 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
522 root 1.72
523 root 1.57 /* This return true if object has still randomitems which
524     * could be expanded.
525     */
526 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
527 root 1.57
528 sf-marcmagus 1.209 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
529    
530     MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
531 root 1.179
532 root 1.170 // returns the outermost owner, never returns 0
533     MTH object *outer_owner ()
534     {
535 root 1.181 object *op;
536    
537     for (op = this; op->owner; op = op->owner)
538     ;
539    
540     return op;
541 root 1.170 }
542    
543 root 1.163 // returns the outermost environment, never returns 0
544 root 1.204 MTH object *outer_env_or_self () const
545 root 1.163 {
546 root 1.197 const object *op;
547 root 1.181
548     for (op = this; op->env; op = op->env)
549     ;
550    
551 root 1.197 return const_cast<object *>(op);
552 root 1.163 }
553    
554 root 1.204 // returns the outermost environment, may return 0
555     MTH object *outer_env () const
556     {
557 root 1.205 return env ? outer_env_or_self () : 0;
558 root 1.204 }
559    
560 root 1.60 // returns the player that has this object in his inventory, or 0
561 root 1.164 // we assume the player is always the outer env
562 root 1.197 MTH object *in_player () const
563 root 1.60 {
564 root 1.204 object *op = outer_env_or_self ();
565 root 1.60
566 root 1.164 return op->type == PLAYER ? op : 0;
567 root 1.60 }
568    
569 root 1.71 // "temporary" helper function
570 root 1.197 MTH object *head_ () const
571 root 1.71 {
572 root 1.197 return head ? head : const_cast<object *>(this);
573 root 1.71 }
574    
575 root 1.197 MTH bool is_head () const
576 root 1.130 {
577     return head_ () == this;
578     }
579    
580 root 1.164 MTH bool is_on_map () const
581     {
582     return !env && !flag [FLAG_REMOVED];
583     }
584    
585 elmex 1.187 MTH bool is_inserted () const
586 elmex 1.186 {
587     return !flag [FLAG_REMOVED];
588     }
589    
590 root 1.190 MTH bool is_player () const
591     {
592     return !!contr;
593     }
594    
595 root 1.189 MTH bool affects_los () const
596     {
597     return glow_radius || flag [FLAG_BLOCKSVIEW];
598     }
599    
600 root 1.195 MTH bool has_carried_lights () const
601     {
602     return glow_radius;
603     }
604    
605 root 1.166 // returns the player that cna see this object, if any
606     MTH object *visible_to () const;
607    
608 root 1.206 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
609 root 1.110 MTH std::string describe_monster (object *who = 0);
610     MTH std::string describe_item (object *who = 0);
611 root 1.206 MTH std::string describe (object *who = 0); // long description, without name
612 root 1.110
613 root 1.198 MTH const char *query_weight () { return ::query_weight (this); }
614     MTH const char *query_name () { return ::query_name (this); }
615     MTH const char *query_short_name () { return ::query_short_name (this); }
616     MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
617    
618 root 1.109 // If this object has no extra parts but should have them,
619     // add them, effectively expanding heads into multipart
620     // objects. This method only works on objects not inserted
621     // anywhere.
