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/cvs/deliantra/server/include/object.h
Revision: 1.216
Committed: Sun Nov 8 20:55:39 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.215: +2 -0 lines
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# User Rev Content
1 root 1.92 /*
2 root 1.153 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.128 *
4 root 1.198 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.128 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.212 * 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 1.214 //+GPL
34    
35 root 1.81 typedef int tag_t;
36 root 1.109
37 root 1.118 enum {
38 root 1.122 body_skill,
39     body_combat,
40 root 1.118 body_range,
41     body_shield,
42     body_arm,
43     body_torso,
44     body_head,
45     body_neck,
46     body_finger,
47     body_shoulder,
48     body_foot,
49     body_hand,
50     body_wrist,
51     body_waist,
52     NUM_BODY_LOCATIONS
53     };
54 root 1.1
55 root 1.121 enum slottype_t
56     {
57     slot_none,
58     slot_combat,
59     slot_ranged,
60     };
61    
62 root 1.1 /* See common/item.c */
63    
64 root 1.20 typedef struct Body_Locations
65     {
66 root 1.127 keyword save_name; /* Name used to load/save it to disk */
67 root 1.20 const char *use_name; /* Name used when describing an item we can use */
68     const char *nonuse_name; /* Name to describe objects we can't use */
69 root 1.1 } Body_Locations;
70    
71     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
72    
73 root 1.154 #define NUM_COINS 4 /* number of coin types */
74     extern const char *const coins[NUM_COINS + 1];
75    
76 root 1.1 /*
77     * Each object (this also means archetypes!) could have a few of these
78     * "dangling" from it; this could also end up containing 'parse errors'.
79     *
80     * key and value are shared-strings.
81     *
82 root 1.172 * Please use kv_get/kv_set/kv_del from object rather than
83 root 1.1 * accessing the list directly.
84     * Exception is if you want to walk this list for some reason.
85     */
86 root 1.172 struct key_value : slice_allocated
87 root 1.20 {
88     key_value *next;
89     shstr key, value;
90 root 1.15 };
91 root 1.1
92 root 1.214 //-GPL
93    
94 root 1.34 struct UUID
95     {
96     uint64 seq;
97 root 1.53
98 root 1.155 static UUID cur; // last uuid generated
99     static void init ();
100     static UUID gen ();
101    
102 root 1.53 UUID () { }
103     UUID (uint64 seq) : seq(seq) { }
104     operator uint64() { return seq; }
105     void operator =(uint64 seq) { this->seq = seq; }
106 root 1.156
107     typedef char BUF [32];
108    
109     bool parse (const char *s)
110     {
111 root 1.157 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
112 root 1.156 }
113    
114     const char *c_str (char *buf, int len) const
115     {
116     snprintf (buf, len, "<1.%" PRIx64 ">", seq);
117    
118     return buf;
119     }
120    
121     const char *c_str () const
122     {
123     static BUF buf;
124    
125     return c_str (buf, sizeof (buf));
126     }
127 root 1.34 };
128    
129 root 1.214 //+GPL
130    
131 root 1.1 /* Definition for WILL_APPLY values. Replaces having harcoded values
132     * sprinkled in the code. Note that some of these also replace fields
133     * that were in the can_apply area. What is the point of having both
134     * can_apply and will_apply?
