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/cvs/deliantra/server/include/object.h
Revision: 1.241
Committed: Mon Apr 12 05:22:38 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.240: +22 -3 lines
Log Message:
freelist management

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 1.6 #include "cfperl.h"
29 root 1.7 #include "shstr.h"
30 root 1.6
31 root 1.214 //+GPL
32    
33 root 1.81 typedef int tag_t;
34 root 1.109
35 root 1.231 // also see common/item.C
36 root 1.234 enum
37     {
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     /* See common/item.c */
56    
57 root 1.20 typedef struct Body_Locations
58     {
59 root 1.127 keyword save_name; /* Name used to load/save it to disk */
60 root 1.20 const char *use_name; /* Name used when describing an item we can use */
61     const char *nonuse_name; /* Name to describe objects we can't use */
62 root 1.1 } Body_Locations;
63    
64     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
65    
66 root 1.154 #define NUM_COINS 4 /* number of coin types */
67     extern const char *const coins[NUM_COINS + 1];
68    
69 root 1.1 /*
70     * Each object (this also means archetypes!) could have a few of these
71     * "dangling" from it; this could also end up containing 'parse errors'.
72     *
73     * key and value are shared-strings.
74     *
75 root 1.172 * Please use kv_get/kv_set/kv_del from object rather than
76 root 1.1 * accessing the list directly.
77     * Exception is if you want to walk this list for some reason.
78     */
79 root 1.172 struct key_value : slice_allocated
80 root 1.20 {
81     key_value *next;
82     shstr key, value;
83 root 1.15 };
84 root 1.1
85 root 1.214 //-GPL
86    
87 root 1.34 struct UUID
88     {
89     uint64 seq;
90 root 1.53
91 root 1.218 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92    
93 root 1.155 static UUID cur; // last uuid generated
94     static void init ();
95     static UUID gen ();
96    
97 root 1.53 UUID () { }
98     UUID (uint64 seq) : seq(seq) { }
99     operator uint64() { return seq; }
100     void operator =(uint64 seq) { this->seq = seq; }
101 root 1.156
102 root 1.218 bool parse (const char *s);
103     char *append (char *buf) const;
104     char *c_str () const;
105 root 1.34 };
106    
107 root 1.214 //+GPL
108    
109 root 1.1 /* Definition for WILL_APPLY values. Replaces having harcoded values
110     * sprinkled in the code. Note that some of these also replace fields
111     * that were in the can_apply area. What is the point of having both
112     * can_apply and will_apply?
113     */
114 root 1.27 #define WILL_APPLY_HANDLE 0x01
115     #define WILL_APPLY_TREASURE 0x02
116     #define WILL_APPLY_EARTHWALL 0x04
117     #define WILL_APPLY_DOOR 0x08
118 root 1.14 #define WILL_APPLY_FOOD 0x10
119 root 1.1
120 root 1.116 struct body_slot
121     {
122 root 1.217 signed char used:4; /* Calculated value based on items equipped */
123 root 1.117 signed char info:4; /* body info as loaded from the file */
124 root 1.116 };
125    
126 root 1.196 typedef struct oblnk
127     { /* Used to link together several objects */
128     object_ptr ob;
129     struct oblnk *next;
130     } objectlink;
131    
132     typedef struct oblinkpt
133     { /* Used to link together several object links */
134     struct oblnk *link;
135     struct oblinkpt *next;
136     shstr id; /* Used as connected value in buttons/gates */
137     } oblinkpt;
138    
139 root 1.68 INTERFACE_CLASS (object)
140 root 1.65 // these are being copied
141 root 1.68 struct object_copy : attachable
142 root 1.18 {
143 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144 root 1.117
145     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
146     uint8 ACC (RW, subtype); /* subtype of object */
147 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 root 1.117
150 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
151     shstr ACC (RW, name_pl); /* The plural name of the object */
152 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
153 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
154     shstr ACC (RW, slaying); /* Which race to do double damage to */
155 root 1.68 /* If this is an exit, this is the filename */
156 root 1.188
157     typedef bitset<NUM_FLAGS> flags_t;
158     flags_t flag; /* various flags */
159     #if FOR_PERL
160     bool ACC (RW, flag[NUM_FLAGS]);
161     #endif
162    
163 root 1.219 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
164 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
165 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
166     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
167     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
168     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
169     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
170     object_ptr ACC (RW, spell); /* Spell that was being cast */
171     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
172 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
173     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
174 elmex 1.63
175 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
176 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
177 root 1.202
178 root 1.180 sint32 ACC (RW, nrof); /* How many of the objects */
179 root 1.171 /* This next big block is basically used for monsters and equipment */
180 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
181 root 1.188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
182 root 1.117
183 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
184 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
185 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
186     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
187 root 1.188
188 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
189 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
190     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
191 root 1.202 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
192 root 1.188
193 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
194     * meanings by some objects, eg, sp penalty, permanent exp.
