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/cvs/deliantra/server/include/object.h
Revision: 1.269
Committed: Wed Nov 16 22:14:05 2016 UTC (7 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_1
Changes since 1.268: +1 -1 lines
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File Contents

# User Rev Content
1 root 1.92 /*
2 root 1.153 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.263 *
4 root 1.261 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 1.263 *
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 1.263 *
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 1.263 *
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 1.263 *
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 1.257 # define def(name, use, nonuse) body_ ## name,
39     # include "slotinc.h"
40     # undef def
41 root 1.118 NUM_BODY_LOCATIONS
42     };
43 root 1.1
44     /* See common/item.c */
45    
46 root 1.257 struct Body_Locations
47 root 1.20 {
48 root 1.257 const char *name; /* Short name/identifier */
49     keyword kw; /* Name used to load/save it to disk */
50 root 1.20 const char *use_name; /* Name used when describing an item we can use */
51     const char *nonuse_name; /* Name to describe objects we can't use */
52 root 1.257 };
53 root 1.1
54     extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
55    
56 root 1.254 // for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
57 root 1.256 // contains the wall suffix (0, 1_3, 1_4 and so on).
58 root 1.254 extern const char *wall_suffix[16];
59    
60 root 1.154 #define NUM_COINS 4 /* number of coin types */
61     extern const char *const coins[NUM_COINS + 1];
62    
63 root 1.247 // restart server when object_count reaches this value
64     #define RESTART_COUNT 0xe0000000
65    
66 root 1.1 /*
67     * Each object (this also means archetypes!) could have a few of these
68     * "dangling" from it; this could also end up containing 'parse errors'.
69     *
70     * key and value are shared-strings.
71     *
72 root 1.172 * Please use kv_get/kv_set/kv_del from object rather than
73 root 1.1 * accessing the list directly.
74     * Exception is if you want to walk this list for some reason.
75     */
76 root 1.172 struct key_value : slice_allocated
77 root 1.20 {
78 root 1.259 key_value *next; // must be first element
79 root 1.20 shstr key, value;
80 root 1.15 };
81 root 1.1
82 root 1.259 // "crossfires version of a perl hash."
83     struct key_values
84     {
85     key_value *first; // must be first element
86    
87     bool empty() const
88     {
89     return !first;
90     }
91    
92     void clear ();
93     shstr_tmp get (shstr_tmp key) const;
94     void del (shstr_tmp key);
95     void set (shstr_tmp key, shstr_tmp value);
96    
97     void add (shstr_tmp key, shstr_tmp value); // liek set, but doesn't check for duplicates
98     void reverse (); // reverses the ordering, to be used after loading an object
99     key_values &operator =(const key_values &kv);
100    
101     // custom extra fields management
102     struct access_proxy
103     {
104     key_values &kv;
105     shstr_tmp key;
106    
107     access_proxy (key_values &kv, shstr_tmp key)
108     : kv (kv), key (key)
109     {
110     }
111    
112     const access_proxy &operator =(shstr_tmp value) const
113     {
114     kv.set (key, value);
115     return *this;
116     }
117    
118     operator const shstr_tmp () const { return kv.get (key); }
119     operator const char *() const { return kv.get (key); }
120    
121     private:
122     void operator =(int);
123     };
124    
125     const access_proxy operator [](shstr_tmp key)
126     {
127     return access_proxy (*this, key);
128     }
129     };
130    
131 root 1.214 //-GPL
132    
133 root 1.34 struct UUID
134     {
135     uint64 seq;
136 root 1.53
137 root 1.218 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
138    
139 root 1.155 static UUID cur; // last uuid generated
140     static void init ();
141     static UUID gen ();
142    
143 root 1.53 UUID () { }
144     UUID (uint64 seq) : seq(seq) { }
145     operator uint64() { return seq; }
146     void operator =(uint64 seq) { this->seq = seq; }
147 root 1.156
148 root 1.218 bool parse (const char *s);
149     char *append (char *buf) const;
150     char *c_str () const;
151 root 1.34 };
152    
153 root 1.214 //+GPL
154    
155 root 1.1 /* Definition for WILL_APPLY values. Replaces having harcoded values
156     * sprinkled in the code. Note that some of these also replace fields
157     * that were in the can_apply area. What is the point of having both
158     * can_apply and will_apply?
