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Revision: 1.234
Committed: Sun Apr 4 20:00:05 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.233: +2 -1 lines
Log Message:
more const autogen

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 1.224 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.229 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 root 1.128 *
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 1.231 // also see common/item.C
38 root 1.234 enum
39     {
40 root 1.122 body_skill,
41     body_combat,
42 root 1.118 body_range,
43     body_shield,
44     body_arm,
45     body_torso,
46     body_head,
47     body_neck,
48     body_finger,
49     body_shoulder,
50     body_foot,
51     body_hand,
52     body_wrist,
53     body_waist,
54     NUM_BODY_LOCATIONS
55     };
56 root 1.1
57     /* See common/item.c */
58    
59 root 1.20 typedef struct Body_Locations
60     {
61 root 1.127 keyword save_name; /* Name used to load/save it to disk */
62 root 1.20 const char *use_name; /* Name used when describing an item we can use */
63     const char *nonuse_name; /* Name to describe objects we can't use */
64 root 1.1 } Body_Locations;
65    
66     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
67    
68 root 1.154 #define NUM_COINS 4 /* number of coin types */
69     extern const char *const coins[NUM_COINS + 1];
70    
71 root 1.1 /*
72     * Each object (this also means archetypes!) could have a few of these
73     * "dangling" from it; this could also end up containing 'parse errors'.
74     *
75     * key and value are shared-strings.
76     *
77 root 1.172 * Please use kv_get/kv_set/kv_del from object rather than
78 root 1.1 * accessing the list directly.
79     * Exception is if you want to walk this list for some reason.
80     */
81 root 1.172 struct key_value : slice_allocated
82 root 1.20 {
83     key_value *next;
84     shstr key, value;
85 root 1.15 };
86 root 1.1
87 root 1.214 //-GPL
88    
89 root 1.34 struct UUID
90     {
91     uint64 seq;
92 root 1.53
93 root 1.218 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
94    
95 root 1.155 static UUID cur; // last uuid generated
96     static void init ();
97     static UUID gen ();
98    
99 root 1.53 UUID () { }
100     UUID (uint64 seq) : seq(seq) { }
101     operator uint64() { return seq; }
102     void operator =(uint64 seq) { this->seq = seq; }
103 root 1.156
104 root 1.218 bool parse (const char *s);
105     char *append (char *buf) const;
106     char *c_str () const;
107 root 1.34 };
108    
109 root 1.214 //+GPL
110    
111 root 1.1 /* Definition for WILL_APPLY values. Replaces having harcoded values
112     * sprinkled in the code. Note that some of these also replace fields
113     * that were in the can_apply area. What is the point of having both
114     * can_apply and will_apply?
115     */
116 root 1.27 #define WILL_APPLY_HANDLE 0x01
117     #define WILL_APPLY_TREASURE 0x02
118     #define WILL_APPLY_EARTHWALL 0x04
119     #define WILL_APPLY_DOOR 0x08
120 root 1.14 #define WILL_APPLY_FOOD 0x10
121 root 1.1
122 root 1.116 struct body_slot
123     {
124 root 1.217 signed char used:4; /* Calculated value based on items equipped */
125 root 1.117 signed char info:4; /* body info as loaded from the file */
126 root 1.116 };
127    
128 root 1.196 typedef struct oblnk
129     { /* Used to link together several objects */
130     object_ptr ob;
131     struct oblnk *next;
132     } objectlink;
133    
134     typedef struct oblinkpt
135     { /* Used to link together several object links */
136     struct oblnk *link;
137     struct oblinkpt *next;
138     shstr id; /* Used as connected value in buttons/gates */
139     } oblinkpt;
140    
141 root 1.68 INTERFACE_CLASS (object)
142 root 1.65 // these are being copied
143 root 1.68 struct object_copy : attachable
144 root 1.18 {
145 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
146 root 1.117
147     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
148     uint8 ACC (RW, subtype); /* subtype of object */
149 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151 root 1.117
152 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
153     shstr ACC (RW, name_pl); /* The plural name of the object */
154 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
155 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
156     shstr ACC (RW, slaying); /* Which race to do double damage to */
157 root 1.68 /* If this is an exit, this is the filename */
158 root 1.188
159     typedef bitset<NUM_FLAGS> flags_t;
160     flags_t flag; /* various flags */
161     #if FOR_PERL
162     bool ACC (RW, flag[NUM_FLAGS]);
163     #endif
164    
165 root 1.219 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
166 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
167 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
168     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
169     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
170     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
171     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
172     object_ptr ACC (RW, spell); /* Spell that was being cast */
173     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
174 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
175     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
176 elmex 1.63
177 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
178 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
179 root 1.202
180 root 1.180 sint32 ACC (RW, nrof); /* How many of the objects */
181 root 1.171 /* This next big block is basically used for monsters and equipment */
182 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
183 root 1.188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
184 root 1.117
185 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
186 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
187 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
188     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
189 root 1.188
190 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
191 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 root 1.202 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194 root 1.188
195 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
196     * meanings by some objects, eg, sp penalty, permanent exp.
