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/cvs/deliantra/server/include/object.h
Revision: 1.218
Committed: Mon Nov 9 03:08:24 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.217: +5 -20 lines
Log Message:
whew

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 1.214 //+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 1.218 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
99    
100 root 1.155 static UUID cur; // last uuid generated
101     static void init ();
102     static UUID gen ();
103    
104 root 1.53 UUID () { }
105     UUID (uint64 seq) : seq(seq) { }
106     operator uint64() { return seq; }
107     void operator =(uint64 seq) { this->seq = seq; }
108 root 1.156
109 root 1.218 bool parse (const char *s);
110     char *append (char *buf) const;
111     char *c_str () const;
112 root 1.34 };
113    
114 root 1.214 //+GPL
115    
116 root 1.1 /* Definition for WILL_APPLY values. Replaces having harcoded values
117     * sprinkled in the code. Note that some of these also replace fields
118     * that were in the can_apply area. What is the point of having both
119     * can_apply and will_apply?
120     */
121 root 1.27 #define WILL_APPLY_HANDLE 0x01
122     #define WILL_APPLY_TREASURE 0x02
123     #define WILL_APPLY_EARTHWALL 0x04
124     #define WILL_APPLY_DOOR 0x08
125 root 1.14 #define WILL_APPLY_FOOD 0x10
126 root 1.1
127 root 1.116 struct body_slot
128     {
129 root 1.217 signed char used:4; /* Calculated value based on items equipped */
130 root 1.117 signed char info:4; /* body info as loaded from the file */
131 root 1.116 };
132    
133 root 1.196 typedef struct oblnk
134     { /* Used to link together several objects */
135     object_ptr ob;
136     struct oblnk *next;
137     } objectlink;
138    
139     typedef struct oblinkpt
140     { /* Used to link together several object links */
141     struct oblnk *link;
142     struct oblinkpt *next;
143     shstr id; /* Used as connected value in buttons/gates */
144     } oblinkpt;
145    
146 root 1.68 INTERFACE_CLASS (object)
147 root 1.65 // these are being copied
148 root 1.68 struct object_copy : attachable
149 root 1.18 {
150 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
151 root 1.117
152     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
153     uint8 ACC (RW, subtype); /* subtype of object */
154 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
156 root 1.117
157 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
158     shstr ACC (RW, name_pl); /* The plural name of the object */
159 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
160 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
161     shstr ACC (RW, slaying); /* Which race to do double damage to */
162 root 1.68 /* If this is an exit, this is the filename */
163 root 1.188
164     typedef bitset<NUM_FLAGS> flags_t;
165     flags_t flag; /* various flags */
166     #if FOR_PERL
167     bool ACC (RW, flag[NUM_FLAGS]);
168     #endif
169    
170     shstr ACC (RW, materialname); /* specific material name */
171 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
172 root 1.96 // materialtype_t *ACC (RW, material); /* What material this object consists of */
173 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
174     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
175     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
176     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
177     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
178     object_ptr ACC (RW, spell); /* Spell that was being cast */
179     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
180 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
181     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
182 elmex 1.63
183 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
184 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
185 root 1.202
186 root 1.180 sint32 ACC (RW, nrof); /* How many of the objects */
187 root 1.171 /* This next big block is basically used for monsters and equipment */
188 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
189 root 1.188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
190 root 1.117
191 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
192 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
193 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
194     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
195 root 1.188
196 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
197 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
198     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
199 root 1.202 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
200 root 1.188
201 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
202     * meanings by some objects, eg, sp penalty, permanent exp.
203     */
204 root 1.202 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
205     sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
206 root 1.20 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
207     sint16 ACC (RW, last_eat); /* How long since we last ate */
208 root 1.202
209 root 1.20 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
210 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
211 root 1.188
212 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
213 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
214 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
215 root 1.188 uint8 ACC (RW, weapontype); /* type of weapon */
216    
217 root 1.217 body_slot slot [NUM_BODY_LOCATIONS];
218    
219 root 1.188 faceidx ACC (RW, face); /* the graphical face */
220    
221     faceidx ACC (RW, sound); /* the sound face */
222     faceidx ACC (RW, sound_destroy); /* played on destroy */
223    
224 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
225 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
226 root 1.202
227 root 1.164 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
228 root 1.202
229 root 1.20 sint64 ACC (RW, perm_exp); /* Permanent exp */
230 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
231 root 1.68 /* See the pod/objects.pod for more info about body locations */
232 root 1.18
233     /* Following mostly refers to fields only used for monsters */
234 root 1.68
235 root 1.18 /* Spell related information, may be useful elsewhere
236     * Note that other fields are used - these files are basically
237     * only used in spells.