159     */
160 root 1.27 #define WILL_APPLY_HANDLE 0x01
161     #define WILL_APPLY_TREASURE 0x02
162     #define WILL_APPLY_EARTHWALL 0x04
163     #define WILL_APPLY_DOOR 0x08
164 root 1.14 #define WILL_APPLY_FOOD 0x10
165 root 1.1
166 root 1.116 struct body_slot
167     {
168 root 1.217 signed char used:4; /* Calculated value based on items equipped */
169 root 1.117 signed char info:4; /* body info as loaded from the file */
170 root 1.116 };
171    
172 root 1.196 typedef struct oblnk
173     { /* Used to link together several objects */
174     object_ptr ob;
175     struct oblnk *next;
176     } objectlink;
177    
178     typedef struct oblinkpt
179     { /* Used to link together several object links */
180     struct oblnk *link;
181     struct oblinkpt *next;
182     shstr id; /* Used as connected value in buttons/gates */
183     } oblinkpt;
184    
185 root 1.68 INTERFACE_CLASS (object)
186 root 1.65 // these are being copied
187 root 1.68 struct object_copy : attachable
188 root 1.18 {
189 root 1.68 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
190 root 1.117
191     uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
192     uint8 ACC (RW, subtype); /* subtype of object */
193 root 1.68 sint8 ACC (RW, direction); /* Means the object is moving that way. */
194     sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
195 root 1.117
196 root 1.20 shstr ACC (RW, name); /* The name of the object, obviously... */
197     shstr ACC (RW, name_pl); /* The plural name of the object */
198 root 1.46 shstr ACC (RW, title); /* Of foo, etc */
199 root 1.20 shstr ACC (RW, race); /* human, goblin, dragon, etc */
200     shstr ACC (RW, slaying); /* Which race to do double damage to */
201 root 1.68 /* If this is an exit, this is the filename */
202 root 1.188
203     typedef bitset<NUM_FLAGS> flags_t;
204     flags_t flag; /* various flags */
205     #if FOR_PERL
206     bool ACC (RW, flag[NUM_FLAGS]);
207     #endif
208    
209 root 1.219 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
210 root 1.46 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
211 root 1.41 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
212     object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
213     object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
214     object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
215     object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
216     object_ptr ACC (RW, spell); /* Spell that was being cast */
217     object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
218 root 1.62 arch_ptr ACC (RW, arch); /* Pointer to archetype */
219     arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
220 elmex 1.63
221 root 1.46 float ACC (RW, speed); /* The overall speed of this object */
222 root 1.20 float ACC (RW, speed_left); /* How much speed is left to spend this round */
223 root 1.202
224 root 1.180 sint32 ACC (RW, nrof); /* How many of the objects */
225 root 1.171 /* This next big block is basically used for monsters and equipment */
226 root 1.20 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
227 root 1.188 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
228 root 1.117
229 root 1.20 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
230 root 1.46 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
231 root 1.20 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
232     uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
233 root 1.188
234 root 1.96 uint16 ACC (RW, materials); /* What materials this object consists of */
235 root 1.46 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
236     uint8 ACC (RW, state); /* How the object was last drawn (animation) */
237 root 1.202 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
238 root 1.188
239 root 1.18 /* Note that the last_.. values are sometimes used for non obvious
240     * meanings by some objects, eg, sp penalty, permanent exp.
241     */
242 root 1.202 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
243     sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
244 root 1.20 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
245     sint16 ACC (RW, last_eat); /* How long since we last ate */
246 root 1.202
247 root 1.20 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
248 root 1.26 sint16 ACC (RW, level); /* Level of creature or object */
249 root 1.188
250 root 1.20 uint8 ACC (RW, pick_up); /* See crossfire.doc */
251 root 1.46 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
252 root 1.26 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
253 root 1.188 uint8 ACC (RW, weapontype); /* type of weapon */
254    
255 root 1.217 body_slot slot [NUM_BODY_LOCATIONS];
256    
257 root 1.188 faceidx ACC (RW, face); /* the graphical face */
258    
259     faceidx ACC (RW, sound); /* the sound face */
260     faceidx ACC (RW, sound_destroy); /* played on destroy */
261    
262 root 1.20 sint32 ACC (RW, weight); /* Attributes of the object */
263 root 1.46 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
264 root 1.202
265 root 1.164 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
266 root 1.202
267 root 1.20 sint64 ACC (RW, perm_exp); /* Permanent exp */
268 root 1.36 living ACC (RO, stats); /* Str, Con, Dex, etc */
269 root 1.68 /* See the pod/objects.pod for more info about body locations */
270 root 1.18
271     /* Following mostly refers to fields only used for monsters */
272 root 1.68
273 root 1.18 /* Spell related information, may be useful elsewhere
274     * Note that other fields are used - these files are basically
275     * only used in spells.