197     */
198 root 1.202 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
199     sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
200 root 1.20 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
201     sint16 ACC (RW, last_eat); /* How long since we last ate */
202 root 1.202
203 root 1.20 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
204 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
205 root 1.188
206 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
207 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
208 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 root 1.188 uint8 ACC (RW, weapontype); /* type of weapon */
210    
211 root 1.217 body_slot slot [NUM_BODY_LOCATIONS];
212    
213 root 1.188 faceidx ACC (RW, face); /* the graphical face */
214    
215     faceidx ACC (RW, sound); /* the sound face */
216     faceidx ACC (RW, sound_destroy); /* played on destroy */
217    
218 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
219 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
220 root 1.202
221 root 1.164 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
222 root 1.202
223 root 1.20 sint64 ACC (RW, perm_exp); /* Permanent exp */
224 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
225 root 1.68 /* See the pod/objects.pod for more info about body locations */
226 root 1.18
227     /* Following mostly refers to fields only used for monsters */
228 root 1.68
229 root 1.18 /* Spell related information, may be useful elsewhere
230     * Note that other fields are used - these files are basically
231     * only used in spells.
232     */
233 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
234 root 1.202 uint8 ACC (RW, casting_time); /* time left before spell goes off */
235     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
236 root 1.117
237 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
238 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
239 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
240 root 1.202 sint8 ACC (RW, item_power); /* power rating of the object */
241 root 1.188
242 root 1.202 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
243 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244     MoveType ACC (RW, move_block);/* What movement types this blocks */
245     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
246 root 1.202
247 root 1.68 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249     MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 root 1.117
251 root 1.188 // 8 free bits
252    
253 root 1.203 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
254     // /* races/classes can need less/more exp to gain levels */
255     static const float expmul = 1.0;//D
256 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
257 root 1.18
258     /* Following are values used by any object */
259 root 1.56 /* this objects turns into or what this object creates */
260 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
261 root 1.188
262 root 1.46 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
263     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
264 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
265 root 1.202 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
266     uint16 ACC (RW, animation_id);/* An index into the animation array */
267     uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
268    
269     uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
270 elmex 1.178 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271 root 1.202 /* allows different movement patterns for attackers */
272     uint8 ACC (RW, move_status); /* What stage in attack mode */
273     uint8 ACC (RW, attack_movement);/* What kind of attack movement */
274 root 1.188
275 root 1.202 //16+ free bits
276 root 1.188
277     // rarely-accessed members should be at the end
278     shstr ACC (RW, tag); // a tag used to tracking this object
279     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
280     shstr ACC (RW, lore); /* Obscure information about this object, */
281     /* To get put into books and the like. */
282     shstr ACC (RW, custom_name); /* Custom name assigned by player */
283 elmex 1.4 };
284    
285 root 1.224 const_utf8_string query_weight (const object *op);
286     const_utf8_string query_short_name (const object *op);
287     const_utf8_string query_name (const object *op);
288     const_utf8_string query_base_name (const object *op, int plural);
289 root 1.233 sint64 query_cost (const object *tmp, object *who, int flag);
290     const char *query_cost_string (const object *tmp, object *who, int flag);
291    
292     int change_ability_duration (object *spell, object *caster);
293     int min_casting_level (object *caster, object *spell);
294     int casting_level (object *caster, object *spell);
295     sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
296     int SP_level_dam_adjust (object *caster, object *spob);
297     int SP_level_duration_adjust (object *caster, object *spob);
298     int SP_level_range_adjust (object *caster, object *spob);
299 root 1.198
300 root 1.68 struct object : zero_initialised, object_copy
301 root 1.18 {
302 root 1.65 // These variables are not changed by ->copy_to
303 root 1.182 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
304 root 1.65
305     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
306 root 1.82 int ACC (RO, count);
307 root 1.134 object_vector_index ACC (RO, index); // index into objects
308     object_vector_index ACC (RO, active); // index into actives
309 root 1.65
310 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
311 root 1.81
312 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
313     object *ACC (RW, above); /* Pointer to the object stacked above this one */
314     /* Note: stacked in the *same* environment */
315     object *inv; /* Pointer to the first object in the inventory */
316 root 1.83
317     //TODO: container must move into client
318 root 1.213 object_ptr ACC (RW, container);/* Currently opened container. I think this
319 root 1.65 * is only used by the player right now.