238     */
239 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
240 root 1.202 uint8 ACC (RW, casting_time); /* time left before spell goes off */
241     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
242 root 1.117
243 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
244 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
245 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
246 root 1.202 sint8 ACC (RW, item_power); /* power rating of the object */
247 root 1.188
248 root 1.202 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
249 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
250     MoveType ACC (RW, move_block);/* What movement types this blocks */
251     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
252 root 1.202
253 root 1.68 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
254     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
255     MoveType ACC (RW, move_slow); /* Movement types this slows down */
256 root 1.117
257 root 1.188 // 8 free bits
258    
259 root 1.203 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
260     // /* races/classes can need less/more exp to gain levels */
261     static const float expmul = 1.0;//D
262 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
263 root 1.18
264     /* Following are values used by any object */
265 root 1.56 /* this objects turns into or what this object creates */
266 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
267 root 1.188
268 root 1.46 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
269     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
270 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
271 root 1.202 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
272     uint16 ACC (RW, animation_id);/* An index into the animation array */
273     uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
274    
275     uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
276 elmex 1.178 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
277 root 1.202 /* allows different movement patterns for attackers */
278     uint8 ACC (RW, move_status); /* What stage in attack mode */
279     uint8 ACC (RW, attack_movement);/* What kind of attack movement */
280 root 1.188
281 root 1.202 //16+ free bits
282 root 1.188
283     // rarely-accessed members should be at the end
284     shstr ACC (RW, tag); // a tag used to tracking this object
285     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
286     shstr ACC (RW, lore); /* Obscure information about this object, */
287     /* To get put into books and the like. */
288     shstr ACC (RW, custom_name); /* Custom name assigned by player */
289 elmex 1.4 };
290    
291 root 1.198 const char *query_weight (const object *op);
292     const char *query_short_name (const object *op);
293     const char *query_name (const object *op);
294     const char *query_base_name (const object *op, int plural);
295    
296 root 1.68 struct object : zero_initialised, object_copy
297 root 1.18 {
298 root 1.65 // These variables are not changed by ->copy_to
299 root 1.182 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
300 root 1.65
301     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
302 root 1.82 int ACC (RO, count);
303 root 1.134 object_vector_index ACC (RO, index); // index into objects
304     object_vector_index ACC (RO, active); // index into actives
305 root 1.65
306 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
307 root 1.81
308 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
309     object *ACC (RW, above); /* Pointer to the object stacked above this one */
310     /* Note: stacked in the *same* environment */
311     object *inv; /* Pointer to the first object in the inventory */
312 root 1.83
313     //TODO: container must move into client
314 root 1.213 object_ptr ACC (RW, container);/* Currently opened container. I think this
315 root 1.65 * is only used by the player right now.
316     */
317     object *ACC (RW, env); /* Pointer to the object which is the environment.
318     * This is typically the container that the object is in.
319     */
320     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
321     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
322 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
323 root 1.65
324 root 1.172 // privates / perl
325 root 1.193 shstr_tmp kv_get (shstr_tmp key) const;
326     void kv_del (shstr_tmp key);
327     void kv_set (shstr_tmp key, shstr_tmp value);
328 root 1.172
329 root 1.214 //-GPL
330    
331 root 1.172 // custom extra fields management
332     struct key_value_access_proxy
333     {
334     object &ob;
335 root 1.193 shstr_tmp key;
336 root 1.172
337 root 1.193 key_value_access_proxy (object &ob, shstr_tmp key)
338 root 1.172 : ob (ob), key (key)
339     {
340     }
341    
342 root 1.194 const key_value_access_proxy &operator =(shstr_tmp value) const
343 root 1.172 {
344     ob.kv_set (key, value);
345     return *this;
346     }
347    
348 root 1.193 operator const shstr_tmp () const { return ob.kv_get (key); }
349     operator const char *() const { return ob.kv_get (key); }
350 root 1.172
351     private:
352     void operator =(int);
353     };
354    
355     // operator [] is too annoying to use
356 root 1.193 const key_value_access_proxy kv (shstr_tmp key)
357 root 1.172 {
358     return key_value_access_proxy (*this, key);
359     }
360    
361 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
362 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
363 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
364 root 1.100 bool write (object_freezer &f);
365    
366 root 1.121 MTH int slottype () const;
367 root 1.69 MTH static object *create ();
368 root 1.146 const mapxy &operator =(const mapxy &pos);
369 root 1.69 MTH void copy_to (object *dst);