276     */
277 root 1.20 sint16 ACC (RW, duration); /* How long the spell lasts */
278 root 1.202 uint8 ACC (RW, casting_time); /* time left before spell goes off */
279     uint8 ACC (RW, duration_modifier); /* how level modifies duration */
280 root 1.117
281 root 1.20 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
282 root 1.46 sint8 ACC (RW, range); /* Range of the spell */
283 root 1.20 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
284 root 1.202 sint8 ACC (RW, item_power); /* power rating of the object */
285 root 1.188
286 root 1.202 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
287 root 1.68 MoveType ACC (RW, move_type); /* Type of movement this object uses */
288     MoveType ACC (RW, move_block);/* What movement types this blocks */
289     MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
290 root 1.202
291 root 1.68 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
292     MoveType ACC (RW, move_off); /* Move types affected moving off this space */
293     MoveType ACC (RW, move_slow); /* Movement types this slows down */
294 root 1.117
295 root 1.188 // 8 free bits
296    
297 root 1.203 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
298     // /* races/classes can need less/more exp to gain levels */
299 root 1.269 constexpr static const float expmul = 1.0;//D
300 root 1.68 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
301 root 1.18
302     /* Following are values used by any object */
303 root 1.56 /* this objects turns into or what this object creates */
304 root 1.40 treasurelist *ACC (RW, randomitems); /* Items to be generated */
305 root 1.188
306 root 1.46 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
307     uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
308 root 1.32 uint8 ACC (RW, will_apply); /* See crossfire.doc */
309 root 1.202 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
310     uint16 ACC (RW, animation_id);/* An index into the animation array */
311     uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
312    
313     uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
314 elmex 1.178 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
315 root 1.202 /* allows different movement patterns for attackers */
316     uint8 ACC (RW, move_status); /* What stage in attack mode */
317     uint8 ACC (RW, attack_movement);/* What kind of attack movement */
318 root 1.188
319 root 1.202 //16+ free bits
320 root 1.188
321     // rarely-accessed members should be at the end
322     shstr ACC (RW, tag); // a tag used to tracking this object
323     shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
324     shstr ACC (RW, lore); /* Obscure information about this object, */
325     /* To get put into books and the like. */
326     shstr ACC (RW, custom_name); /* Custom name assigned by player */
327 elmex 1.4 };
328    
329 root 1.224 const_utf8_string query_weight (const object *op);
330     const_utf8_string query_short_name (const object *op);
331     const_utf8_string query_name (const object *op);
332     const_utf8_string query_base_name (const object *op, int plural);
333 root 1.233 sint64 query_cost (const object *tmp, object *who, int flag);
334     const char *query_cost_string (const object *tmp, object *who, int flag);
335    
336     int change_ability_duration (object *spell, object *caster);
337     int min_casting_level (object *caster, object *spell);
338     int casting_level (object *caster, object *spell);
339     sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
340     int SP_level_dam_adjust (object *caster, object *spob);
341     int SP_level_duration_adjust (object *caster, object *spob);
342     int SP_level_range_adjust (object *caster, object *spob);
343 root 1.198
344 root 1.241 struct freelist_item
345     {
346     freelist_item *next;
347     uint32_t count;
348     };
349    
350     struct object : object_copy
351 root 1.18 {
352 root 1.65 // These variables are not changed by ->copy_to
353 root 1.182 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
354 root 1.65
355     UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
356 root 1.241 uint32_t ACC (RO, count);
357 root 1.134 object_vector_index ACC (RO, index); // index into objects
358     object_vector_index ACC (RO, active); // index into actives
359 root 1.65
360 root 1.142 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
361 root 1.81
362 root 1.65 object *ACC (RW, below); /* Pointer to the object stacked below this one */
363     object *ACC (RW, above); /* Pointer to the object stacked above this one */
364     /* Note: stacked in the *same* environment */
365     object *inv; /* Pointer to the first object in the inventory */
366 root 1.83
367     //TODO: container must move into client
368 root 1.213 object_ptr ACC (RW, container);/* Currently opened container. I think this
369 root 1.65 * is only used by the player right now.