135     */
136 root 1.27 #define WILL_APPLY_HANDLE 0x01
137     #define WILL_APPLY_TREASURE 0x02
138     #define WILL_APPLY_EARTHWALL 0x04
139     #define WILL_APPLY_DOOR 0x08
140 root 1.14 #define WILL_APPLY_FOOD 0x10
141 root 1.1
142 root 1.116 struct body_slot
143     {
144 root 1.117 signed char info:4; /* body info as loaded from the file */
145     signed char used:4; /* Calculated value based on items equipped */
146 root 1.116 };
147    
148 root 1.196 typedef struct oblnk
149     { /* Used to link together several objects */
150     object_ptr ob;
151     struct oblnk *next;
152     } objectlink;
153    
154     typedef struct oblinkpt
155     { /* Used to link together several object links */
156     struct oblnk *link;
157     struct oblinkpt *next;
158     shstr id; /* Used as connected value in buttons/gates */
159     } oblinkpt;
160    
161 root 1.68 INTERFACE_CLASS (object)
162 root 1.65 // these are being copied
163 root 1.68 struct object_copy : attachable
164 root 1.18 {
165 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
166 root 1.117
167     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
168     uint8 ACC (RW, subtype); /* subtype of object */
169 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
170     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
171 root 1.117
172 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
173     shstr ACC (RW, name_pl); /* The plural name of the object */
174 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
175 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
176     shstr ACC (RW, slaying); /* Which race to do double damage to */
177 root 1.68 /* If this is an exit, this is the filename */
178 root 1.188
179     typedef bitset<NUM_FLAGS> flags_t;
180     flags_t flag; /* various flags */
181     #if FOR_PERL
182     bool ACC (RW, flag[NUM_FLAGS]);
183     #endif
184    
185     shstr ACC (RW, materialname); /* specific material name */
186 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
187 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
188 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
189     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
190     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
191     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
192     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
193     object_ptr ACC (RW, spell); /* Spell that was being cast */
194     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
195 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
196     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
197 elmex 1.63
198 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
199 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
200 root 1.202
201 root 1.180 sint32 ACC (RW, nrof); /* How many of the objects */
202 root 1.171 /* This next big block is basically used for monsters and equipment */
203 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
204 root 1.188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
205 root 1.117
206 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
207 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
208 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
209     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
210 root 1.188
211 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
212 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
213     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
214 root 1.202 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
215 root 1.188
216 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
217     * meanings by some objects, eg, sp penalty, permanent exp.
218     */
219 root 1.202 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
220     sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
221 root 1.20 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
222     sint16 ACC (RW, last_eat); /* How long since we last ate */
223 root 1.202
224 root 1.20 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
225 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
226 root 1.188
227 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
228 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
229 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
230 root 1.188 uint8 ACC (RW, weapontype); /* type of weapon */
231    
232     faceidx ACC (RW, face); /* the graphical face */
233    
234     faceidx ACC (RW, sound); /* the sound face */
235     faceidx ACC (RW, sound_destroy); /* played on destroy */
236    
237     body_slot slot [NUM_BODY_LOCATIONS];
238    
239 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
240 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
241 root 1.202
242 root 1.164 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
243 root 1.202
244 root 1.20 sint64 ACC (RW, perm_exp); /* Permanent exp */
245 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
246 root 1.68 /* See the pod/objects.pod for more info about body locations */
247 root 1.18
248     /* Following mostly refers to fields only used for monsters */
249 root 1.68
250 root 1.18 /* Spell related information, may be useful elsewhere
251     * Note that other fields are used - these files are basically
252     * only used in spells.
253     */
254 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
255 root 1.202 uint8 ACC (RW, casting_time); /* time left before spell goes off */
256     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
257 root 1.117
258 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
259 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
260 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