320     */
321     object *ACC (RW, env); /* Pointer to the object which is the environment.
322     * This is typically the container that the object is in.
323     */
324     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
325     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
326 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
327 root 1.65
328 root 1.172 // privates / perl
329 root 1.193 shstr_tmp kv_get (shstr_tmp key) const;
330     void kv_del (shstr_tmp key);
331     void kv_set (shstr_tmp key, shstr_tmp value);
332 root 1.172
333 root 1.214 //-GPL
334    
335 root 1.172 // custom extra fields management
336     struct key_value_access_proxy
337     {
338     object &ob;
339 root 1.193 shstr_tmp key;
340 root 1.172
341 root 1.193 key_value_access_proxy (object &ob, shstr_tmp key)
342 root 1.172 : ob (ob), key (key)
343     {
344     }
345    
346 root 1.194 const key_value_access_proxy &operator =(shstr_tmp value) const
347 root 1.172 {
348     ob.kv_set (key, value);
349     return *this;
350     }
351    
352 root 1.193 operator const shstr_tmp () const { return ob.kv_get (key); }
353     operator const char *() const { return ob.kv_get (key); }
354 root 1.172
355     private:
356     void operator =(int);
357     };
358    
359     // operator [] is too annoying to use
360 root 1.193 const key_value_access_proxy kv (shstr_tmp key)
361 root 1.172 {
362     return key_value_access_proxy (*this, key);
363     }
364    
365 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
366 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
367 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
368 root 1.100 bool write (object_freezer &f);
369    
370 root 1.69 MTH static object *create ();
371 root 1.146 const mapxy &operator =(const mapxy &pos);
372 root 1.69 MTH void copy_to (object *dst);
373 root 1.173 MTH object *clone (); // create + copy_to a single object
374     MTH object *deep_clone (); // copy whole more chain and inventory
375 root 1.68 void do_destroy ();
376     void gather_callbacks (AV *&callbacks, event_type event) const;
377 root 1.185 MTH void destroy ();
378 root 1.184 MTH void drop_and_destroy ()
379     {
380     destroy_inv (true);
381     destroy ();
382     }
383 root 1.68
384     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
385 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
386     MTH object *insert (object *item); // insert into inventory
387 root 1.197 MTH void play_sound (faceidx sound) const;
388 root 1.224 MTH void say_msg (const_utf8_string msg) const;
389 root 1.138
390 root 1.95 void do_remove ();
391 root 1.88 MTH void remove ()
392     {
393     if (!flag [FLAG_REMOVED])
394 root 1.95 do_remove ();
395 root 1.88 }
396 root 1.22
397 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
398    
399 root 1.146 void move_to (const mapxy &pos)
400     {
401     remove ();
402     *this = pos;
403     insert_at (this, this);
404     }
405    
406 root 1.228 // high-level move method.
407     // object op is trying to move in direction dir.
408     // originator is typically the same as op, but
409     // can be different if originator is causing op to
410     // move (originator is pushing op)
411     // returns 0 if the object is not able to move to the
412     // desired space, 1 otherwise (in which case we also
413     // move the object accordingly. This function is
414     // very similiar to move_object.