195     */
196 root 1.202 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
197     sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
198 root 1.20 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
199     sint16 ACC (RW, last_eat); /* How long since we last ate */
200 root 1.202
201 root 1.20 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
203 root 1.188
204 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
205 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
207 root 1.188 uint8 ACC (RW, weapontype); /* type of weapon */
208    
209 root 1.217 body_slot slot [NUM_BODY_LOCATIONS];
210    
211 root 1.188 faceidx ACC (RW, face); /* the graphical face */
212    
213     faceidx ACC (RW, sound); /* the sound face */
214     faceidx ACC (RW, sound_destroy); /* played on destroy */
215    
216 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
217 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
218 root 1.202
219 root 1.164 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
220 root 1.202
221 root 1.20 sint64 ACC (RW, perm_exp); /* Permanent exp */
222 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
223 root 1.68 /* See the pod/objects.pod for more info about body locations */
224 root 1.18
225     /* Following mostly refers to fields only used for monsters */
226 root 1.68
227 root 1.18 /* Spell related information, may be useful elsewhere
228     * Note that other fields are used - these files are basically
229     * only used in spells.
230     */
231 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
232 root 1.202 uint8 ACC (RW, casting_time); /* time left before spell goes off */
233     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
234 root 1.117
235 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
236 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
237 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
238 root 1.202 sint8 ACC (RW, item_power); /* power rating of the object */
239 root 1.188
240 root 1.202 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
241 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
242     MoveType ACC (RW, move_block);/* What movement types this blocks */
243     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
244 root 1.202
245 root 1.68 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
246     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
247     MoveType ACC (RW, move_slow); /* Movement types this slows down */
248 root 1.117
249 root 1.188 // 8 free bits
250    
251 root 1.203 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
252     // /* races/classes can need less/more exp to gain levels */
253     static const float expmul = 1.0;//D
254 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
255 root 1.18
256     /* Following are values used by any object */
257 root 1.56 /* this objects turns into or what this object creates */
258 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
259 root 1.188
260 root 1.46 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
261     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
262 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
263 root 1.202 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264     uint16 ACC (RW, animation_id);/* An index into the animation array */
265     uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
266    
267     uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
268 elmex 1.178 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
269 root 1.202 /* allows different movement patterns for attackers */
270     uint8 ACC (RW, move_status); /* What stage in attack mode */
271     uint8 ACC (RW, attack_movement);/* What kind of attack movement */
272 root 1.188
273 root 1.202 //16+ free bits
274 root 1.188
275     // rarely-accessed members should be at the end
276     shstr ACC (RW, tag); // a tag used to tracking this object
277     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278     shstr ACC (RW, lore); /* Obscure information about this object, */
279     /* To get put into books and the like. */
280     shstr ACC (RW, custom_name); /* Custom name assigned by player */
281 elmex 1.4 };
282    
283 root 1.224 const_utf8_string query_weight (const object *op);
284     const_utf8_string query_short_name (const object *op);
285     const_utf8_string query_name (const object *op);
286     const_utf8_string query_base_name (const object *op, int plural);
287 root 1.233 sint64 query_cost (const object *tmp, object *who, int flag);
288     const char *query_cost_string (const object *tmp, object *who, int flag);
289    
290     int change_ability_duration (object *spell, object *caster);
291     int min_casting_level (object *caster, object *spell);
292     int casting_level (object *caster, object *spell);
293     sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
294     int SP_level_dam_adjust (object *caster, object *spob);
295     int SP_level_duration_adjust (object *caster, object *spob);
296     int SP_level_range_adjust (object *caster, object *spob);
297 root 1.198
298 root 1.241 struct freelist_item
299     {
300     freelist_item *next;
301     uint32_t count;
302     };
303    
304     struct object : object_copy
305 root 1.18 {
306 root 1.65 // These variables are not changed by ->copy_to
307 root 1.182 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
308 root 1.65
309     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
310 root 1.241 uint32_t ACC (RO, count);
311 root 1.134 object_vector_index ACC (RO, index); // index into objects
312     object_vector_index ACC (RO, active); // index into actives
313 root 1.65
314 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
315 root 1.81
316 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
317     object *ACC (RW, above); /* Pointer to the object stacked above this one */
318     /* Note: stacked in the *same* environment */
319     object *inv; /* Pointer to the first object in the inventory */
320 root 1.83
321     //TODO: container must move into client
322 root 1.213 object_ptr ACC (RW, container);/* Currently opened container. I think this
323 root 1.65 * is only used by the player right now.