261 root 1.202 sint8 ACC (RW, item_power); /* power rating of the object */
262 root 1.188
263 root 1.202 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
264 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
265     MoveType ACC (RW, move_block);/* What movement types this blocks */
266     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
267 root 1.202
268 root 1.68 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
269     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
270     MoveType ACC (RW, move_slow); /* Movement types this slows down */
271 root 1.117
272 root 1.188 // 8 free bits
273    
274 root 1.203 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
275     // /* races/classes can need less/more exp to gain levels */
276     static const float expmul = 1.0;//D
277 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
278 root 1.18
279     /* Following are values used by any object */
280 root 1.56 /* this objects turns into or what this object creates */
281 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
282 root 1.188
283 root 1.46 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
284     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
285 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
286 root 1.202 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
287     uint16 ACC (RW, animation_id);/* An index into the animation array */
288     uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
289    
290     uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
291 elmex 1.178 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
292 root 1.202 /* allows different movement patterns for attackers */
293     uint8 ACC (RW, move_status); /* What stage in attack mode */
294     uint8 ACC (RW, attack_movement);/* What kind of attack movement */
295 root 1.188
296 root 1.202 //16+ free bits
297 root 1.188
298     // rarely-accessed members should be at the end
299     shstr ACC (RW, tag); // a tag used to tracking this object
300     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
301     shstr ACC (RW, lore); /* Obscure information about this object, */
302     /* To get put into books and the like. */
303     shstr ACC (RW, custom_name); /* Custom name assigned by player */
304 elmex 1.4 };
305    
306 root 1.198 const char *query_weight (const object *op);
307     const char *query_short_name (const object *op);
308     const char *query_name (const object *op);
309     const char *query_base_name (const object *op, int plural);
310    
311 root 1.68 struct object : zero_initialised, object_copy
312 root 1.18 {
313 root 1.65 // These variables are not changed by ->copy_to
314 root 1.182 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
315 root 1.65
316     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
317 root 1.82 int ACC (RO, count);
318 root 1.134 object_vector_index ACC (RO, index); // index into objects
319     object_vector_index ACC (RO, active); // index into actives
320 root 1.65
321 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
322 root 1.81
323 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
324     object *ACC (RW, above); /* Pointer to the object stacked above this one */
325     /* Note: stacked in the *same* environment */
326     object *inv; /* Pointer to the first object in the inventory */
327 root 1.83
328     //TODO: container must move into client
329 root 1.213 object_ptr ACC (RW, container);/* Currently opened container. I think this
330 root 1.65 * is only used by the player right now.
331     */
332     object *ACC (RW, env); /* Pointer to the object which is the environment.
333     * This is typically the container that the object is in.
334     */
335     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
336     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
337 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
338 root 1.65
339 root 1.172 // privates / perl
340 root 1.193 shstr_tmp kv_get (shstr_tmp key) const;
341     void kv_del (shstr_tmp key);
342     void kv_set (shstr_tmp key, shstr_tmp value);
343 root 1.172
344 root 1.214 //-GPL
345    
346 root 1.172 // custom extra fields management
347     struct key_value_access_proxy
348     {
349     object &ob;
350 root 1.193 shstr_tmp key;
351 root 1.172
352 root 1.193 key_value_access_proxy (object &ob, shstr_tmp key)
353 root 1.172 : ob (ob), key (key)
354     {
355     }
356    
357 root 1.194 const key_value_access_proxy &operator =(shstr_tmp value) const
358 root 1.172 {
359     ob.kv_set (key, value);
360     return *this;
361     }
362    
363 root 1.193 operator const shstr_tmp () const { return ob.kv_get (key); }
364     operator const char *() const { return ob.kv_get (key); }
365 root 1.172
366     private:
367     void operator =(int);
368     };
369    
370     // operator [] is too annoying to use
371 root 1.193 const key_value_access_proxy kv (shstr_tmp key)
372 root 1.172 {
373     return key_value_access_proxy (*this, key);
374     }
375    
376 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
377 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
378 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
379 root 1.100 bool write (object_freezer &f);
380    
381 root 1.121 MTH int slottype () const;
382 root 1.69 MTH static object *create ();
383 root 1.146 const mapxy &operator =(const mapxy &pos);
384 root 1.69 MTH void copy_to (object *dst);
385 root 1.173 MTH object *clone (); // create + copy_to a single object
386     MTH object *deep_clone (); // copy whole more chain and inventory
387 root 1.68 void do_destroy ();