370     */
371     object *ACC (RW, env); /* Pointer to the object which is the environment.
372     * This is typically the container that the object is in.
373     */
374     object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
375     object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
376    
377 root 1.240 MTH void set_flag (int flagnum)
378     {
379     flag [flagnum] = true;
380     }
381    
382     MTH void clr_flag (int flagnum)
383     {
384     flag [flagnum] = false;
385     }
386    
387 root 1.259 // extra key value pairs
388     key_values kv;
389 root 1.172
390 root 1.214 //-GPL
391    
392 root 1.100 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
393 root 1.148 MTH void post_load_check (); // do some adjustments after parsing
394 root 1.101 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
395 root 1.100 bool write (object_freezer &f);
396    
397 root 1.69 MTH static object *create ();
398 root 1.146 const mapxy &operator =(const mapxy &pos);
399 root 1.69 MTH void copy_to (object *dst);
400 root 1.173 MTH object *clone (); // create + copy_to a single object
401     MTH object *deep_clone (); // copy whole more chain and inventory
402 root 1.68 void do_destroy ();
403     void gather_callbacks (AV *&callbacks, event_type event) const;
404 root 1.185 MTH void destroy ();
405 root 1.184 MTH void drop_and_destroy ()
406     {
407     destroy_inv (true);
408     destroy ();
409     }
410 root 1.68
411     // recursively destroy all objects in inventory, optionally dropping them to the ground instead
412 root 1.69 MTH void destroy_inv (bool drop_to_ground = false);
413 root 1.236 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
414 root 1.69 MTH object *insert (object *item); // insert into inventory
415 root 1.197 MTH void play_sound (faceidx sound) const;
416 root 1.224 MTH void say_msg (const_utf8_string msg) const;
417 root 1.138
418 root 1.95 void do_remove ();
419 root 1.88 MTH void remove ()
420     {
421     if (!flag [FLAG_REMOVED])
422 root 1.95 do_remove ();
423 root 1.88 }
424 root 1.22
425 root 1.150 MTH bool blocked (maptile *m, int x, int y) const;
426    
427 root 1.146 void move_to (const mapxy &pos)
428     {
429     remove ();
430     *this = pos;
431     insert_at (this, this);
432     }
433    
434 root 1.228 // high-level move method.
435     // object op is trying to move in direction dir.
436     // originator is typically the same as op, but
437     // can be different if originator is causing op to
438     // move (originator is pushing op)
439     // returns 0 if the object is not able to move to the
440     // desired space, 1 otherwise (in which case we also
441     // move the object accordingly. This function is
442     // very similiar to move_object.
443 root 1.192 int move (int dir, object *originator);
444    
445     int move (int dir)
446     {
447     return move (dir, this);
448     }
449    
450 root 1.227 // changes move_type to a new value - handles move_on/move_off effects
451 root 1.228 MTH void change_move_type (MoveType mt);
452 root 1.227
453 root 1.51 static bool can_merge_slow (object *op1, object *op2);
454    
455     // this is often used in time-critical code, so optimise
456 root 1.69 MTH static bool can_merge (object *op1, object *op2)
457 root 1.51 {
458 root 1.52 return op1->value == op2->value
459     && op1->name == op2->name
460 root 1.51 && can_merge_slow (op1, op2);
461     }
462 root 1.19
463 root 1.262 MTH void set_owner (object_ornull *owner);
464 root 1.70 MTH void set_speed (float speed);
465 elmex 1.199 MTH void set_glow_radius (sint8 rad);
466 root 1.51
467 root 1.99 MTH void open_container (object *new_container);
468     MTH void close_container ()
469     {
470     open_container (0);
471     }
472    
473 root 1.213 // potential future accessor for "container"
474     MTH object *container_ () const
475     {
476     return container;
477     }
478    
479     MTH bool is_open_container () const
480     {
481     // strangely enough, using ?: here causes code to inflate
482     return type == CONTAINER
483     && ((env && env->container_ () == this)
484     || (!env && flag [FLAG_APPLIED]));
485     }
486    