415 root 1.192 int move (int dir, object *originator);
416    
417     int move (int dir)
418     {
419     return move (dir, this);
420     }
421    
422 root 1.227 // changes move_type to a new value - handles move_on/move_off effects
423 root 1.228 MTH void change_move_type (MoveType mt);
424 root 1.227
425 root 1.51 static bool can_merge_slow (object *op1, object *op2);
426    
427     // this is often used in time-critical code, so optimise
428 root 1.69 MTH static bool can_merge (object *op1, object *op2)
429 root 1.51 {
430 root 1.52 return op1->value == op2->value
431     && op1->name == op2->name
432 root 1.51 && can_merge_slow (op1, op2);
433     }
434 root 1.19
435 root 1.69 MTH void set_owner (object *owner);
436 root 1.70 MTH void set_speed (float speed);
437 elmex 1.199 MTH void set_glow_radius (sint8 rad);
438 root 1.230 MTH bool change_skill (object *ob); // deprecated?
439 root 1.51
440 root 1.99 MTH void open_container (object *new_container);
441     MTH void close_container ()
442     {
443     open_container (0);
444     }
445    
446 root 1.213 // potential future accessor for "container"
447     MTH object *container_ () const
448     {
449     return container;
450     }
451    
452     MTH bool is_open_container () const
453     {
454     // strangely enough, using ?: here causes code to inflate
455     return type == CONTAINER
456     && ((env && env->container_ () == this)
457     || (!env && flag [FLAG_APPLIED]));
458     }
459    
460 root 1.193 MTH object *force_find (shstr_tmp name);
461 sf-marcmagus 1.211 MTH void force_set_timer (int duration);
462 root 1.193 MTH object *force_add (shstr_tmp name, int duration = 0);
463 root 1.136
464 root 1.196 oblinkpt *find_link () const;
465     MTH void add_link (maptile *map, shstr_tmp id);
466     MTH void remove_link ();
467    
468 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
469     bool should_invoke (event_type event)
470 root 1.125 {
471 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
472 root 1.125 }
473    
474 root 1.100 MTH void instantiate ();
475 root 1.34
476 root 1.62 // recalculate all stats
477 root 1.69 MTH void update_stats ();
478     MTH void roll_stats ();
479     MTH void swap_stats (int a, int b);
480     MTH void add_statbonus ();
481     MTH void remove_statbonus ();
482     MTH void drain_stat ();
483     MTH void drain_specific_stat (int deplete_stats);
484     MTH void change_luck (int value);
485 root 1.62
486 root 1.33 // info must hold 256 * 3 bytes currently
487 root 1.224 const_utf8_string debug_desc (char *info) const;
488     MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
489     const_utf8_string flag_desc (char *desc, int len) const;
490 root 1.33
491 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
492     MTH object *split (sint32 nr = 1); // return 0 on failure
493 root 1.164
494 root 1.163 MTH int number_of () const
495 root 1.96 {
496     return nrof ? nrof : 1;
497     }
498    
499 root 1.163 MTH sint32 total_weight () const
500 root 1.96 {
501 root 1.164 return (weight + carrying) * number_of ();
502 root 1.96 }
503    
504 root 1.163 MTH void update_weight ();
505    
506 root 1.96 // return the dominant material of this item, always return something
507 root 1.219 const materialtype_t *dominant_material () const
508     {
509     return material;
510     }
511 root 1.96
512 root 1.98 // return the volume of this object in cm³
513 root 1.163 MTH uint64 volume () const
514 root 1.96 {
515 root 1.192 return (uint64)total_weight ()
516 root 1.220 * 1024 // 1000 actually
517     * (type == CONTAINER ? 128 : 1)
518     / dominant_material ()->density; // ugh, division
519 root 1.96 }
520    
521 root 1.207 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
522    
523 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
524 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
525     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
526     || type == CLOAK || type == BOOTS || type == GLOVES
527     || type == BRACERS || type == GIRDLE; }
528     MTH bool is_alive () const { return (type == PLAYER
529     || flag [FLAG_MONSTER]
530     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
531     && !flag [FLAG_IS_A_TEMPLATE]; }
532     MTH bool is_arrow () const { return type == ARROW
533     || (type == SPELL_EFFECT
534     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
535 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
536 root 1.57
537 root 1.225 MTH bool is_dragon () const;
538    
539 root 1.222 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
540 elmex 1.74
541 root 1.76 // temporary: wether the object can be saved in a map file
542 root 1.72 // contr => is a player
543     // head => only save head of a multitile object
544     // owner => can not reference owner yet
545 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
546 root 1.72
547 root 1.57 /* This return true if object has still randomitems which
548     * could be expanded.