388     void gather_callbacks (AV *&callbacks, event_type event) const;
389 root 1.185 MTH void destroy ();
390 root 1.184 MTH void drop_and_destroy ()
391     {
392     destroy_inv (true);
393     destroy ();
394     }
395 root 1.68
396     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
397 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
398     MTH object *insert (object *item); // insert into inventory
399 root 1.197 MTH void play_sound (faceidx sound) const;
400     MTH void say_msg (const char *msg) const;
401 root 1.138
402 root 1.95 void do_remove ();
403 root 1.88 MTH void remove ()
404     {
405     if (!flag [FLAG_REMOVED])
406 root 1.95 do_remove ();
407 root 1.88 }
408 root 1.22
409 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
410    
411 root 1.146 void move_to (const mapxy &pos)
412     {
413     remove ();
414     *this = pos;
415     insert_at (this, this);
416     }
417    
418 root 1.192 // high-level move functions, return true if successful
419     int move (int dir, object *originator);
420    
421     int move (int dir)
422     {
423     return move (dir, this);
424     }
425    
426 root 1.51 static bool can_merge_slow (object *op1, object *op2);
427    
428     // this is often used in time-critical code, so optimise
429 root 1.69 MTH static bool can_merge (object *op1, object *op2)
430 root 1.51 {
431 root 1.52 return op1->value == op2->value
432     && op1->name == op2->name
433 root 1.51 && can_merge_slow (op1, op2);
434     }
435 root 1.19
436 root 1.69 MTH void set_owner (object *owner);
437 root 1.70 MTH void set_speed (float speed);
438 elmex 1.199 MTH void set_glow_radius (sint8 rad);
439 root 1.120 MTH bool change_weapon (object *ob);
440 root 1.123 MTH bool change_skill (object *ob);
441 root 1.51
442 root 1.99 MTH void open_container (object *new_container);
443     MTH void close_container ()
444     {
445     open_container (0);
446     }
447    
448 root 1.213 // potential future accessor for "container"
449     MTH object *container_ () const
450     {
451     return container;
452     }
453    
454     MTH bool is_open_container () const
455     {
456     // strangely enough, using ?: here causes code to inflate
457     return type == CONTAINER
458     && ((env && env->container_ () == this)
459     || (!env && flag [FLAG_APPLIED]));
460     }
461    
462 root 1.193 MTH object *force_find (shstr_tmp name);
463 sf-marcmagus 1.211 MTH void force_set_timer (int duration);
464 root 1.193 MTH object *force_add (shstr_tmp name, int duration = 0);
465 root 1.136
466 root 1.196 oblinkpt *find_link () const;
467     MTH void add_link (maptile *map, shstr_tmp id);
468     MTH void remove_link ();
469    
470 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
471     bool should_invoke (event_type event)
472 root 1.125 {
473 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
474 root 1.125 }
475    
476 root 1.100 MTH void instantiate ();
477 root 1.34
478 root 1.62 // recalculate all stats
479 root 1.69 MTH void update_stats ();
480     MTH void roll_stats ();
481     MTH void swap_stats (int a, int b);
482     MTH void add_statbonus ();
483     MTH void remove_statbonus ();
484     MTH void drain_stat ();
485     MTH void drain_specific_stat (int deplete_stats);
486     MTH void change_luck (int value);
487 root 1.62
488 root 1.33 // info must hold 256 * 3 bytes currently
489 root 1.73 const char *debug_desc (char *info) const;
490 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
491 root 1.75 const char *flag_desc (char *desc, int len) const;
492 root 1.33
493 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
494     MTH object *split (sint32 nr = 1); // return 0 on failure
495 root 1.164
496 root 1.163 MTH int number_of () const
497 root 1.96 {
498     return nrof ? nrof : 1;
499     }
500    
501 root 1.163 MTH sint32 total_weight () const
502 root 1.96 {
503 root 1.164 return (weight + carrying) * number_of ();
504 root 1.96 }
505    
506 root 1.163 MTH void update_weight ();
507    
508 root 1.96 // return the dominant material of this item, always return something
509 root 1.97 const materialtype_t *dominant_material () const;
510 root 1.96
511 root 1.98 // return the volume of this object in cm³
512 root 1.163 MTH uint64 volume () const
513 root 1.96 {
514 root 1.192 return (uint64)total_weight ()
515 root 1.98 * 1000
516     * (type == CONTAINER ? 1000 : 1)
517     / dominant_material ()->density;
518 root 1.96 }
519    
520 root 1.207 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
521    
522 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
523 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
524     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
525     || type == CLOAK || type == BOOTS || type == GLOVES
526     || type == BRACERS || type == GIRDLE; }
527     MTH bool is_alive () const { return (type == PLAYER
528     || flag [FLAG_MONSTER]
529     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
530     && !flag [FLAG_IS_A_TEMPLATE]; }
531     MTH bool is_arrow () const { return type == ARROW
532     || (type == SPELL_EFFECT
533     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
534 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
535 root 1.57
536 root 1.215 MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
537 elmex 1.74
538 root 1.76 // temporary: wether the object can be saved in a map file
539 root 1.72 // contr => is a player
540     // head => only save head of a multitile object
541     // owner => can not reference owner yet
542 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
543 root 1.72
544 root 1.57 /* This return true if object has still randomitems which
545     * could be expanded.