487 root 1.268 MTH object *find_spell (const_utf8_string prefix) const;
488 root 1.267
489 root 1.193 MTH object *force_find (shstr_tmp name);
490 sf-marcmagus 1.211 MTH void force_set_timer (int duration);
491 root 1.193 MTH object *force_add (shstr_tmp name, int duration = 0);
492 root 1.136
493 root 1.196 oblinkpt *find_link () const;
494     MTH void add_link (maptile *map, shstr_tmp id);
495     MTH void remove_link ();
496    
497 root 1.126 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
498     bool should_invoke (event_type event)
499 root 1.125 {
500 root 1.126 return ev_want_event [event] || ev_want_type [type] || cb;
501 root 1.125 }
502    
503 root 1.100 MTH void instantiate ();
504 root 1.34
505 root 1.62 // recalculate all stats
506 root 1.69 MTH void update_stats ();
507     MTH void roll_stats ();
508     MTH void swap_stats (int a, int b);
509     MTH void add_statbonus ();
510     MTH void remove_statbonus ();
511     MTH void drain_stat ();
512     MTH void drain_specific_stat (int deplete_stats);
513     MTH void change_luck (int value);
514 root 1.62
515 root 1.33 // info must hold 256 * 3 bytes currently
516 root 1.224 const_utf8_string debug_desc (char *info) const;
517     MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
518     const_utf8_string flag_desc (char *desc, int len) const;
519 root 1.33
520 root 1.165 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
521     MTH object *split (sint32 nr = 1); // return 0 on failure
522 root 1.164
523 root 1.163 MTH int number_of () const
524 root 1.96 {
525     return nrof ? nrof : 1;
526     }
527    
528 root 1.264 MTH weight_t total_weight () const
529 root 1.96 {
530 root 1.264 return sint64 (weight + carrying) * number_of ();
531 root 1.96 }
532    
533 root 1.163 MTH void update_weight ();
534    
535 root 1.96 // return the dominant material of this item, always return something
536 root 1.219 const materialtype_t *dominant_material () const
537     {
538     return material;
539     }
540 root 1.96
541 root 1.98 // return the volume of this object in cm³
542 root 1.264 MTH volume_t volume () const
543 root 1.96 {
544 root 1.264 return (volume_t)total_weight ()
545 root 1.220 * 1024 // 1000 actually
546     * (type == CONTAINER ? 128 : 1)
547     / dominant_material ()->density; // ugh, division
548 root 1.96 }
549    
550 root 1.207 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
551    
552 root 1.183 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
553 root 1.69 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
554     MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
555     || type == CLOAK || type == BOOTS || type == GLOVES
556     || type == BRACERS || type == GIRDLE; }
557     MTH bool is_alive () const { return (type == PLAYER
558     || flag [FLAG_MONSTER]
559     || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
560     && !flag [FLAG_IS_A_TEMPLATE]; }
561     MTH bool is_arrow () const { return type == ARROW
562     || (type == SPELL_EFFECT
563     && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
564 root 1.114 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
565 root 1.57
566 root 1.225 MTH bool is_dragon () const;
567    
568 root 1.237 MTH bool is_immunity () const { return invisible && type == SIGN; }
569    
570 root 1.222 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
571 elmex 1.74
572 root 1.76 // temporary: wether the object can be saved in a map file
573 root 1.72 // contr => is a player
574     // head => only save head of a multitile object
575     // owner => can not reference owner yet
576 root 1.145 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
577 root 1.72
578 root 1.57 /* This return true if object has still randomitems which
579     * could be expanded.
580     */
581 root 1.69 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
582 root 1.57
583 sf-marcmagus 1.209 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
584    
585     MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
586 root 1.179
587 root 1.245 /* need_identify returns true if the item should be identified. This
588     * function really should not exist - by default, any item not identified
589     * should need it.