622 root 1.111 MTH void expand_tail ();
623    
624     MTH void create_treasure (treasurelist *tl, int flags = 0);
625 root 1.109
626 root 1.71 // insert object at same map position as 'where'
627     // handles both inventory and map "positions"
628     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
629 root 1.137 MTH void drop_unpaid_items ();
630 root 1.71
631 root 1.78 MTH void activate ();
632     MTH void deactivate ();
633     MTH void activate_recursive ();
634     MTH void deactivate_recursive ();
635 root 1.73
636 root 1.158 // set the given flag on all objects in the inventory recursively
637 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
638    
639 root 1.112 void enter_exit (object *exit);//Perl
640 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
641 root 1.174 void player_goto (const char *path, int x, int y); // only for players
642 root 1.73
643 root 1.61 // returns the mapspace this object is in
644     mapspace &ms () const;
645    
646 root 1.29 // fully recursive iterator
647     struct iterator_base
648     {
649     object *item;
650    
651 root 1.30 iterator_base (object *container)
652     : item (container)
653 root 1.29 {
654     }
655    
656     operator object *() const { return item; }
657    
658     object *operator ->() const { return item; }
659     object &operator * () const { return *item; }
660     };
661    
662 root 1.77 MTH unsigned int random_seed () const
663     {
664     return (unsigned int)uuid.seq;
665     }
666    
667 root 1.30 // depth-first recursive iterator
668     struct depth_iterator : iterator_base
669 root 1.29 {
670 root 1.30 depth_iterator (object *container);
671 root 1.29 void next ();
672     object *operator ++( ) { next (); return item; }
673     object *operator ++(int) { object *i = item; next (); return i; }
674     };
675    
676     object *begin ()
677     {
678 root 1.30 return this;
679 root 1.29 }
680    
681     object *end ()
682     {
683 root 1.30 return this;
684 root 1.29 }
685    
686 root 1.84 /* This returns TRUE if the object is something that
687 root 1.168 * a client might want to know about.
688 root 1.84 */
689     MTH bool client_visible () const
690     {
691     return !invisible && type != PLAYER;
692     }
693    
694 root 1.167 // the client does nrof * this weight
695     MTH sint32 client_weight () const
696     {
697     return weight + carrying;
698     }
699    
700 root 1.93 MTH struct region *region () const;
701    
702 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
703 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
704 root 1.143
705 root 1.151 const char *query_inventory (object *who = 0, const char *indent = "");
706    
707 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
708     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
709    
710 root 1.189 // make some noise with given item into direction dir,
711     // currently only used for players to make them temporarily visible
712     // when they are invisible.
713     MTH void make_noise ();
714    
715 root 1.200 /* animation */
716 root 1.210 MTH bool has_anim () const { return animation_id; }
717 root 1.200 const animation &anim () const { return animations [animation_id]; }
718 root 1.210 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
719     MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
720 root 1.200 /* anim_frames () returns the number of animations allocated. The last
721     * usuable animation will be anim_frames () - 1 (for example, if an object
722     * has 8 animations, anim_frames () will return 8, but the values will
723     * range from 0 through 7.
724     */
725 root 1.210 MTH int anim_frames () const { return anim ().num_animations; }
726     MTH int anim_facings () const { return anim ().facings; }
727    
728     MTH char *as_string ();
729 root 1.200
730 root 1.23 protected:
731 root 1.130 void link ();
732 root 1.24 void unlink ();
733    
734 root 1.23 object ();
735     ~object ();
736 root 1.171
737     private:
738     object &operator =(const object &);
739     object (const object &);
740 elmex 1.4 };
741 root 1.1
742 root 1.124 // move this object to the top of its env's inventory to speed up
743     // searches for it.
744     static object *
745     splay (object *ob)
746     {
747 root 1.208 if (ob->above && ob->env)
748 root 1.124 {
749     if (ob->above) ob->above->below = ob->below;
750     if (ob->below) ob->below->above = ob->above;
751    
752     ob->above = 0;
753     ob->below = ob->env->inv;
754     ob->below->above = ob;
755     ob->env->inv = ob;
756     }
757    
758     return ob;
759     }
760    
761 root 1.194 object *find_skill_by_name_fuzzy (object *who, const char *name);
762     object *find_skill_by_name (object *who, shstr_cmp sh);
763 root 1.122 object *find_skill_by_number (object *who, int skillno);
764    
765 root 1.1 /*
766     * The archetype structure is a set of rules on how to generate and manipulate
767     * objects which point to archetypes.