370 root 1.173 MTH object *clone (); // create + copy_to a single object
371     MTH object *deep_clone (); // copy whole more chain and inventory
372 root 1.68 void do_destroy ();
373     void gather_callbacks (AV *&callbacks, event_type event) const;
374 root 1.185 MTH void destroy ();
375 root 1.184 MTH void drop_and_destroy ()
376     {
377     destroy_inv (true);
378     destroy ();
379     }
380 root 1.68
381     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
382 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
383     MTH object *insert (object *item); // insert into inventory
384 root 1.197 MTH void play_sound (faceidx sound) const;
385     MTH void say_msg (const char *msg) const;
386 root 1.138
387 root 1.95 void do_remove ();
388 root 1.88 MTH void remove ()
389     {
390     if (!flag [FLAG_REMOVED])
391 root 1.95 do_remove ();
392 root 1.88 }
393 root 1.22
394 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
395    
396 root 1.146 void move_to (const mapxy &pos)
397     {
398     remove ();
399     *this = pos;
400     insert_at (this, this);
401     }
402    
403 root 1.192 // high-level move functions, return true if successful
404     int move (int dir, object *originator);
405    
406     int move (int dir)
407     {
408     return move (dir, this);
409     }
410    
411 root 1.51 static bool can_merge_slow (object *op1, object *op2);
412    
413     // this is often used in time-critical code, so optimise
414 root 1.69 MTH static bool can_merge (object *op1, object *op2)
415 root 1.51 {
416 root 1.52 return op1->value == op2->value
417     && op1->name == op2->name
418 root 1.51 && can_merge_slow (op1, op2);
419     }
420 root 1.19
421 root 1.69 MTH void set_owner (object *owner);
422 root 1.70 MTH void set_speed (float speed);
423 elmex 1.199 MTH void set_glow_radius (sint8 rad);
424 root 1.120 MTH bool change_weapon (object *ob);
425 root 1.123 MTH bool change_skill (object *ob);
426 root 1.51
427 root 1.99 MTH void open_container (object *new_container);
428     MTH void close_container ()
429     {
430     open_container (0);
431     }
432    
433 root 1.213 // potential future accessor for "container"
434     MTH object *container_ () const
435     {
436     return container;
437     }
438    
439     MTH bool is_open_container () const
440     {
441     // strangely enough, using ?: here causes code to inflate
442     return type == CONTAINER
443     && ((env && env->container_ () == this)
444     || (!env && flag [FLAG_APPLIED]));
445     }
446    
447 root 1.193 MTH object *force_find (shstr_tmp name);
448 sf-marcmagus 1.211 MTH void force_set_timer (int duration);
449 root 1.193 MTH object *force_add (shstr_tmp name, int duration = 0);
450 root 1.136
451 root 1.196 oblinkpt *find_link () const;
452     MTH void add_link (maptile *map, shstr_tmp id);
453     MTH void remove_link ();
454    
455 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
456     bool should_invoke (event_type event)
457 root 1.125 {
458 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
459 root 1.125 }
460    
461 root 1.100 MTH void instantiate ();
462 root 1.34
463 root 1.62 // recalculate all stats
464 root 1.69 MTH void update_stats ();
465     MTH void roll_stats ();
466     MTH void swap_stats (int a, int b);
467     MTH void add_statbonus ();
468     MTH void remove_statbonus ();
469     MTH void drain_stat ();
470     MTH void drain_specific_stat (int deplete_stats);
471     MTH void change_luck (int value);
472 root 1.62
473 root 1.33 // info must hold 256 * 3 bytes currently
474 root 1.73 const char *debug_desc (char *info) const;
475 root 1.113 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
476 root 1.75 const char *flag_desc (char *desc, int len) const;
477 root 1.33
478 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
479     MTH object *split (sint32 nr = 1); // return 0 on failure
480 root 1.164
481 root 1.163 MTH int number_of () const
482 root 1.96 {
483     return nrof ? nrof : 1;
484     }
485    
486 root 1.163 MTH sint32 total_weight () const
487 root 1.96 {
488 root 1.164 return (weight + carrying) * number_of ();
489 root 1.96 }
490    
491 root 1.163 MTH void update_weight ();
492    
493 root 1.96 // return the dominant material of this item, always return something
494 root 1.97 const materialtype_t *dominant_material () const;
495 root 1.96
496 root 1.98 // return the volume of this object in cm³
497 root 1.163 MTH uint64 volume () const
498 root 1.96 {
499 root 1.192 return (uint64)total_weight ()
500 root 1.98 * 1000
501     * (type == CONTAINER ? 1000 : 1)
502     / dominant_material ()->density;
503 root 1.96 }
504    
505 root 1.207 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
506    
507 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
508 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
509     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
510     || type == CLOAK || type == BOOTS || type == GLOVES
511     || type == BRACERS || type == GIRDLE; }
512     MTH bool is_alive () const { return (type == PLAYER
513     || flag [FLAG_MONSTER]
514     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
515     && !flag [FLAG_IS_A_TEMPLATE]; }
516     MTH bool is_arrow () const { return type == ARROW
517     || (type == SPELL_EFFECT
518     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
519 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
520 root 1.57
521 root 1.215 MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
522 elmex 1.74
523 root 1.76 // temporary: wether the object can be saved in a map file
524 root 1.72 // contr => is a player
525     // head => only save head of a multitile object
526     // owner => can not reference owner yet
527 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
528 root 1.72
529 root 1.57 /* This return true if object has still randomitems which
530     * could be expanded.
