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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#ifndef OBJECT_H |
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#define OBJECT_H |
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|
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#include <bitset> |
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|
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#include "cfperl.h" |
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#include "shstr.h" |
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|
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typedef int tag_t; |
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|
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enum { |
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body_skill, |
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body_combat, |
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body_range, |
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body_shield, |
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body_arm, |
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body_torso, |
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body_head, |
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body_neck, |
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body_finger, |
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body_shoulder, |
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body_foot, |
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body_hand, |
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body_wrist, |
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body_waist, |
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NUM_BODY_LOCATIONS |
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}; |
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|
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enum slottype_t |
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{ |
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slot_none, |
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slot_combat, |
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slot_ranged, |
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}; |
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|
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/* See common/item.c */ |
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|
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typedef struct Body_Locations |
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{ |
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keyword save_name; /* Name used to load/save it to disk */ |
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const char *use_name; /* Name used when describing an item we can use */ |
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const char *nonuse_name; /* Name to describe objects we can't use */ |
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} Body_Locations; |
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|
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extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
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|
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#define NUM_COINS 4 /* number of coin types */ |
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extern const char *const coins[NUM_COINS + 1]; |
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|
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/* |
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* Each object (this also means archetypes!) could have a few of these |
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* "dangling" from it; this could also end up containing 'parse errors'. |
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* |
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* key and value are shared-strings. |
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* |
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* Please use kv_get/kv_set/kv_del from object rather than |
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* accessing the list directly. |
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* Exception is if you want to walk this list for some reason. |
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*/ |
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struct key_value : slice_allocated |
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{ |
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key_value *next; |
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shstr key, value; |
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}; |
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|
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struct UUID |
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{ |
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uint64 seq; |
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|
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static UUID cur; // last uuid generated |
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static void init (); |
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static UUID gen (); |
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|
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UUID () { } |
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UUID (uint64 seq) : seq(seq) { } |
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operator uint64() { return seq; } |
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void operator =(uint64 seq) { this->seq = seq; } |
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|
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typedef char BUF [32]; |
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|
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bool parse (const char *s) |
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{ |
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return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1; |
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} |
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|
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const char *c_str (char *buf, int len) const |
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{ |
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snprintf (buf, len, "<1.%" PRIx64 ">", seq); |
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|
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return buf; |
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} |
115 |
|
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const char *c_str () const |
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{ |
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static BUF buf; |
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|
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return c_str (buf, sizeof (buf)); |
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} |
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}; |
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|
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/* Definition for WILL_APPLY values. Replaces having harcoded values |
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* sprinkled in the code. Note that some of these also replace fields |
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* that were in the can_apply area. What is the point of having both |
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* can_apply and will_apply? |
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*/ |
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#define WILL_APPLY_HANDLE 0x01 |
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#define WILL_APPLY_TREASURE 0x02 |
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#define WILL_APPLY_EARTHWALL 0x04 |
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#define WILL_APPLY_DOOR 0x08 |
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#define WILL_APPLY_FOOD 0x10 |
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|
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struct body_slot |
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{ |
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signed char info:4; /* body info as loaded from the file */ |
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signed char used:4; /* Calculated value based on items equipped */ |
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}; |
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|
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typedef struct oblnk |
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{ /* Used to link together several objects */ |
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object_ptr ob; |
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struct oblnk *next; |
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} objectlink; |
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|
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typedef struct oblinkpt |
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{ /* Used to link together several object links */ |
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struct oblnk *link; |
