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/cvs/deliantra/server/include/object.h
Revision: 1.213
Committed: Mon Oct 19 21:48:49 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_82
Changes since 1.212: +15 -2 lines
Log Message:
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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 1.213 object_ptr ACC (RW, container);/* Currently opened container. 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 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 1.213 // potential future accessor for "container"
441     MTH object *container_ () const
442     {
443     return container;
444     }
445    
446     MTH bool is_open_container () const
447     {
448     // strangely enough, using ?: here causes code to inflate
449     return type == CONTAINER
450     && ((env && env->container_ () == this)
451     || (!env && flag [FLAG_APPLIED]));
452     }
453    
454 root 1.193 MTH object *force_find (shstr_tmp name);
455 sf-marcmagus 1.211 MTH void force_set_timer (int duration);
456 root 1.193 MTH object *force_add (shstr_tmp name, int duration = 0);
457 root 1.136
458 root 1.196 oblinkpt *find_link () const;
459     MTH void add_link (maptile *map, shstr_tmp id);
460     MTH void remove_link ();
461    
462 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
463     bool should_invoke (event_type event)
464 root 1.125 {
465 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
466 root 1.125 }
467    
468 root 1.100 MTH void instantiate ();
469 root 1.34
470 root 1.62 // recalculate all stats
471 root 1.69 MTH void update_stats ();
472     MTH void roll_stats ();
473     MTH void swap_stats (int a, int b);
474     MTH void add_statbonus ();
475     MTH void remove_statbonus ();
476     MTH void drain_stat ();
477     MTH void drain_specific_stat (int deplete_stats);
478     MTH void change_luck (int value);
479 root 1.62
480 root 1.33 // info must hold 256 * 3 bytes currently
481 root 1.73 const char *debug_desc (char *info) const;
482 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
483 root 1.75 const char *flag_desc (char *desc, int len) const;
484 root 1.33
485 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
486     MTH object *split (sint32 nr = 1); // return 0 on failure
487 root 1.164
488 root 1.163 MTH int number_of () const
489 root 1.96 {
490     return nrof ? nrof : 1;
491     }
492    
493 root 1.163 MTH sint32 total_weight () const
494 root 1.96 {
495 root 1.164 return (weight + carrying) * number_of ();
496 root 1.96 }
497    
498 root 1.163 MTH void update_weight ();
499    
500 root 1.96 // return the dominant material of this item, always return something
501 root 1.97 const materialtype_t *dominant_material () const;
502 root 1.96
503 root 1.98 // return the volume of this object in cm³
504 root 1.163 MTH uint64 volume () const
505 root 1.96 {
506 root 1.192 return (uint64)total_weight ()
507 root 1.98 * 1000
508     * (type == CONTAINER ? 1000 : 1)
509     / dominant_material ()->density;
510 root 1.96 }
511    
512 root 1.207 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
513    
514 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
515 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
516     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
517     || type == CLOAK || type == BOOTS || type == GLOVES
518     || type == BRACERS || type == GIRDLE; }
519     MTH bool is_alive () const { return (type == PLAYER
520     || flag [FLAG_MONSTER]
521     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
522     && !flag [FLAG_IS_A_TEMPLATE]; }
523     MTH bool is_arrow () const { return type == ARROW
524     || (type == SPELL_EFFECT
525     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
526 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
527 root 1.57
528 elmex 1.74 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
529    
530 root 1.76 // temporary: wether the object can be saved in a map file
531 root 1.72 // contr => is a player
532     // head => only save head of a multitile object
533     // owner => can not reference owner yet
534 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
535 root 1.72
536 root 1.57 /* This return true if object has still randomitems which
537     * could be expanded.