546     */
547 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
548 root 1.57
549 sf-marcmagus 1.209 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
550    
551     MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
552 root 1.179
553 root 1.170 // returns the outermost owner, never returns 0
554     MTH object *outer_owner ()
555     {
556 root 1.181 object *op;
557    
558     for (op = this; op->owner; op = op->owner)
559     ;
560    
561     return op;
562 root 1.170 }
563    
564 root 1.163 // returns the outermost environment, never returns 0
565 root 1.204 MTH object *outer_env_or_self () const
566 root 1.163 {
567 root 1.197 const object *op;
568 root 1.181
569     for (op = this; op->env; op = op->env)
570     ;
571    
572 root 1.197 return const_cast<object *>(op);
573 root 1.163 }
574    
575 root 1.204 // returns the outermost environment, may return 0
576     MTH object *outer_env () const
577     {
578 root 1.205 return env ? outer_env_or_self () : 0;
579 root 1.204 }
580    
581 root 1.60 // returns the player that has this object in his inventory, or 0
582 root 1.164 // we assume the player is always the outer env
583 root 1.197 MTH object *in_player () const
584 root 1.60 {
585 root 1.204 object *op = outer_env_or_self ();
586 root 1.60
587 root 1.164 return op->type == PLAYER ? op : 0;
588 root 1.60 }
589    
590 root 1.71 // "temporary" helper function
591 root 1.197 MTH object *head_ () const
592 root 1.71 {
593 root 1.197 return head ? head : const_cast<object *>(this);
594 root 1.71 }
595    
596 root 1.197 MTH bool is_head () const
597 root 1.130 {
598     return head_ () == this;
599     }
600    
601 root 1.164 MTH bool is_on_map () const
602     {
603     return !env && !flag [FLAG_REMOVED];
604     }
605    
606 elmex 1.187 MTH bool is_inserted () const
607 elmex 1.186 {
608     return !flag [FLAG_REMOVED];
609     }
610    
611 root 1.190 MTH bool is_player () const
612     {
613     return !!contr;
614     }
615    
616 root 1.189 MTH bool affects_los () const
617     {
618     return glow_radius || flag [FLAG_BLOCKSVIEW];
619     }
620    
621 root 1.195 MTH bool has_carried_lights () const
622     {
623     return glow_radius;
624     }
625    
626 root 1.166 // returns the player that cna see this object, if any
627     MTH object *visible_to () const;
628    
629 root 1.206 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
630 root 1.110 MTH std::string describe_monster (object *who = 0);
631     MTH std::string describe_item (object *who = 0);
632 root 1.206 MTH std::string describe (object *who = 0); // long description, without name
633 root 1.110
634 root 1.198 MTH const char *query_weight () { return ::query_weight (this); }
635     MTH const char *query_name () { return ::query_name (this); }
636     MTH const char *query_short_name () { return ::query_short_name (this); }
637     MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
638    
639 root 1.109 // If this object has no extra parts but should have them,
640     // add them, effectively expanding heads into multipart
641     // objects. This method only works on objects not inserted
642     // anywhere.