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struct oblinkpt *next; |
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shstr id; /* Used as connected value in buttons/gates */ |
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} oblinkpt; |
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|
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INTERFACE_CLASS (object) |
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// these are being copied |
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struct object_copy : attachable |
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{ |
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sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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|
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uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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uint8 ACC (RW, subtype); /* subtype of object */ |
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sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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|
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shstr ACC (RW, name); /* The name of the object, obviously... */ |
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shstr ACC (RW, name_pl); /* The plural name of the object */ |
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shstr ACC (RW, title); /* Of foo, etc */ |
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shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
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shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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/* If this is an exit, this is the filename */ |
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|
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typedef bitset<NUM_FLAGS> flags_t; |
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flags_t flag; /* various flags */ |
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#if FOR_PERL |
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bool ACC (RW, flag[NUM_FLAGS]); |
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#endif |
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|
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shstr ACC (RW, materialname); /* specific material name */ |
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shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
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// materialtype_t *ACC (RW, material); /* What material this object consists of */ |
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object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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|
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float ACC (RW, speed); /* The overall speed of this object */ |
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float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
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sint32 ACC (RW, nrof); /* How many of the objects */ |
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|
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/* This next big block is basically used for monsters and equipment */ |
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uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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|
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uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
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uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
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uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
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uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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|
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uint16 ACC (RW, materials); /* What materials this object consists of */ |
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sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
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uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
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|
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sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
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/* Note that the last_.. values are sometimes used for non obvious |
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* meanings by some objects, eg, sp penalty, permanent exp. |
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*/ |
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sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
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sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
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sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
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sint16 ACC (RW, last_eat); /* How long since we last ate */ |
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sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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sint16 ACC (RW, level); /* Level of creature or object */ |
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|
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uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
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sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
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sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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uint8 ACC (RW, weapontype); /* type of weapon */ |
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|
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faceidx ACC (RW, face); /* the graphical face */ |
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|
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faceidx ACC (RW, sound); /* the sound face */ |
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faceidx ACC (RW, sound_destroy); /* played on destroy */ |
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|
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body_slot slot [NUM_BODY_LOCATIONS]; |
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|
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sint32 ACC (RW, weight); /* Attributes of the object */ |
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sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
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sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ |
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sint64 ACC (RW, perm_exp); /* Permanent exp */ |
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living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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/* See the pod/objects.pod for more info about body locations */ |
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|
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/* Following mostly refers to fields only used for monsters */ |
239 |
|
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/* allows different movement patterns for attackers */ |
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sint32 ACC (RW, move_status); /* What stage in attack mode */ |
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uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
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uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
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/* races/classes can need less/more exp to gain levels */ |
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|
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/* Spell related information, may be useful elsewhere |
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* Note that other fields are used - these files are basically |
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* only used in spells. |
250 |
*/ |
251 |
sint16 ACC (RW, duration); /* How long the spell lasts */ |
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sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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|
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uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
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uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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sint8 ACC (RW, range); /* Range of the spell */ |
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uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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|
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MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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|
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MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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|
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sint8 ACC (RW, item_power); /* power rating of the object */ |