538     */
539 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
540 root 1.57
541 sf-marcmagus 1.209 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
542    
543     MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
544 root 1.179
545 root 1.170 // returns the outermost owner, never returns 0
546     MTH object *outer_owner ()
547     {
548 root 1.181 object *op;
549    
550     for (op = this; op->owner; op = op->owner)
551     ;
552    
553     return op;
554 root 1.170 }
555    
556 root 1.163 // returns the outermost environment, never returns 0
557 root 1.204 MTH object *outer_env_or_self () const
558 root 1.163 {
559 root 1.197 const object *op;
560 root 1.181
561     for (op = this; op->env; op = op->env)
562     ;
563    
564 root 1.197 return const_cast<object *>(op);
565 root 1.163 }
566    
567 root 1.204 // returns the outermost environment, may return 0
568     MTH object *outer_env () const
569     {
570 root 1.205 return env ? outer_env_or_self () : 0;
571 root 1.204 }
572    
573 root 1.60 // returns the player that has this object in his inventory, or 0
574 root 1.164 // we assume the player is always the outer env
575 root 1.197 MTH object *in_player () const
576 root 1.60 {
577 root 1.204 object *op = outer_env_or_self ();
578 root 1.60
579 root 1.164 return op->type == PLAYER ? op : 0;
580 root 1.60 }
581    
582 root 1.71 // "temporary" helper function
583 root 1.197 MTH object *head_ () const
584 root 1.71 {
585 root 1.197 return head ? head : const_cast<object *>(this);
586 root 1.71 }
587    
588 root 1.197 MTH bool is_head () const
589 root 1.130 {
590     return head_ () == this;
591     }
592    
593 root 1.164 MTH bool is_on_map () const
594     {
595     return !env && !flag [FLAG_REMOVED];
596     }
597    
598 elmex 1.187 MTH bool is_inserted () const
599 elmex 1.186 {
600     return !flag [FLAG_REMOVED];
601     }
602    
603 root 1.190 MTH bool is_player () const
604     {
605     return !!contr;
606     }
607    
608 root 1.189 MTH bool affects_los () const
609     {
610     return glow_radius || flag [FLAG_BLOCKSVIEW];
611     }
612    
613 root 1.195 MTH bool has_carried_lights () const
614     {
615     return glow_radius;
616     }
617    
618 root 1.166 // returns the player that cna see this object, if any
619     MTH object *visible_to () const;
620    
621 root 1.206 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
622 root 1.110 MTH std::string describe_monster (object *who = 0);
623     MTH std::string describe_item (object *who = 0);
624 root 1.206 MTH std::string describe (object *who = 0); // long description, without name
625 root 1.110
626 root 1.198 MTH const char *query_weight () { return ::query_weight (this); }
627     MTH const char *query_name () { return ::query_name (this); }
628     MTH const char *query_short_name () { return ::query_short_name (this); }
629     MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
630    
631 root 1.109 // If this object has no extra parts but should have them,
632     // add them, effectively expanding heads into multipart
633     // objects. This method only works on objects not inserted
634     // anywhere.
635 root 1.111 MTH void expand_tail ();
636    
637     MTH void create_treasure (treasurelist *tl, int flags = 0);
638 root 1.109
639 root 1.71 // insert object at same map position as 'where'
640     // handles both inventory and map "positions"
641     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
642 root 1.137 MTH void drop_unpaid_items ();
643 root 1.71
644 root 1.78 MTH void activate ();
645     MTH void deactivate ();
646     MTH void activate_recursive ();
647     MTH void deactivate_recursive ();
648 root 1.73
649 root 1.158 // set the given flag on all objects in the inventory recursively
650 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
651    
652 root 1.112 void enter_exit (object *exit);//Perl
653 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
654 root 1.174 void player_goto (const char *path, int x, int y); // only for players
655 root 1.73
656 root 1.61 // returns the mapspace this object is in
657     mapspace &ms () const;
658    
659 root 1.29 // fully recursive iterator
660     struct iterator_base
661     {
662     object *item;
663    
664 root 1.30 iterator_base (object *container)
665     : item (container)
666 root 1.29 {
667     }
668    
669     operator object *() const { return item; }
670    
671     object *operator ->() const { return item; }
672     object &operator * () const { return *item; }
673     };
674    
675 root 1.77 MTH unsigned int random_seed () const
676     {
677     return (unsigned int)uuid.seq;
678     }
679    
680 root 1.30 // depth-first recursive iterator
681     struct depth_iterator : iterator_base
682 root 1.29 {
683 root 1.30 depth_iterator (object *container);
684 root 1.29 void next ();
685     object *operator ++( ) { next (); return item; }
686     object *operator ++(int) { object *i = item; next (); return i; }
687     };
688    
689     object *begin ()
690     {
691 root 1.30 return this;
692 root 1.29 }
693    
694     object *end ()
695     {
696 root 1.30 return this;
697 root 1.29 }
698    
699 root 1.84 /* This returns TRUE if the object is something that
700 root 1.168 * a client might want to know about.
701 root 1.84 */
702     MTH bool client_visible () const
703     {
704     return !invisible && type != PLAYER;
705     }
706    
707 root 1.167 // the client does nrof * this weight
708     MTH sint32 client_weight () const
709     {
710     return weight + carrying;
711     }
712    
713 root 1.93 MTH struct region *region () const;
714    
715 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
716 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
717 root 1.143
718 root 1.151 const char *query_inventory (object *who = 0, const char *indent = "");
719    
720 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
721     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
722    
723 root 1.189 // make some noise with given item into direction dir,
724     // currently only used for players to make them temporarily visible
725     // when they are invisible.
726     MTH void make_noise ();
727    
728 root 1.200 /* animation */
729 root 1.210 MTH bool has_anim () const { return animation_id; }
730 root 1.200 const animation &anim () const { return animations [animation_id]; }
731 root 1.210 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
732     MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
733 root 1.200 /* anim_frames () returns the number of animations allocated. The last
734     * usuable animation will be anim_frames () - 1 (for example, if an object
735     * has 8 animations, anim_frames () will return 8, but the values will
736     * range from 0 through 7.
737     */
738 root 1.210 MTH int anim_frames () const { return anim ().num_animations; }
739     MTH int anim_facings () const { return anim ().facings; }
740    
741     MTH char *as_string ();
742 root 1.200
743 root 1.23 protected:
744 root 1.130 void link ();
745 root 1.24 void unlink ();
746    
747 root 1.23 object ();
748     ~object ();
749 root 1.171
750     private:
751     object &operator =(const object &);
752     object (const object &);
753 elmex 1.4 };
754 root 1.1
755 root 1.124 // move this object to the top of its env's inventory to speed up
756     // searches for it.