324     */
325     object *ACC (RW, env); /* Pointer to the object which is the environment.
326     * This is typically the container that the object is in.
327     */
328     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
329     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
330 root 1.105 key_value *key_values; /* Fields not explictly known by the loader. */
331 root 1.65
332 root 1.240 MTH void set_flag (int flagnum)
333     {
334     flag [flagnum] = true;
335     }
336    
337     MTH void clr_flag (int flagnum)
338     {
339     flag [flagnum] = false;
340     }
341    
342 root 1.172 // privates / perl
343 root 1.193 shstr_tmp kv_get (shstr_tmp key) const;
344     void kv_del (shstr_tmp key);
345     void kv_set (shstr_tmp key, shstr_tmp value);
346 root 1.172
347 root 1.214 //-GPL
348    
349 root 1.172 // custom extra fields management
350     struct key_value_access_proxy
351     {
352     object &ob;
353 root 1.193 shstr_tmp key;
354 root 1.172
355 root 1.193 key_value_access_proxy (object &ob, shstr_tmp key)
356 root 1.172 : ob (ob), key (key)
357     {
358     }
359    
360 root 1.194 const key_value_access_proxy &operator =(shstr_tmp value) const
361 root 1.172 {
362     ob.kv_set (key, value);
363     return *this;
364     }
365    
366 root 1.193 operator const shstr_tmp () const { return ob.kv_get (key); }
367     operator const char *() const { return ob.kv_get (key); }
368 root 1.172
369     private:
370     void operator =(int);
371     };
372    
373     // operator [] is too annoying to use
374 root 1.193 const key_value_access_proxy kv (shstr_tmp key)
375 root 1.172 {
376     return key_value_access_proxy (*this, key);
377     }
378    
379 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
380 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
381 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
382 root 1.100 bool write (object_freezer &f);
383    
384 root 1.69 MTH static object *create ();
385 root 1.146 const mapxy &operator =(const mapxy &pos);
386 root 1.69 MTH void copy_to (object *dst);
387 root 1.173 MTH object *clone (); // create + copy_to a single object
388     MTH object *deep_clone (); // copy whole more chain and inventory
389 root 1.68 void do_destroy ();
390     void gather_callbacks (AV *&callbacks, event_type event) const;
391 root 1.185 MTH void destroy ();
392 root 1.184 MTH void drop_and_destroy ()
393     {
394     destroy_inv (true);
395     destroy ();
396     }
397 root 1.68
398     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
399 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
400 root 1.236 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
401 root 1.69 MTH object *insert (object *item); // insert into inventory
402 root 1.197 MTH void play_sound (faceidx sound) const;
403 root 1.224 MTH void say_msg (const_utf8_string msg) const;
404 root 1.138
405 root 1.95 void do_remove ();
406 root 1.88 MTH void remove ()
407     {
408     if (!flag [FLAG_REMOVED])
409 root 1.95 do_remove ();
410 root 1.88 }
411 root 1.22
412 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
413    
414 root 1.146 void move_to (const mapxy &pos)
415     {
416     remove ();
417     *this = pos;
418     insert_at (this, this);
419     }
420    
421 root 1.228 // high-level move method.
422     // object op is trying to move in direction dir.
423     // originator is typically the same as op, but
424     // can be different if originator is causing op to
425     // move (originator is pushing op)
426     // returns 0 if the object is not able to move to the
427     // desired space, 1 otherwise (in which case we also
428     // move the object accordingly. This function is
429     // very similiar to move_object.