590     */
591     MTH bool need_identify () const;
592    
593 root 1.170 // returns the outermost owner, never returns 0
594     MTH object *outer_owner ()
595     {
596 root 1.181 object *op;
597    
598     for (op = this; op->owner; op = op->owner)
599     ;
600    
601     return op;
602 root 1.170 }
603    
604 root 1.163 // returns the outermost environment, never returns 0
605 root 1.204 MTH object *outer_env_or_self () const
606 root 1.163 {
607 root 1.197 const object *op;
608 root 1.181
609     for (op = this; op->env; op = op->env)
610     ;
611    
612 root 1.197 return const_cast<object *>(op);
613 root 1.163 }
614    
615 root 1.204 // returns the outermost environment, may return 0
616     MTH object *outer_env () const
617     {
618 root 1.205 return env ? outer_env_or_self () : 0;
619 root 1.204 }
620    
621 root 1.60 // returns the player that has this object in his inventory, or 0
622 root 1.164 // we assume the player is always the outer env
623 root 1.197 MTH object *in_player () const
624 root 1.60 {
625 root 1.204 object *op = outer_env_or_self ();
626 root 1.60
627 root 1.164 return op->type == PLAYER ? op : 0;
628 root 1.60 }
629    
630 root 1.71 // "temporary" helper function
631 root 1.197 MTH object *head_ () const
632 root 1.71 {
633 root 1.197 return head ? head : const_cast<object *>(this);
634 root 1.71 }
635    
636 root 1.197 MTH bool is_head () const
637 root 1.130 {
638     return head_ () == this;
639     }
640    
641 root 1.164 MTH bool is_on_map () const
642     {
643     return !env && !flag [FLAG_REMOVED];
644     }
645    
646 elmex 1.187 MTH bool is_inserted () const
647 elmex 1.186 {
648     return !flag [FLAG_REMOVED];
649     }
650    
651 root 1.190 MTH bool is_player () const
652     {
653     return !!contr;
654     }
655    
656 root 1.233 /* elmex: this method checks whether the object is in a shop */
657     MTH bool is_in_shop () const;
658    
659 root 1.189 MTH bool affects_los () const
660     {
661     return glow_radius || flag [FLAG_BLOCKSVIEW];
662     }
663    
664 root 1.195 MTH bool has_carried_lights () const
665     {
666     return glow_radius;
667     }
668    
669 root 1.245 // returns the player that can see this object, if any
670 root 1.166 MTH object *visible_to () const;
671    
672 root 1.206 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
673 root 1.110 MTH std::string describe_monster (object *who = 0);
674     MTH std::string describe_item (object *who = 0);
675 root 1.206 MTH std::string describe (object *who = 0); // long description, without name
676 root 1.110
677 root 1.224 MTH const_utf8_string query_weight () { return ::query_weight (this); }
678     MTH const_utf8_string query_name () { return ::query_name (this); }
679     MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
680     MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
681 root 1.198
682 root 1.109 // If this object has no extra parts but should have them,
683     // add them, effectively expanding heads into multipart
684     // objects. This method only works on objects not inserted
685     // anywhere.
686 root 1.111 MTH void expand_tail ();
687    
688     MTH void create_treasure (treasurelist *tl, int flags = 0);
689 root 1.109
690 root 1.242 // makes sure the player has the named skill,
691     // and also makes it innate if can_use is true.
692     // returns the new skill or 0 if no such skill exists.
693     MTH object *give_skill (shstr_cmp name, bool can_use = false);
694 root 1.243 MTH void become_follower (object *new_god);
695 root 1.242
696 root 1.71 // insert object at same map position as 'where'
697     // handles both inventory and map "positions"
698     MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
699 root 1.216 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
700     MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
701 root 1.137 MTH void drop_unpaid_items ();
702 root 1.71
703 root 1.78 MTH void activate ();
704     MTH void deactivate ();
705     MTH void activate_recursive ();
706     MTH void deactivate_recursive ();
707 root 1.73
708 root 1.260 // prefetch and activate the surrounding area
709     MTH void prefetch_surrounding_maps ();
710    
711 root 1.158 // set the given flag on all objects in the inventory recursively
712 root 1.79 MTH void set_flag_inv (int flag, int value = 1);
713    
714 root 1.248 void enter_exit (object *exit); // perl
715     MTH bool enter_map (maptile *newmap, int x, int y);
716 root 1.224 void player_goto (const_utf8_string path, int x, int y); // only for players
717 root 1.231 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
718 root 1.73
719 root 1.244 MTH object *mark () const;
720 root 1.255 MTH void splay_marked ();
721 root 1.244
722 root 1.61 // returns the mapspace this object is in
723     mapspace &ms () const;
724    
725 root 1.29 // fully recursive iterator
726     struct iterator_base
727     {
728     object *item;
729    
730 root 1.30 iterator_base (object *container)
731     : item (container)
732 root 1.29 {
733     }
734    
735     operator object *() const { return item; }
736    
737     object *operator ->() const { return item; }
738     object &operator * () const { return *item; }
739     };
740    
741 root 1.77 MTH unsigned int random_seed () const
742     {
743     return (unsigned int)uuid.seq;
744     }
745    
746 root 1.30 // depth-first recursive iterator
747     struct depth_iterator : iterator_base
748 root 1.29 {
749 root 1.30 depth_iterator (object *container);
750 root 1.29 void next ();
751     object *operator ++( ) { next (); return item; }
752     object *operator ++(int) { object *i = item; next (); return i; }
753     };
754    
755     object *begin ()
756     {
757 root 1.30 return this;
758 root 1.29 }
759    
760     object *end ()
761     {
762 root 1.30 return this;
763 root 1.29 }
764    
765 root 1.84 /* This returns TRUE if the object is something that
766 root 1.168 * a client might want to know about.