531     */
532 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
533 root 1.57
534 sf-marcmagus 1.209 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
535    
536     MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
537 root 1.179
538 root 1.170 // returns the outermost owner, never returns 0
539     MTH object *outer_owner ()
540     {
541 root 1.181 object *op;
542    
543     for (op = this; op->owner; op = op->owner)
544     ;
545    
546     return op;
547 root 1.170 }
548    
549 root 1.163 // returns the outermost environment, never returns 0
550 root 1.204 MTH object *outer_env_or_self () const
551 root 1.163 {
552 root 1.197 const object *op;
553 root 1.181
554     for (op = this; op->env; op = op->env)
555     ;
556    
557 root 1.197 return const_cast<object *>(op);
558 root 1.163 }
559    
560 root 1.204 // returns the outermost environment, may return 0
561     MTH object *outer_env () const
562     {
563 root 1.205 return env ? outer_env_or_self () : 0;
564 root 1.204 }
565    
566 root 1.60 // returns the player that has this object in his inventory, or 0
567 root 1.164 // we assume the player is always the outer env
568 root 1.197 MTH object *in_player () const
569 root 1.60 {
570 root 1.204 object *op = outer_env_or_self ();
571 root 1.60
572 root 1.164 return op->type == PLAYER ? op : 0;
573 root 1.60 }
574    
575 root 1.71 // "temporary" helper function
576 root 1.197 MTH object *head_ () const
577 root 1.71 {
578 root 1.197 return head ? head : const_cast<object *>(this);
579 root 1.71 }
580    
581 root 1.197 MTH bool is_head () const
582 root 1.130 {
583     return head_ () == this;
584     }
585    
586 root 1.164 MTH bool is_on_map () const
587     {
588     return !env && !flag [FLAG_REMOVED];
589     }
590    
591 elmex 1.187 MTH bool is_inserted () const
592 elmex 1.186 {
593     return !flag [FLAG_REMOVED];
594     }
595    
596 root 1.190 MTH bool is_player () const
597     {
598     return !!contr;
599     }
600    
601 root 1.189 MTH bool affects_los () const
602     {
603     return glow_radius || flag [FLAG_BLOCKSVIEW];
604     }
605    
606 root 1.195 MTH bool has_carried_lights () const
607     {
608     return glow_radius;
609     }
610    
611 root 1.166 // returns the player that cna see this object, if any
612     MTH object *visible_to () const;
613    
614 root 1.206 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
615 root 1.110 MTH std::string describe_monster (object *who = 0);
616     MTH std::string describe_item (object *who = 0);
617 root 1.206 MTH std::string describe (object *who = 0); // long description, without name
618 root 1.110
619 root 1.198 MTH const char *query_weight () { return ::query_weight (this); }
620     MTH const char *query_name () { return ::query_name (this); }
621     MTH const char *query_short_name () { return ::query_short_name (this); }
622     MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
623    
624 root 1.109 // If this object has no extra parts but should have them,
625     // add them, effectively expanding heads into multipart
626     // objects. This method only works on objects not inserted
627     // anywhere.