430 root 1.192 int move (int dir, object *originator);
431    
432     int move (int dir)
433     {
434     return move (dir, this);
435     }
436    
437 root 1.227 // changes move_type to a new value - handles move_on/move_off effects
438 root 1.228 MTH void change_move_type (MoveType mt);
439 root 1.227
440 root 1.51 static bool can_merge_slow (object *op1, object *op2);
441    
442     // this is often used in time-critical code, so optimise
443 root 1.69 MTH static bool can_merge (object *op1, object *op2)
444 root 1.51 {
445 root 1.52 return op1->value == op2->value
446     && op1->name == op2->name
447 root 1.51 && can_merge_slow (op1, op2);
448     }
449 root 1.19
450 root 1.69 MTH void set_owner (object *owner);
451 root 1.70 MTH void set_speed (float speed);
452 elmex 1.199 MTH void set_glow_radius (sint8 rad);
453 root 1.51
454 root 1.99 MTH void open_container (object *new_container);
455     MTH void close_container ()
456     {
457     open_container (0);
458     }
459    
460 root 1.213 // potential future accessor for "container"
461     MTH object *container_ () const
462     {
463     return container;
464     }
465    
466     MTH bool is_open_container () const
467     {
468     // strangely enough, using ?: here causes code to inflate
469     return type == CONTAINER
470     && ((env && env->container_ () == this)
471     || (!env && flag [FLAG_APPLIED]));
472     }
473    
474 root 1.193 MTH object *force_find (shstr_tmp name);
475 sf-marcmagus 1.211 MTH void force_set_timer (int duration);
476 root 1.193 MTH object *force_add (shstr_tmp name, int duration = 0);
477 root 1.136
478 root 1.196 oblinkpt *find_link () const;
479     MTH void add_link (maptile *map, shstr_tmp id);
480     MTH void remove_link ();
481    
482 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
483     bool should_invoke (event_type event)
484 root 1.125 {
485 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
486 root 1.125 }
487    
488 root 1.100 MTH void instantiate ();
489 root 1.34
490 root 1.62 // recalculate all stats
491 root 1.69 MTH void update_stats ();
492     MTH void roll_stats ();
493     MTH void swap_stats (int a, int b);
494     MTH void add_statbonus ();
495     MTH void remove_statbonus ();
496     MTH void drain_stat ();
497     MTH void drain_specific_stat (int deplete_stats);
498     MTH void change_luck (int value);
499 root 1.62
500 root 1.33 // info must hold 256 * 3 bytes currently
501 root 1.224 const_utf8_string debug_desc (char *info) const;
502     MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
503     const_utf8_string flag_desc (char *desc, int len) const;
504 root 1.33
505 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
506     MTH object *split (sint32 nr = 1); // return 0 on failure
507 root 1.164
508 root 1.163 MTH int number_of () const
509 root 1.96 {
510     return nrof ? nrof : 1;
511     }
512    
513 root 1.163 MTH sint32 total_weight () const
514 root 1.96 {
515 root 1.164 return (weight + carrying) * number_of ();
516 root 1.96 }
517    
518 root 1.163 MTH void update_weight ();
519    
520 root 1.96 // return the dominant material of this item, always return something
521 root 1.219 const materialtype_t *dominant_material () const
522     {
523     return material;
524     }
525 root 1.96
526 root 1.98 // return the volume of this object in cm³
527 root 1.163 MTH uint64 volume () const
528 root 1.96 {
529 root 1.192 return (uint64)total_weight ()
530 root 1.220 * 1024 // 1000 actually
531     * (type == CONTAINER ? 128 : 1)
532     / dominant_material ()->density; // ugh, division
533 root 1.96 }
534    
535 root 1.207 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
536    
537 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
538 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
539     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
540     || type == CLOAK || type == BOOTS || type == GLOVES
541     || type == BRACERS || type == GIRDLE; }
542     MTH bool is_alive () const { return (type == PLAYER
543     || flag [FLAG_MONSTER]
544     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
545     && !flag [FLAG_IS_A_TEMPLATE]; }
546     MTH bool is_arrow () const { return type == ARROW
547     || (type == SPELL_EFFECT
548     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
549 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
550 root 1.57
551 root 1.225 MTH bool is_dragon () const;
552    
553 root 1.237 MTH bool is_immunity () const { return invisible && type == SIGN; }
554    
555 root 1.222 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
556 elmex 1.74
557 root 1.76 // temporary: wether the object can be saved in a map file
558 root 1.72 // contr => is a player
559     // head => only save head of a multitile object
560     // owner => can not reference owner yet
561 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
562 root 1.72
563 root 1.57 /* This return true if object has still randomitems which
564     * could be expanded.