549     */
550 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
551 root 1.57
552 sf-marcmagus 1.209 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
553    
554     MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
555 root 1.179
556 root 1.170 // returns the outermost owner, never returns 0
557     MTH object *outer_owner ()
558     {
559 root 1.181 object *op;
560    
561     for (op = this; op->owner; op = op->owner)
562     ;
563    
564     return op;
565 root 1.170 }
566    
567 root 1.163 // returns the outermost environment, never returns 0
568 root 1.204 MTH object *outer_env_or_self () const
569 root 1.163 {
570 root 1.197 const object *op;
571 root 1.181
572     for (op = this; op->env; op = op->env)
573     ;
574    
575 root 1.197 return const_cast<object *>(op);
576 root 1.163 }
577    
578 root 1.204 // returns the outermost environment, may return 0
579     MTH object *outer_env () const
580     {
581 root 1.205 return env ? outer_env_or_self () : 0;
582 root 1.204 }
583    
584 root 1.60 // returns the player that has this object in his inventory, or 0
585 root 1.164 // we assume the player is always the outer env
586 root 1.197 MTH object *in_player () const
587 root 1.60 {
588 root 1.204 object *op = outer_env_or_self ();
589 root 1.60
590 root 1.164 return op->type == PLAYER ? op : 0;
591 root 1.60 }
592    
593 root 1.71 // "temporary" helper function
594 root 1.197 MTH object *head_ () const
595 root 1.71 {
596 root 1.197 return head ? head : const_cast<object *>(this);
597 root 1.71 }
598    
599 root 1.197 MTH bool is_head () const
600 root 1.130 {
601     return head_ () == this;
602     }
603    
604 root 1.164 MTH bool is_on_map () const
605     {
606     return !env && !flag [FLAG_REMOVED];
607     }
608    
609 elmex 1.187 MTH bool is_inserted () const
610 elmex 1.186 {
611     return !flag [FLAG_REMOVED];
612     }
613    
614 root 1.190 MTH bool is_player () const
615     {
616     return !!contr;
617     }
618    
619 root 1.233 /* elmex: this method checks whether the object is in a shop */
620     MTH bool is_in_shop () const;
621    
622 root 1.189 MTH bool affects_los () const
623     {
624     return glow_radius || flag [FLAG_BLOCKSVIEW];
625     }
626    
627 root 1.195 MTH bool has_carried_lights () const
628     {
629     return glow_radius;
630     }
631    
632 root 1.166 // returns the player that cna see this object, if any
633     MTH object *visible_to () const;
634    
635 root 1.206 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
636 root 1.110 MTH std::string describe_monster (object *who = 0);
637     MTH std::string describe_item (object *who = 0);
638 root 1.206 MTH std::string describe (object *who = 0); // long description, without name
639 root 1.110
640 root 1.224 MTH const_utf8_string query_weight () { return ::query_weight (this); }
641     MTH const_utf8_string query_name () { return ::query_name (this); }
642     MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
643     MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
644 root 1.198
645 root 1.109 // If this object has no extra parts but should have them,
646     // add them, effectively expanding heads into multipart
647     // objects. This method only works on objects not inserted
648     // anywhere.