643 root 1.111 MTH void expand_tail ();
644    
645     MTH void create_treasure (treasurelist *tl, int flags = 0);
646 root 1.109
647 root 1.71 // insert object at same map position as 'where'
648     // handles both inventory and map "positions"
649     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
650 root 1.216 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
651     MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
652 root 1.137 MTH void drop_unpaid_items ();
653 root 1.71
654 root 1.78 MTH void activate ();
655     MTH void deactivate ();
656     MTH void activate_recursive ();
657     MTH void deactivate_recursive ();
658 root 1.73
659 root 1.158 // set the given flag on all objects in the inventory recursively
660 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
661    
662 root 1.112 void enter_exit (object *exit);//Perl
663 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
664 root 1.174 void player_goto (const char *path, int x, int y); // only for players
665 root 1.73
666 root 1.61 // returns the mapspace this object is in
667     mapspace &ms () const;
668    
669 root 1.29 // fully recursive iterator
670     struct iterator_base
671     {
672     object *item;
673    
674 root 1.30 iterator_base (object *container)
675     : item (container)
676 root 1.29 {
677     }
678    
679     operator object *() const { return item; }
680    
681     object *operator ->() const { return item; }
682     object &operator * () const { return *item; }
683     };
684    
685 root 1.77 MTH unsigned int random_seed () const
686     {
687     return (unsigned int)uuid.seq;
688     }
689    
690 root 1.30 // depth-first recursive iterator
691     struct depth_iterator : iterator_base
692 root 1.29 {
693 root 1.30 depth_iterator (object *container);
694 root 1.29 void next ();
695     object *operator ++( ) { next (); return item; }
696     object *operator ++(int) { object *i = item; next (); return i; }
697     };
698    
699     object *begin ()
700     {
701 root 1.30 return this;
702 root 1.29 }
703    
704     object *end ()
705     {
706 root 1.30 return this;
707 root 1.29 }
708    
709 root 1.84 /* This returns TRUE if the object is something that
710 root 1.168 * a client might want to know about.
711 root 1.84 */
712     MTH bool client_visible () const
713     {
714     return !invisible && type != PLAYER;
715     }
716    
717 root 1.167 // the client does nrof * this weight
718     MTH sint32 client_weight () const
719     {
720     return weight + carrying;
721     }
722    
723 root 1.93 MTH struct region *region () const;
724    
725 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
726 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
727 root 1.143
728 root 1.151 const char *query_inventory (object *who = 0, const char *indent = "");
729    
730 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
731     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
732    
733 root 1.189 // make some noise with given item into direction dir,
734     // currently only used for players to make them temporarily visible
735     // when they are invisible.
736     MTH void make_noise ();
737    
738 root 1.200 /* animation */
739 root 1.210 MTH bool has_anim () const { return animation_id; }
740 root 1.200 const animation &anim () const { return animations [animation_id]; }
741 root 1.210 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
742     MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
743 root 1.200 /* anim_frames () returns the number of animations allocated. The last
744     * usuable animation will be anim_frames () - 1 (for example, if an object
745     * has 8 animations, anim_frames () will return 8, but the values will
746     * range from 0 through 7.
747     */
748 root 1.210 MTH int anim_frames () const { return anim ().num_animations; }
749     MTH int anim_facings () const { return anim ().facings; }
750    
751     MTH char *as_string ();
752 root 1.200
753 root 1.23 protected:
754 root 1.130 void link ();
755 root 1.24 void unlink ();
756    
757 root 1.23 object ();
758     ~object ();
759 root 1.171
760     private:
761     object &operator =(const object &);
762     object (const object &);
763 elmex 1.4 };
764 root 1.1
765 root 1.124 // move this object to the top of its env's inventory to speed up
766     // searches for it.
767 root 1.215 static inline object *
768 root 1.124 splay (object *ob)
769     {
770 root 1.208 if (ob->above && ob->env)
771 root 1.124 {
772     if (ob->above) ob->above->below = ob->below;
773     if (ob->below) ob->below->above = ob->above;
774    
775     ob->above = 0;
776     ob->below = ob->env->inv;
777     ob->below->above = ob;
778     ob->env->inv = ob;
779     }
780    
781     return ob;
782     }
783    
784 root 1.214 //+GPL
785    
786 root 1.194 object *find_skill_by_name_fuzzy (object *who, const char *name);
787     object *find_skill_by_name (object *who, shstr_cmp sh);
788 root 1.122 object *find_skill_by_number (object *who, int skillno);
789    
790 root 1.1 /*
791     * The archetype structure is a set of rules on how to generate and manipulate
792     * objects which point to archetypes.