565     */
566 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
567 root 1.57
568 sf-marcmagus 1.209 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
569    
570     MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
571 root 1.179
572 root 1.170 // returns the outermost owner, never returns 0
573     MTH object *outer_owner ()
574     {
575 root 1.181 object *op;
576    
577     for (op = this; op->owner; op = op->owner)
578     ;
579    
580     return op;
581 root 1.170 }
582    
583 root 1.163 // returns the outermost environment, never returns 0
584 root 1.204 MTH object *outer_env_or_self () const
585 root 1.163 {
586 root 1.197 const object *op;
587 root 1.181
588     for (op = this; op->env; op = op->env)
589     ;
590    
591 root 1.197 return const_cast<object *>(op);
592 root 1.163 }
593    
594 root 1.204 // returns the outermost environment, may return 0
595     MTH object *outer_env () const
596     {
597 root 1.205 return env ? outer_env_or_self () : 0;
598 root 1.204 }
599    
600 root 1.60 // returns the player that has this object in his inventory, or 0
601 root 1.164 // we assume the player is always the outer env
602 root 1.197 MTH object *in_player () const
603 root 1.60 {
604 root 1.204 object *op = outer_env_or_self ();
605 root 1.60
606 root 1.164 return op->type == PLAYER ? op : 0;
607 root 1.60 }
608    
609 root 1.71 // "temporary" helper function
610 root 1.197 MTH object *head_ () const
611 root 1.71 {
612 root 1.197 return head ? head : const_cast<object *>(this);
613 root 1.71 }
614    
615 root 1.197 MTH bool is_head () const
616 root 1.130 {
617     return head_ () == this;
618     }
619    
620 root 1.164 MTH bool is_on_map () const
621     {
622     return !env && !flag [FLAG_REMOVED];
623     }
624    
625 elmex 1.187 MTH bool is_inserted () const
626 elmex 1.186 {
627     return !flag [FLAG_REMOVED];
628     }
629    
630 root 1.190 MTH bool is_player () const
631     {
632     return !!contr;
633     }
634    
635 root 1.233 /* elmex: this method checks whether the object is in a shop */
636     MTH bool is_in_shop () const;
637    
638 root 1.189 MTH bool affects_los () const
639     {
640     return glow_radius || flag [FLAG_BLOCKSVIEW];
641     }
642    
643 root 1.195 MTH bool has_carried_lights () const
644     {
645     return glow_radius;
646     }
647    
648 root 1.166 // returns the player that cna see this object, if any
649     MTH object *visible_to () const;
650    
651 root 1.206 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
652 root 1.110 MTH std::string describe_monster (object *who = 0);
653     MTH std::string describe_item (object *who = 0);
654 root 1.206 MTH std::string describe (object *who = 0); // long description, without name
655 root 1.110
656 root 1.224 MTH const_utf8_string query_weight () { return ::query_weight (this); }
657     MTH const_utf8_string query_name () { return ::query_name (this); }
658     MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
659     MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
660 root 1.198
661 root 1.109 // If this object has no extra parts but should have them,
662     // add them, effectively expanding heads into multipart
663     // objects. This method only works on objects not inserted
664     // anywhere.