767 root 1.84 */
768     MTH bool client_visible () const
769     {
770     return !invisible && type != PLAYER;
771     }
772    
773 root 1.167 // the client does nrof * this weight
774     MTH sint32 client_weight () const
775     {
776     return weight + carrying;
777     }
778    
779 root 1.93 MTH struct region *region () const;
780    
781 root 1.246 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
782     MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
783 root 1.238 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
784 root 1.143
785 root 1.246 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
786 root 1.151
787 root 1.148 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
788 root 1.253 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
789 root 1.148
790 root 1.189 // make some noise with given item into direction dir,
791     // currently only used for players to make them temporarily visible
792     // when they are invisible.
793     MTH void make_noise ();
794    
795 root 1.200 /* animation */
796 root 1.210 MTH bool has_anim () const { return animation_id; }
797 root 1.200 const animation &anim () const { return animations [animation_id]; }
798 root 1.210 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
799     MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
800 root 1.200 /* anim_frames () returns the number of animations allocated. The last
801     * usuable animation will be anim_frames () - 1 (for example, if an object
802     * has 8 animations, anim_frames () will return 8, but the values will
803     * range from 0 through 7.
804     */
805 root 1.210 MTH int anim_frames () const { return anim ().num_animations; }
806     MTH int anim_facings () const { return anim ().facings; }
807    
808 root 1.224 MTH utf8_string as_string ();
809 root 1.200
810 root 1.241 // low-level management, statistics, ...
811     static uint32_t ACC (RW, object_count);
812     static uint32_t ACC (RW, free_count);
813     static uint32_t ACC (RW, create_count);
814     static uint32_t ACC (RW, destroy_count);
815     static freelist_item *freelist;
816     MTH static void freelist_free (int count);
817    
818 root 1.23 protected:
819 root 1.130 void link ();
820 root 1.24 void unlink ();
821    
822 root 1.241 void do_delete ();
823    
824 root 1.23 object ();
825     ~object ();
826 root 1.171
827     private:
828     object &operator =(const object &);
829     object (const object &);
830 elmex 1.4 };
831 root 1.1
832 root 1.124 // move this object to the top of its env's inventory to speed up
833     // searches for it.
834 root 1.215 static inline object *
835 root 1.124 splay (object *ob)
836     {
837 root 1.208 if (ob->above && ob->env)
838 root 1.124 {
839     if (ob->above) ob->above->below = ob->below;
840     if (ob->below) ob->below->above = ob->above;
841    
842     ob->above = 0;
843     ob->below = ob->env->inv;
844     ob->below->above = ob;
845     ob->env->inv = ob;
846     }
847    
848     return ob;
849     }
850    
851 root 1.214 //+GPL
852    
853 root 1.224 object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
854 root 1.194 object *find_skill_by_name (object *who, shstr_cmp sh);
855 root 1.122 object *find_skill_by_number (object *who, int skillno);
856    
857 root 1.1 /*
858     * The archetype structure is a set of rules on how to generate and manipulate
859     * objects which point to archetypes.