793     * This probably belongs in arch.h, but there really doesn't appear to
794     * be much left in the archetype - all it really is is a holder for the
795     * object and pointers. This structure should get removed, and just replaced
796     * by the object structure
797     */
798    
799 root 1.214 //-GPL
800    
801 root 1.68 INTERFACE_CLASS (archetype)
802 root 1.130 struct archetype : object
803 root 1.15 {
804 root 1.161 static arch_ptr empty; // the empty_archetype
805     MTH static void gc ();
806 root 1.160
807 root 1.130 archetype (const char *name);
808 root 1.22 ~archetype ();
809 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
810 root 1.22
811 root 1.148 MTH static archetype *find (const_utf8_string name);
812    
813     MTH void link ();
814     MTH void unlink ();
815 root 1.44
816 root 1.175 MTH static object *get (const char *name); // (find() || singularity)->instance()
817 root 1.152 MTH object *instance ();
818    
819 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
820 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
821    
822     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
823     sint8 ACC (RW, max_x), ACC (RW, max_y);
824 root 1.160
825     // support for archetype loading
826     static archetype *read (object_thawer &f);
827     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
828     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
829 root 1.21 };
830 root 1.1
831 root 1.177 // compatbiility, remove once replaced by ->instance
832     inline object *
833     arch_to_object (archetype *at)
834     {
835     return at->instance ();
836     }
837    
838 root 1.132 inline void
839     object_freezer::put (keyword k, archetype *v)
840     {
841     put (k, v ? &v->archname : (const char *)0);
842     }
843    
844 root 1.129 typedef object_vector<object, &object::index > objectvec;
845     typedef object_vector<object, &object::active> activevec;
846     typedef object_vector<archetype, &archetype::archid> archvec;
847    
848     extern objectvec objects;
849     extern activevec actives;
850     extern archvec archetypes;
851    
852 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
853 pippijn 1.191 // quite horrible, that's why its hidden in some macro
854 root 1.176 #define for_inv_removable(op,var) \
855     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
856    
857     #define for_all_objects(var) \
858 root 1.129 for (unsigned _i = 0; _i < objects.size (); ++_i) \
859     statementvar (object *, var, objects [_i])
860    
861 root 1.176 #define for_all_actives(var) \
862 root 1.129 for (unsigned _i = 0; _i < actives.size (); ++_i) \
863     statementvar (object *, var, actives [_i])
864    
865 root 1.176 #define for_all_archetypes(var) \
866 root 1.129 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
867     statementvar (archetype *, var, archetypes [_i])
868    
869 root 1.214 //+GPL
870    
871 root 1.1 /* Used by update_object to know if the object being passed is
872     * being added or removed.
873     */
874     #define UP_OBJ_INSERT 1
875     #define UP_OBJ_REMOVE 2
876     #define UP_OBJ_CHANGE 3
877 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
878 root 1.1
879     /* These are flags passed to insert_ob_in_map and
880     * insert_ob_in_ob. Note that all flags may not be meaningful
881     * for both functions.
882     * Most are fairly explanatory:
883     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
884     * on space.
885     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
886     * INS_NO_WALK_ON: Don't call check_walk_on against the
887     * originator - saves cpu time if you know the inserted object
888     * is not meaningful in terms of having an effect.
889     * INS_ON_TOP: Always put object on top. Generally only needed when loading
890     * files from disk and ordering needs to be preserved.
891     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
892     * Use for treasure chests so the new object is the highest thing
893     * beneath the player, but not actually above it. Note - the
894     * map and x,y coordinates for the object to be inserted must
895     * match the originator.
896     *
897     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
898     * are mutually exclusive. The behaviour for passing more than one
899     * should be considered undefined - while you may notice what happens
900     * right now if you pass more than one, that could very well change
901     * in future revisions of the code.
902     */
903 root 1.14 #define INS_NO_MERGE 0x0001
904     #define INS_ABOVE_FLOOR_ONLY 0x0002
905     #define INS_NO_WALK_ON 0x0004
906     #define INS_ON_TOP 0x0008
907     #define INS_BELOW_ORIGINATOR 0x0010
908 root 1.1
909 root 1.214 //-GPL
910    
911 root 1.1 #endif
912 root 1.44