665 root 1.111 MTH void expand_tail ();
666    
667     MTH void create_treasure (treasurelist *tl, int flags = 0);
668 root 1.109
669 root 1.71 // insert object at same map position as 'where'
670     // handles both inventory and map "positions"
671     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
672 root 1.216 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
673     MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
674 root 1.137 MTH void drop_unpaid_items ();
675 root 1.71
676 root 1.78 MTH void activate ();
677     MTH void deactivate ();
678     MTH void activate_recursive ();
679     MTH void deactivate_recursive ();
680 root 1.73
681 root 1.158 // set the given flag on all objects in the inventory recursively
682 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
683    
684 root 1.112 void enter_exit (object *exit);//Perl
685 root 1.73 MTH void enter_map (maptile *newmap, int x, int y);
686 root 1.224 void player_goto (const_utf8_string path, int x, int y); // only for players
687 root 1.231 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
688 root 1.73
689 root 1.61 // returns the mapspace this object is in
690     mapspace &ms () const;
691    
692 root 1.29 // fully recursive iterator
693     struct iterator_base
694     {
695     object *item;
696    
697 root 1.30 iterator_base (object *container)
698     : item (container)
699 root 1.29 {
700     }
701    
702     operator object *() const { return item; }
703    
704     object *operator ->() const { return item; }
705     object &operator * () const { return *item; }
706     };
707    
708 root 1.77 MTH unsigned int random_seed () const
709     {
710     return (unsigned int)uuid.seq;
711     }
712    
713 root 1.30 // depth-first recursive iterator
714     struct depth_iterator : iterator_base
715 root 1.29 {
716 root 1.30 depth_iterator (object *container);
717 root 1.29 void next ();
718     object *operator ++( ) { next (); return item; }
719     object *operator ++(int) { object *i = item; next (); return i; }
720     };
721    
722     object *begin ()
723     {
724 root 1.30 return this;
725 root 1.29 }
726    
727     object *end ()
728     {
729 root 1.30 return this;
730 root 1.29 }
731    
732 root 1.84 /* This returns TRUE if the object is something that
733 root 1.168 * a client might want to know about.
734 root 1.84 */
735     MTH bool client_visible () const
736     {
737     return !invisible && type != PLAYER;
738     }
739    
740 root 1.167 // the client does nrof * this weight
741     MTH sint32 client_weight () const
742     {
743     return weight + carrying;
744     }
745    
746 root 1.93 MTH struct region *region () const;
747    
748 root 1.224 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
749     void failmsg (const_utf8_string msg, int color = NDI_RED);
750 root 1.238 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
751 root 1.143
752 root 1.224 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
753 root 1.151
754 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
755     static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
756    
757 root 1.189 // make some noise with given item into direction dir,
758     // currently only used for players to make them temporarily visible
759     // when they are invisible.
760     MTH void make_noise ();
761    
762 root 1.200 /* animation */
763 root 1.210 MTH bool has_anim () const { return animation_id; }
764 root 1.200 const animation &anim () const { return animations [animation_id]; }
765 root 1.210 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
766     MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
767 root 1.200 /* anim_frames () returns the number of animations allocated. The last
768     * usuable animation will be anim_frames () - 1 (for example, if an object
769     * has 8 animations, anim_frames () will return 8, but the values will
770     * range from 0 through 7.
771     */
772 root 1.210 MTH int anim_frames () const { return anim ().num_animations; }
773     MTH int anim_facings () const { return anim ().facings; }
774    
775 root 1.224 MTH utf8_string as_string ();
776 root 1.200
777 root 1.241 // low-level management, statistics, ...
778     static uint32_t ACC (RW, object_count);
779     static uint32_t ACC (RW, free_count);
780     static uint32_t ACC (RW, create_count);
781     static uint32_t ACC (RW, destroy_count);
782     static freelist_item *freelist;
783     MTH static void freelist_free (int count);
784    
785 root 1.23 protected:
786 root 1.130 void link ();
787 root 1.24 void unlink ();
788    
789 root 1.241 void do_delete ();
790    
791 root 1.23 object ();
792     ~object ();
793 root 1.171
794     private:
795     object &operator =(const object &);
796     object (const object &);
797 elmex 1.4 };
798 root 1.1
799 root 1.124 // move this object to the top of its env's inventory to speed up
800     // searches for it.
801 root 1.215 static inline object *
802 root 1.124 splay (object *ob)
803     {
804 root 1.208 if (ob->above && ob->env)
805 root 1.124 {
806     if (ob->above) ob->above->below = ob->below;
807     if (ob->below) ob->below->above = ob->above;
808    
809     ob->above = 0;
810     ob->below = ob->env->inv;
811     ob->below->above = ob;
812     ob->env->inv = ob;
813     }
814    
815     return ob;
816     }
817    
818 root 1.214 //+GPL
819    
820 root 1.224 object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
821 root 1.194 object *find_skill_by_name (object *who, shstr_cmp sh);
822 root 1.122 object *find_skill_by_number (object *who, int skillno);
823    
824 root 1.1 /*
825     * The archetype structure is a set of rules on how to generate and manipulate
826     * objects which point to archetypes.