768     * This probably belongs in arch.h, but there really doesn't appear to
769     * be much left in the archetype - all it really is is a holder for the
770     * object and pointers. This structure should get removed, and just replaced
771     * by the object structure
772     */
773    
774 root 1.68 INTERFACE_CLASS (archetype)
775 root 1.130 struct archetype : object
776 root 1.15 {
777 root 1.161 static arch_ptr empty; // the empty_archetype
778     MTH static void gc ();
779 root 1.160
780 root 1.130 archetype (const char *name);
781 root 1.22 ~archetype ();
782 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
783 root 1.22
784 root 1.148 MTH static archetype *find (const_utf8_string name);
785    
786     MTH void link ();
787     MTH void unlink ();
788 root 1.44
789 root 1.175 MTH static object *get (const char *name); // (find() || singularity)->instance()
790 root 1.152 MTH object *instance ();
791    
792 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
793 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
794    
795     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
796     sint8 ACC (RW, max_x), ACC (RW, max_y);
797 root 1.160
798     // support for archetype loading
799     static archetype *read (object_thawer &f);
800     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
801     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
802 root 1.21 };
803 root 1.1
804 root 1.177 // compatbiility, remove once replaced by ->instance
805     inline object *
806     arch_to_object (archetype *at)
807     {
808     return at->instance ();
809     }
810    
811 root 1.132 inline void
812     object_freezer::put (keyword k, archetype *v)
813     {
814     put (k, v ? &v->archname : (const char *)0);
815     }
816    
817 root 1.129 typedef object_vector<object, &object::index > objectvec;
818     typedef object_vector<object, &object::active> activevec;
819     typedef object_vector<archetype, &archetype::archid> archvec;
820    
821     extern objectvec objects;
822     extern activevec actives;
823     extern archvec archetypes;
824    
825 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
826 pippijn 1.191 // quite horrible, that's why its hidden in some macro
827 root 1.176 #define for_inv_removable(op,var) \
828     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
829    
830     #define for_all_objects(var) \
831 root 1.129 for (unsigned _i = 0; _i < objects.size (); ++_i) \
832     statementvar (object *, var, objects [_i])
833    
834 root 1.176 #define for_all_actives(var) \
835 root 1.129 for (unsigned _i = 0; _i < actives.size (); ++_i) \
836     statementvar (object *, var, actives [_i])
837    
838 root 1.176 #define for_all_archetypes(var) \
839 root 1.129 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
840     statementvar (archetype *, var, archetypes [_i])
841    
842 root 1.1 /* Used by update_object to know if the object being passed is
843     * being added or removed.
844     */
845     #define UP_OBJ_INSERT 1
846     #define UP_OBJ_REMOVE 2
847     #define UP_OBJ_CHANGE 3
848 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
849 root 1.1
850     /* These are flags passed to insert_ob_in_map and
851     * insert_ob_in_ob. Note that all flags may not be meaningful
852     * for both functions.
853     * Most are fairly explanatory:
854     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
855     * on space.
856     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
857     * INS_NO_WALK_ON: Don't call check_walk_on against the
858     * originator - saves cpu time if you know the inserted object
859     * is not meaningful in terms of having an effect.
860     * INS_ON_TOP: Always put object on top. Generally only needed when loading
861     * files from disk and ordering needs to be preserved.
862     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
863     * Use for treasure chests so the new object is the highest thing
864     * beneath the player, but not actually above it. Note - the
865     * map and x,y coordinates for the object to be inserted must
866     * match the originator.
867     *
868     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
869     * are mutually exclusive. The behaviour for passing more than one
870     * should be considered undefined - while you may notice what happens
871     * right now if you pass more than one, that could very well change
872     * in future revisions of the code.
873     */
874 root 1.14 #define INS_NO_MERGE 0x0001
875     #define INS_ABOVE_FLOOR_ONLY 0x0002
876     #define INS_NO_WALK_ON 0x0004
877     #define INS_ON_TOP 0x0008
878     #define INS_BELOW_ORIGINATOR 0x0010
879 root 1.1
880     #define ARCH_DEPLETION "depletion"
881    
882     #endif
883 root 1.44