860     * This probably belongs in arch.h, but there really doesn't appear to
861     * be much left in the archetype - all it really is is a holder for the
862     * object and pointers. This structure should get removed, and just replaced
863     * by the object structure
864     */
865    
866 root 1.214 //-GPL
867    
868 root 1.68 INTERFACE_CLASS (archetype)
869 root 1.241 struct archetype : object, zero_initialised
870 root 1.15 {
871 root 1.161 static arch_ptr empty; // the empty_archetype
872     MTH static void gc ();
873 root 1.160
874 root 1.224 archetype (const_utf8_string name);
875 root 1.22 ~archetype ();
876 root 1.68 void gather_callbacks (AV *&callbacks, event_type event) const;
877 root 1.22
878 root 1.148 MTH static archetype *find (const_utf8_string name);
879    
880     MTH void link ();
881     MTH void unlink ();
882 root 1.44
883 root 1.224 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
884 root 1.152 MTH object *instance ();
885    
886 root 1.217 MTH void post_load_check (); // do some adjustments after parsing
887    
888 root 1.134 object_vector_index ACC (RW, archid); // index in archvector
889 root 1.265 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
890 root 1.129
891 root 1.226 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
892 root 1.160
893     // support for archetype loading
894     static archetype *read (object_thawer &f);
895     MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
896     static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
897 root 1.241
898     protected:
899     void do_delete ();
900 root 1.21 };
901 root 1.1
902 root 1.226 // returns whether the object is a dragon player, which are often specialcased
903 root 1.225 inline bool
904     object::is_dragon () const
905     {
906     return arch->race == shstr_dragon && is_player ();
907     }
908    
909 root 1.132 inline void
910 root 1.221 object_freezer::put (const keyword_string k, archetype *v)
911 root 1.132 {
912 root 1.221 if (expect_true (v))
913     put (k, v->archname);
914     else
915     put (k);
916 root 1.132 }
917    
918 root 1.129 typedef object_vector<object, &object::index > objectvec;
919     typedef object_vector<object, &object::active> activevec;
920     typedef object_vector<archetype, &archetype::archid> archvec;
921    
922     extern objectvec objects;
923     extern activevec actives;
924     extern archvec archetypes;
925    
926 root 1.176 // "safely" iterate over inv in a way such that the current item is removable
927 pippijn 1.191 // quite horrible, that's why its hidden in some macro
928 root 1.176 #define for_inv_removable(op,var) \
929     for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
930    
931 root 1.266 #define for_all_objects(var) \
932     for (unsigned _i = 0; _i < objects.size (); ++_i) \
933 root 1.129 statementvar (object *, var, objects [_i])
934    
935 root 1.266 #define for_all_actives(var) \
936     for (unsigned _i = 0; _i < actives.size (); ++_i) \
937 root 1.129 statementvar (object *, var, actives [_i])
938    
939 root 1.266 #define for_all_archetypes(var) \
940     for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
941 root 1.129 statementvar (archetype *, var, archetypes [_i])
942    
943 root 1.214 //+GPL
944    
945 root 1.1 /* Used by update_object to know if the object being passed is
946     * being added or removed.
947     */
948     #define UP_OBJ_INSERT 1
949     #define UP_OBJ_REMOVE 2
950     #define UP_OBJ_CHANGE 3
951 root 1.20 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
952 root 1.1
953 root 1.266 /* These are flags passed to insert_ob_in_map and
954 root 1.1 * insert_ob_in_ob. Note that all flags may not be meaningful
955     * for both functions.
956     * Most are fairly explanatory:
957     * INS_NO_MERGE: don't try to merge inserted object with ones alrady
958     * on space.
959     * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
960     * INS_NO_WALK_ON: Don't call check_walk_on against the
961     * originator - saves cpu time if you know the inserted object
962     * is not meaningful in terms of having an effect.
963     * INS_ON_TOP: Always put object on top. Generally only needed when loading
964     * files from disk and ordering needs to be preserved.
965     * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
966     * Use for treasure chests so the new object is the highest thing
967     * beneath the player, but not actually above it. Note - the
968     * map and x,y coordinates for the object to be inserted must
969     * match the originator.
970     *
971     * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
972     * are mutually exclusive. The behaviour for passing more than one
973     * should be considered undefined - while you may notice what happens
974     * right now if you pass more than one, that could very well change
975     * in future revisions of the code.
976     */
977 root 1.14 #define INS_NO_MERGE 0x0001
978     #define INS_ABOVE_FLOOR_ONLY 0x0002
979     #define INS_NO_WALK_ON 0x0004
980     #define INS_ON_TOP 0x0008
981     #define INS_BELOW_ORIGINATOR 0x0010
982 root 1.251 #define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
983 root 1.1
984 root 1.214 //-GPL
985    
986 root 1.1 #endif
987 root 1.44