649 root 1.111 MTH void expand_tail ();
650    
651     MTH void create_treasure (treasurelist *tl, int flags = 0);
652 root 1.109
653 root 1.71 // insert object at same map position as 'where'
654     // handles both inventory and map "positions"
655     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
656 root 1.216 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
657     MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
658 root 1.137 MTH void drop_unpaid_items ();
659 root 1.71
660 root 1.78 MTH void activate ();
661     MTH void deactivate ();
662     MTH void activate_recursive ();
663     MTH void deactivate_recursive ();
664 root 1.73
665 root 1.158 // set the given flag on all objects in the inventory recursively
666 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
667    
668 root 1.112 void enter_exit (object *exit);//Perl
669 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
670 root 1.224 void player_goto (const_utf8_string path, int x, int y); // only for players
671 root 1.231 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
672 root 1.73
673 root 1.61 // returns the mapspace this object is in
674     mapspace &ms () const;
675    
676 root 1.29 // fully recursive iterator
677     struct iterator_base
678     {
679     object *item;
680    
681 root 1.30 iterator_base (object *container)
682     : item (container)
683 root 1.29 {
684     }
685    
686     operator object *() const { return item; }
687    
688     object *operator ->() const { return item; }
689     object &operator * () const { return *item; }
690     };
691    
692 root 1.77 MTH unsigned int random_seed () const
693     {
694     return (unsigned int)uuid.seq;
695     }
696    
697 root 1.30 // depth-first recursive iterator
698     struct depth_iterator : iterator_base
699 root 1.29 {
700 root 1.30 depth_iterator (object *container);
701 root 1.29 void next ();
702     object *operator ++( ) { next (); return item; }
703     object *operator ++(int) { object *i = item; next (); return i; }
704     };
705    
706     object *begin ()
707     {
708 root 1.30 return this;
709 root 1.29 }
710    
711     object *end ()
712     {
713 root 1.30 return this;
714 root 1.29 }
715    
716 root 1.84 /* This returns TRUE if the object is something that
717 root 1.168 * a client might want to know about.
718 root 1.84 */
719     MTH bool client_visible () const
720     {
721     return !invisible && type != PLAYER;
722     }
723    
724 root 1.167 // the client does nrof * this weight
725     MTH sint32 client_weight () const
726     {
727     return weight + carrying;
728     }
729    
730 root 1.93 MTH struct region *region () const;
731    
732 root 1.224 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
733     void failmsg (const_utf8_string msg, int color = NDI_RED);
734 root 1.143
735 root 1.224 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
736 root 1.151
737 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
738     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
739    
740 root 1.189 // make some noise with given item into direction dir,
741     // currently only used for players to make them temporarily visible
742     // when they are invisible.
743     MTH void make_noise ();
744    
745 root 1.200 /* animation */
746 root 1.210 MTH bool has_anim () const { return animation_id; }
747 root 1.200 const animation &anim () const { return animations [animation_id]; }
748 root 1.210 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
749     MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
750 root 1.200 /* anim_frames () returns the number of animations allocated. The last
751     * usuable animation will be anim_frames () - 1 (for example, if an object
752     * has 8 animations, anim_frames () will return 8, but the values will
753     * range from 0 through 7.
754     */
755 root 1.210 MTH int anim_frames () const { return anim ().num_animations; }
756     MTH int anim_facings () const { return anim ().facings; }
757    
758 root 1.224 MTH utf8_string as_string ();
759 root 1.200
760 root 1.23 protected:
761 root 1.130 void link ();
762 root 1.24 void unlink ();
763    
764 root 1.23 object ();
765     ~object ();
766 root 1.171
767     private:
768     object &operator =(const object &);
769     object (const object &);
770 elmex 1.4 };
771 root 1.1
772 root 1.124 // move this object to the top of its env's inventory to speed up
773     // searches for it.
774 root 1.215 static inline object *
775 root 1.124 splay (object *ob)
776     {
777 root 1.208 if (ob->above && ob->env)
778 root 1.124 {
779     if (ob->above) ob->above->below = ob->below;
780     if (ob->below) ob->below->above = ob->above;
781    
782     ob->above = 0;
783     ob->below = ob->env->inv;
784     ob->below->above = ob;
785     ob->env->inv = ob;
786     }
787    
788     return ob;
789     }
790    
791 root 1.214 //+GPL
792    
793 root 1.224 object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
794 root 1.194 object *find_skill_by_name (object *who, shstr_cmp sh);
795 root 1.122 object *find_skill_by_number (object *who, int skillno);
796    
797 root 1.1 /*
798     * The archetype structure is a set of rules on how to generate and manipulate
799     * objects which point to archetypes.