757     static object *
758     splay (object *ob)
759     {
760 root 1.208 if (ob->above && ob->env)
761 root 1.124 {
762     if (ob->above) ob->above->below = ob->below;
763     if (ob->below) ob->below->above = ob->above;
764    
765     ob->above = 0;
766     ob->below = ob->env->inv;
767     ob->below->above = ob;
768     ob->env->inv = ob;
769     }
770    
771     return ob;
772     }
773    
774 root 1.194 object *find_skill_by_name_fuzzy (object *who, const char *name);
775     object *find_skill_by_name (object *who, shstr_cmp sh);
776 root 1.122 object *find_skill_by_number (object *who, int skillno);
777    
778 root 1.1 /*
779     * The archetype structure is a set of rules on how to generate and manipulate
780     * objects which point to archetypes.
781     * This probably belongs in arch.h, but there really doesn't appear to
782     * be much left in the archetype - all it really is is a holder for the
783     * object and pointers. This structure should get removed, and just replaced
784     * by the object structure
785     */
786    
787 root 1.68 INTERFACE_CLASS (archetype)
788 root 1.130 struct archetype : object
789 root 1.15 {
790 root 1.161 static arch_ptr empty; // the empty_archetype
791     MTH static void gc ();
792 root 1.160
793 root 1.130 archetype (const char *name);
794 root 1.22 ~archetype ();
795 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
796 root 1.22
797 root 1.148 MTH static archetype *find (const_utf8_string name);
798    
799     MTH void link ();
800     MTH void unlink ();
801 root 1.44
802 root 1.175 MTH static object *get (const char *name); // (find() || singularity)->instance()
803 root 1.152 MTH object *instance ();
804    
805 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
806 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
807    
808     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
809     sint8 ACC (RW, max_x), ACC (RW, max_y);
810 root 1.160
811     // support for archetype loading
812     static archetype *read (object_thawer &f);
813     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
814     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
815 root 1.21 };
816 root 1.1
817 root 1.177 // compatbiility, remove once replaced by ->instance
818     inline object *
819     arch_to_object (archetype *at)
820     {
821     return at->instance ();
822     }
823    
824 root 1.132 inline void
825     object_freezer::put (keyword k, archetype *v)
826     {
827     put (k, v ? &v->archname : (const char *)0);
828     }
829    
830 root 1.129 typedef object_vector<object, &object::index > objectvec;
831     typedef object_vector<object, &object::active> activevec;
832     typedef object_vector<archetype, &archetype::archid> archvec;
833    
834     extern objectvec objects;
835     extern activevec actives;
836     extern archvec archetypes;
837    
838 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
839 pippijn 1.191 // quite horrible, that's why its hidden in some macro
840 root 1.176 #define for_inv_removable(op,var) \
841     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
842    
843     #define for_all_objects(var) \
844 root 1.129 for (unsigned _i = 0; _i < objects.size (); ++_i) \
845     statementvar (object *, var, objects [_i])
846    
847 root 1.176 #define for_all_actives(var) \
848 root 1.129 for (unsigned _i = 0; _i < actives.size (); ++_i) \
849     statementvar (object *, var, actives [_i])
850    
851 root 1.176 #define for_all_archetypes(var) \
852 root 1.129 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
853     statementvar (archetype *, var, archetypes [_i])
854    
855 root 1.1 /* Used by update_object to know if the object being passed is
856     * being added or removed.
857     */
858     #define UP_OBJ_INSERT 1
859     #define UP_OBJ_REMOVE 2
860     #define UP_OBJ_CHANGE 3
861 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
862 root 1.1
863     /* These are flags passed to insert_ob_in_map and
864     * insert_ob_in_ob. Note that all flags may not be meaningful
865     * for both functions.
866     * Most are fairly explanatory:
867     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
868     * on space.
869     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
870     * INS_NO_WALK_ON: Don't call check_walk_on against the
871     * originator - saves cpu time if you know the inserted object
872     * is not meaningful in terms of having an effect.
873     * INS_ON_TOP: Always put object on top. Generally only needed when loading
874     * files from disk and ordering needs to be preserved.
875     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
876     * Use for treasure chests so the new object is the highest thing
877     * beneath the player, but not actually above it. Note - the
878     * map and x,y coordinates for the object to be inserted must
879     * match the originator.
880     *
881     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
882     * are mutually exclusive. The behaviour for passing more than one
883     * should be considered undefined - while you may notice what happens
884     * right now if you pass more than one, that could very well change
885     * in future revisions of the code.
886     */
887 root 1.14 #define INS_NO_MERGE 0x0001
888     #define INS_ABOVE_FLOOR_ONLY 0x0002
889     #define INS_NO_WALK_ON 0x0004
890     #define INS_ON_TOP 0x0008
891     #define INS_BELOW_ORIGINATOR 0x0010
892 root 1.1
893     #define ARCH_DEPLETION "depletion"
894    
895     #endif
896 root 1.44