628 root 1.111 MTH void expand_tail ();
629    
630     MTH void create_treasure (treasurelist *tl, int flags = 0);
631 root 1.109
632 root 1.71 // insert object at same map position as 'where'
633     // handles both inventory and map "positions"
634     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
635 root 1.216 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
636     MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
637 root 1.137 MTH void drop_unpaid_items ();
638 root 1.71
639 root 1.78 MTH void activate ();
640     MTH void deactivate ();
641     MTH void activate_recursive ();
642     MTH void deactivate_recursive ();
643 root 1.73
644 root 1.158 // set the given flag on all objects in the inventory recursively
645 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
646    
647 root 1.112 void enter_exit (object *exit);//Perl
648 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
649 root 1.174 void player_goto (const char *path, int x, int y); // only for players
650 root 1.73
651 root 1.61 // returns the mapspace this object is in
652     mapspace &ms () const;
653    
654 root 1.29 // fully recursive iterator
655     struct iterator_base
656     {
657     object *item;
658    
659 root 1.30 iterator_base (object *container)
660     : item (container)
661 root 1.29 {
662     }
663    
664     operator object *() const { return item; }
665    
666     object *operator ->() const { return item; }
667     object &operator * () const { return *item; }
668     };
669    
670 root 1.77 MTH unsigned int random_seed () const
671     {
672     return (unsigned int)uuid.seq;
673     }
674    
675 root 1.30 // depth-first recursive iterator
676     struct depth_iterator : iterator_base
677 root 1.29 {
678 root 1.30 depth_iterator (object *container);
679 root 1.29 void next ();
680     object *operator ++( ) { next (); return item; }
681     object *operator ++(int) { object *i = item; next (); return i; }
682     };
683    
684     object *begin ()
685     {
686 root 1.30 return this;
687 root 1.29 }
688    
689     object *end ()
690     {
691 root 1.30 return this;
692 root 1.29 }
693    
694 root 1.84 /* This returns TRUE if the object is something that
695 root 1.168 * a client might want to know about.
696 root 1.84 */
697     MTH bool client_visible () const
698     {
699     return !invisible && type != PLAYER;
700     }
701    
702 root 1.167 // the client does nrof * this weight
703     MTH sint32 client_weight () const
704     {
705     return weight + carrying;
706     }
707    
708 root 1.93 MTH struct region *region () const;
709    
710 root 1.143 void statusmsg (const char *msg, int color = NDI_BLACK);
711 root 1.144 void failmsg (const char *msg, int color = NDI_RED);
712 root 1.143
713 root 1.151 const char *query_inventory (object *who = 0, const char *indent = "");
714    
715 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
716     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
717    
718 root 1.189 // make some noise with given item into direction dir,
719     // currently only used for players to make them temporarily visible
720     // when they are invisible.
721     MTH void make_noise ();
722    
723 root 1.200 /* animation */
724 root 1.210 MTH bool has_anim () const { return animation_id; }
725 root 1.200 const animation &anim () const { return animations [animation_id]; }
726 root 1.210 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
727     MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
728 root 1.200 /* anim_frames () returns the number of animations allocated. The last
729     * usuable animation will be anim_frames () - 1 (for example, if an object
730     * has 8 animations, anim_frames () will return 8, but the values will
731     * range from 0 through 7.
732     */
733 root 1.210 MTH int anim_frames () const { return anim ().num_animations; }
734     MTH int anim_facings () const { return anim ().facings; }
735    
736     MTH char *as_string ();
737 root 1.200
738 root 1.23 protected:
739 root 1.130 void link ();
740 root 1.24 void unlink ();
741    
742 root 1.23 object ();
743     ~object ();
744 root 1.171
745     private:
746     object &operator =(const object &);
747     object (const object &);
748 elmex 1.4 };
749 root 1.1
750 root 1.124 // move this object to the top of its env's inventory to speed up
751     // searches for it.
752 root 1.215 static inline object *
753 root 1.124 splay (object *ob)
754     {
755 root 1.208 if (ob->above && ob->env)
756 root 1.124 {
757     if (ob->above) ob->above->below = ob->below;
758     if (ob->below) ob->below->above = ob->above;
759    
760     ob->above = 0;
761     ob->below = ob->env->inv;
762     ob->below->above = ob;
763     ob->env->inv = ob;
764     }
765    
766     return ob;
767     }
768    
769 root 1.214 //+GPL
770    
771 root 1.194 object *find_skill_by_name_fuzzy (object *who, const char *name);
772     object *find_skill_by_name (object *who, shstr_cmp sh);
773 root 1.122 object *find_skill_by_number (object *who, int skillno);
774    
775 root 1.1 /*
776     * The archetype structure is a set of rules on how to generate and manipulate
777     * objects which point to archetypes.