800     * This probably belongs in arch.h, but there really doesn't appear to
801     * be much left in the archetype - all it really is is a holder for the
802     * object and pointers. This structure should get removed, and just replaced
803     * by the object structure
804     */
805    
806 root 1.214 //-GPL
807    
808 root 1.68 INTERFACE_CLASS (archetype)
809 root 1.130 struct archetype : object
810 root 1.15 {
811 root 1.161 static arch_ptr empty; // the empty_archetype
812     MTH static void gc ();
813 root 1.160
814 root 1.224 archetype (const_utf8_string name);
815 root 1.22 ~archetype ();
816 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
817 root 1.22
818 root 1.148 MTH static archetype *find (const_utf8_string name);
819    
820     MTH void link ();
821     MTH void unlink ();
822 root 1.44
823 root 1.224 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
824 root 1.152 MTH object *instance ();
825    
826 root 1.217 MTH void post_load_check (); // do some adjustments after parsing
827    
828 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
829 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
830    
831 root 1.226 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
832 root 1.160
833     // support for archetype loading
834     static archetype *read (object_thawer &f);
835     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
836     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
837 root 1.21 };
838 root 1.1
839 root 1.226 // returns whether the object is a dragon player, which are often specialcased
840 root 1.225 inline bool
841     object::is_dragon () const
842     {
843     return arch->race == shstr_dragon && is_player ();
844     }
845    
846 root 1.132 inline void
847 root 1.221 object_freezer::put (const keyword_string k, archetype *v)
848 root 1.132 {
849 root 1.221 if (expect_true (v))
850     put (k, v->archname);
851     else
852     put (k);
853 root 1.132 }
854    
855 root 1.129 typedef object_vector<object, &object::index > objectvec;
856     typedef object_vector<object, &object::active> activevec;
857     typedef object_vector<archetype, &archetype::archid> archvec;
858    
859     extern objectvec objects;
860     extern activevec actives;
861     extern archvec archetypes;
862    
863 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
864 pippijn 1.191 // quite horrible, that's why its hidden in some macro
865 root 1.176 #define for_inv_removable(op,var) \
866     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
867    
868     #define for_all_objects(var) \
869 root 1.129 for (unsigned _i = 0; _i < objects.size (); ++_i) \
870     statementvar (object *, var, objects [_i])
871    
872 root 1.176 #define for_all_actives(var) \
873 root 1.129 for (unsigned _i = 0; _i < actives.size (); ++_i) \
874     statementvar (object *, var, actives [_i])
875    
876 root 1.176 #define for_all_archetypes(var) \
877 root 1.129 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
878     statementvar (archetype *, var, archetypes [_i])
879    
880 root 1.214 //+GPL
881    
882 root 1.1 /* Used by update_object to know if the object being passed is
883     * being added or removed.
884     */
885     #define UP_OBJ_INSERT 1
886     #define UP_OBJ_REMOVE 2
887     #define UP_OBJ_CHANGE 3
888 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
889 root 1.1
890     /* These are flags passed to insert_ob_in_map and
891     * insert_ob_in_ob. Note that all flags may not be meaningful
892     * for both functions.
893     * Most are fairly explanatory:
894     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
895     * on space.
896     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
897     * INS_NO_WALK_ON: Don't call check_walk_on against the
898     * originator - saves cpu time if you know the inserted object
899     * is not meaningful in terms of having an effect.
900     * INS_ON_TOP: Always put object on top. Generally only needed when loading
901     * files from disk and ordering needs to be preserved.
902     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
903     * Use for treasure chests so the new object is the highest thing
904     * beneath the player, but not actually above it. Note - the
905     * map and x,y coordinates for the object to be inserted must
906     * match the originator.
907     *
908     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
909     * are mutually exclusive. The behaviour for passing more than one
910     * should be considered undefined - while you may notice what happens
911     * right now if you pass more than one, that could very well change
912     * in future revisions of the code.
913     */
914 root 1.14 #define INS_NO_MERGE 0x0001
915     #define INS_ABOVE_FLOOR_ONLY 0x0002
916     #define INS_NO_WALK_ON 0x0004
917     #define INS_ON_TOP 0x0008
918     #define INS_BELOW_ORIGINATOR 0x0010
919 root 1.1
920 root 1.214 //-GPL
921    
922 root 1.1 #endif
923 root 1.44