827     * This probably belongs in arch.h, but there really doesn't appear to
828     * be much left in the archetype - all it really is is a holder for the
829     * object and pointers. This structure should get removed, and just replaced
830     * by the object structure
831     */
832    
833 root 1.214 //-GPL
834    
835 root 1.68 INTERFACE_CLASS (archetype)
836 root 1.241 struct archetype : object, zero_initialised
837 root 1.15 {
838 root 1.161 static arch_ptr empty; // the empty_archetype
839     MTH static void gc ();
840 root 1.160
841 root 1.224 archetype (const_utf8_string name);
842 root 1.22 ~archetype ();
843 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
844 root 1.22
845 root 1.148 MTH static archetype *find (const_utf8_string name);
846    
847     MTH void link ();
848     MTH void unlink ();
849 root 1.44
850 root 1.224 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
851 root 1.152 MTH object *instance ();
852    
853 root 1.217 MTH void post_load_check (); // do some adjustments after parsing
854    
855 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
856 root 1.129 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
857    
858 root 1.226 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
859 root 1.160
860     // support for archetype loading
861     static archetype *read (object_thawer &f);
862     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
863     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
864 root 1.241
865     protected:
866     void do_delete ();
867 root 1.21 };
868 root 1.1
869 root 1.226 // returns whether the object is a dragon player, which are often specialcased
870 root 1.225 inline bool
871     object::is_dragon () const
872     {
873     return arch->race == shstr_dragon && is_player ();
874     }
875    
876 root 1.132 inline void
877 root 1.221 object_freezer::put (const keyword_string k, archetype *v)
878 root 1.132 {
879 root 1.221 if (expect_true (v))
880     put (k, v->archname);
881     else
882     put (k);
883 root 1.132 }
884    
885 root 1.129 typedef object_vector<object, &object::index > objectvec;
886     typedef object_vector<object, &object::active> activevec;
887     typedef object_vector<archetype, &archetype::archid> archvec;
888    
889     extern objectvec objects;
890     extern activevec actives;
891     extern archvec archetypes;
892    
893 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
894 pippijn 1.191 // quite horrible, that's why its hidden in some macro
895 root 1.176 #define for_inv_removable(op,var) \
896     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
897    
898     #define for_all_objects(var) \
899 root 1.129 for (unsigned _i = 0; _i < objects.size (); ++_i) \
900     statementvar (object *, var, objects [_i])
901    
902 root 1.176 #define for_all_actives(var) \
903 root 1.129 for (unsigned _i = 0; _i < actives.size (); ++_i) \
904     statementvar (object *, var, actives [_i])
905    
906 root 1.176 #define for_all_archetypes(var) \
907 root 1.129 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
908     statementvar (archetype *, var, archetypes [_i])
909    
910 root 1.214 //+GPL
911    
912 root 1.1 /* Used by update_object to know if the object being passed is
913     * being added or removed.
914     */
915     #define UP_OBJ_INSERT 1
916     #define UP_OBJ_REMOVE 2
917     #define UP_OBJ_CHANGE 3
918 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
919 root 1.1
920     /* These are flags passed to insert_ob_in_map and
921     * insert_ob_in_ob. Note that all flags may not be meaningful
922     * for both functions.
923     * Most are fairly explanatory:
924     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
925     * on space.
926     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
927     * INS_NO_WALK_ON: Don't call check_walk_on against the
928     * originator - saves cpu time if you know the inserted object
929     * is not meaningful in terms of having an effect.
930     * INS_ON_TOP: Always put object on top. Generally only needed when loading
931     * files from disk and ordering needs to be preserved.
932     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
933     * Use for treasure chests so the new object is the highest thing
934     * beneath the player, but not actually above it. Note - the
935     * map and x,y coordinates for the object to be inserted must
936     * match the originator.
937     *
938     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
939     * are mutually exclusive. The behaviour for passing more than one
940     * should be considered undefined - while you may notice what happens
941     * right now if you pass more than one, that could very well change
942     * in future revisions of the code.
943     */
944 root 1.14 #define INS_NO_MERGE 0x0001
945     #define INS_ABOVE_FLOOR_ONLY 0x0002
946     #define INS_NO_WALK_ON 0x0004
947     #define INS_ON_TOP 0x0008
948     #define INS_BELOW_ORIGINATOR 0x0010
949 root 1.1
950 root 1.214 //-GPL
951    
952 root 1.1 #endif
953 root 1.44