778     * This probably belongs in arch.h, but there really doesn't appear to
779     * be much left in the archetype - all it really is is a holder for the
780     * object and pointers. This structure should get removed, and just replaced
781     * by the object structure
782     */
783    
784 root 1.214 //-GPL
785    
786 root 1.68 INTERFACE_CLASS (archetype)
787 root 1.130 struct archetype : object
788 root 1.15 {
789 root 1.161 static arch_ptr empty; // the empty_archetype
790     MTH static void gc ();
791 root 1.160
792 root 1.130 archetype (const char *name);
793 root 1.22 ~archetype ();
794 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
795 root 1.22
796 root 1.148 MTH static archetype *find (const_utf8_string name);
797    
798     MTH void link ();
799     MTH void unlink ();
800 root 1.44
801 root 1.175 MTH static object *get (const char *name); // (find() || singularity)->instance()
802 root 1.152 MTH object *instance ();
803    
804 root 1.217 MTH void post_load_check (); // do some adjustments after parsing
805    
806 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
807 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
808    
809     sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
810     sint8 ACC (RW, max_x), ACC (RW, max_y);
811 root 1.160
812     // support for archetype loading
813     static archetype *read (object_thawer &f);
814     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
815     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
816 root 1.21 };
817 root 1.1
818 root 1.177 // compatbiility, remove once replaced by ->instance
819     inline object *
820     arch_to_object (archetype *at)
821     {
822     return at->instance ();
823     }
824    
825 root 1.132 inline void
826     object_freezer::put (keyword k, archetype *v)
827     {
828     put (k, v ? &v->archname : (const char *)0);
829     }
830    
831 root 1.129 typedef object_vector<object, &object::index > objectvec;
832     typedef object_vector<object, &object::active> activevec;
833     typedef object_vector<archetype, &archetype::archid> archvec;
834    
835     extern objectvec objects;
836     extern activevec actives;
837     extern archvec archetypes;
838    
839 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
840 pippijn 1.191 // quite horrible, that's why its hidden in some macro
841 root 1.176 #define for_inv_removable(op,var) \
842     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
843    
844     #define for_all_objects(var) \
845 root 1.129 for (unsigned _i = 0; _i < objects.size (); ++_i) \
846     statementvar (object *, var, objects [_i])
847    
848 root 1.176 #define for_all_actives(var) \
849 root 1.129 for (unsigned _i = 0; _i < actives.size (); ++_i) \
850     statementvar (object *, var, actives [_i])
851    
852 root 1.176 #define for_all_archetypes(var) \
853 root 1.129 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
854     statementvar (archetype *, var, archetypes [_i])
855    
856 root 1.214 //+GPL
857    
858 root 1.1 /* Used by update_object to know if the object being passed is
859     * being added or removed.
860     */
861     #define UP_OBJ_INSERT 1
862     #define UP_OBJ_REMOVE 2
863     #define UP_OBJ_CHANGE 3
864 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
865 root 1.1
866     /* These are flags passed to insert_ob_in_map and
867     * insert_ob_in_ob. Note that all flags may not be meaningful
868     * for both functions.
869     * Most are fairly explanatory:
870     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
871     * on space.
872     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
873     * INS_NO_WALK_ON: Don't call check_walk_on against the
874     * originator - saves cpu time if you know the inserted object
875     * is not meaningful in terms of having an effect.
876     * INS_ON_TOP: Always put object on top. Generally only needed when loading
877     * files from disk and ordering needs to be preserved.
878     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
879     * Use for treasure chests so the new object is the highest thing
880     * beneath the player, but not actually above it. Note - the
881     * map and x,y coordinates for the object to be inserted must
882     * match the originator.
883     *
884     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
885     * are mutually exclusive. The behaviour for passing more than one
886     * should be considered undefined - while you may notice what happens
887     * right now if you pass more than one, that could very well change
888     * in future revisions of the code.
889     */
890 root 1.14 #define INS_NO_MERGE 0x0001
891     #define INS_ABOVE_FLOOR_ONLY 0x0002
892     #define INS_NO_WALK_ON 0x0004
893     #define INS_ON_TOP 0x0008
894     #define INS_BELOW_ORIGINATOR 0x0010
895 root 1.1
896 root 1.214 //-GPL
897    
898 root 1.1 #endif
899 root 1.44