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// 8 free bits |
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|
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float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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char *ACC (RW, spellarg); |
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|
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/* Following are values used by any object */ |
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/* this objects turns into or what this object creates */ |
275 |
treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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|
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uint16 ACC (RW, animation_id);/* An index into the animation array */ |
278 |
uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
279 |
uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
280 |
|
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uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
283 |
uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ |
284 |
|
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uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ |
286 |
uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ |
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|
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// rarely-accessed members should be at the end |
289 |
shstr ACC (RW, tag); // a tag used to tracking this object |
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shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
291 |
shstr ACC (RW, lore); /* Obscure information about this object, */ |
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/* To get put into books and the like. */ |
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shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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}; |
295 |
|
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const char *query_weight (const object *op); |
297 |
const char *query_short_name (const object *op); |
298 |
const char *query_name (const object *op); |
299 |
const char *query_base_name (const object *op, int plural); |
300 |
|
301 |
struct object : zero_initialised, object_copy |
302 |
{ |
303 |
// These variables are not changed by ->copy_to |
304 |
maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
305 |
|
306 |
UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
307 |
int ACC (RO, count); |
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object_vector_index ACC (RO, index); // index into objects |
309 |
object_vector_index ACC (RO, active); // index into actives |
310 |
|
311 |
player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
312 |
|
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object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
314 |
object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
315 |
/* Note: stacked in the *same* environment */ |
316 |
object *inv; /* Pointer to the first object in the inventory */ |
317 |
|
318 |
//TODO: container must move into client |
319 |
object_ptr ACC (RW, container); /* Current container being used. I think this |
320 |
* is only used by the player right now. |
321 |
*/ |
322 |
object *ACC (RW, env); /* Pointer to the object which is the environment. |
323 |
* This is typically the container that the object is in. |
324 |
*/ |
325 |
object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
326 |
object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
327 |
client_container *seen_by; // seen by which player/container currently? |
328 |
key_value *key_values; /* Fields not explictly known by the loader. */ |
329 |
|
330 |
// privates / perl |
331 |
shstr_tmp kv_get (shstr_tmp key) const; |
332 |
void kv_del (shstr_tmp key); |
333 |
void kv_set (shstr_tmp key, shstr_tmp value); |
334 |
|
335 |
// custom extra fields management |
336 |
struct key_value_access_proxy |
337 |
{ |
338 |
object &ob; |
339 |
shstr_tmp key; |
340 |
|
341 |
key_value_access_proxy (object &ob, shstr_tmp key) |
342 |
: ob (ob), key (key) |
343 |
{ |
344 |
} |
345 |
|
346 |
const key_value_access_proxy &operator =(shstr_tmp value) const |
347 |
{ |
348 |
ob.kv_set (key, value); |
349 |
return *this; |
350 |
} |
351 |
|
352 |
operator const shstr_tmp () const { return ob.kv_get (key); } |
353 |
operator const char *() const { return ob.kv_get (key); } |
354 |
|
355 |
private: |
356 |
void operator =(int); |
357 |
}; |
358 |
|
359 |
// operator [] is too annoying to use |
360 |
const key_value_access_proxy kv (shstr_tmp key) |
361 |
{ |
362 |
return key_value_access_proxy (*this, key); |
363 |
} |
364 |
|
365 |
bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
366 |
MTH void post_load_check (); // do some adjustments after parsing |
367 |
static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
368 |
bool write (object_freezer &f); |
369 |
|
370 |
MTH int slottype () const; |
371 |
MTH static object *create (); |
372 |
const mapxy &operator =(const mapxy &pos); |
373 |
MTH void copy_to (object *dst); |
374 |
MTH object *clone (); // create + copy_to a single object |
375 |
MTH object *deep_clone (); // copy whole more chain and inventory |
376 |
void do_destroy (); |
377 |
void gather_callbacks (AV *&callbacks, event_type event) const; |
378 |
MTH void destroy (); |
379 |
MTH void drop_and_destroy () |
380 |
{ |
381 |
destroy_inv (true); |
382 |
destroy (); |
383 |
} |
384 |
|
385 |
// recursively destroy all objects in inventory, optionally dropping them to the ground instead |
386 |
MTH void destroy_inv (bool drop_to_ground = false); |
387 |
MTH object *insert (object *item); // insert into inventory |
388 |
MTH void play_sound (faceidx sound) const; |
389 |
MTH void say_msg (const char *msg) const; |
390 |
|
391 |
void do_remove (); |
392 |
MTH void remove () |
393 |
{ |
394 |
if (!flag [FLAG_REMOVED]) |
395 |
do_remove (); |
396 |
} |
397 |
|
398 |
MTH bool blocked (maptile *m, int x, int y) const; |
399 |
|
400 |
void move_to (const mapxy &pos) |
401 |
{ |
402 |
remove (); |
403 |
*this = pos; |
404 |
insert_at (this, this); |
405 |
} |
406 |
|
407 |
// high-level move functions, return true if successful |
408 |
int move (int dir, object *originator); |
409 |
|
410 |
int move (int dir) |
411 |
{ |
412 |
return move (dir, this); |
413 |
} |
414 |
|
415 |
static bool can_merge_slow (object *op1, object *op2); |
416 |
|
417 |
// this is often used in time-critical code, so optimise |
418 |
MTH static bool can_merge (object *op1, object *op2) |
419 |
{ |
420 |
return op1->value == op2->value |
421 |
&& op1->name == op2->name |
422 |
&& can_merge_slow (op1, op2); |
423 |
} |
424 |
|
425 |
MTH void set_owner (object *owner); |
426 |
MTH void set_speed (float speed); |
427 |
MTH void set_glow_radius (sint8 rad); |
428 |
MTH bool change_weapon (object *ob); |
429 |
MTH bool change_skill (object *ob); |
430 |
|
431 |
MTH void open_container (object *new_container); |
432 |
MTH void close_container () |
433 |
{ |
434 |
open_container (0); |
435 |
} |
436 |
|
437 |
MTH object *force_find (shstr_tmp name); |
438 |
MTH object *force_add (shstr_tmp name, int duration = 0); |
439 |
|
440 |
oblinkpt *find_link () const; |
441 |
MTH void add_link (maptile *map, shstr_tmp id); |
442 |
MTH void remove_link (); |
443 |
|
444 |
// overwrite the attachable should_invoke function with a version that also checks ev_want_type |
445 |
bool should_invoke (event_type event) |
446 |
{ |
447 |
return ev_want_event [event] || ev_want_type [type] || cb; |
448 |
} |
449 |
|
450 |
MTH void instantiate (); |
451 |
|
452 |
// recalculate all stats |
453 |
MTH void update_stats (); |
454 |
MTH void roll_stats (); |
455 |
MTH void swap_stats (int a, int b); |
456 |
MTH void add_statbonus (); |
457 |
MTH void remove_statbonus (); |
458 |
MTH void drain_stat (); |
459 |
MTH void drain_specific_stat (int deplete_stats); |
460 |
MTH void change_luck (int value); |
461 |
|
462 |
// info must hold 256 * 3 bytes currently |
463 |
const char *debug_desc (char *info) const; |
464 |
MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
465 |
const char *flag_desc (char *desc, int len) const; |
466 |
|
467 |
MTH bool decrease (sint32 nr = 1); // returns true if anything is left |
468 |
MTH object *split (sint32 nr = 1); // return 0 on failure |
469 |
|
470 |
MTH int number_of () const |
471 |
{ |
472 |
return nrof ? nrof : 1; |
473 |
} |
474 |
|
475 |
MTH sint32 total_weight () const |
476 |
{ |
477 |
return (weight + carrying) * number_of (); |
478 |
} |
479 |
|
480 |
MTH void update_weight (); |
481 |
|
482 |
// return the dominant material of this item, always return something |
483 |
const materialtype_t *dominant_material () const; |
484 |
|
485 |
// return the volume of this object in cm³ |
486 |
MTH uint64 volume () const |
487 |
{ |
488 |
return (uint64)total_weight () |
489 |
* 1000 |
490 |
* (type == CONTAINER ? 1000 : 1) |
491 |
/ dominant_material ()->density; |
492 |
} |
493 |
|
494 |
MTH bool is_wiz () const { return flag [FLAG_WIZ]; } |
495 |
MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
496 |
MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
497 |
|| type == CLOAK || type == BOOTS || type == GLOVES |
498 |
|| type == BRACERS || type == GIRDLE; } |
499 |
MTH bool is_alive () const { return (type == PLAYER |
500 |
|| flag [FLAG_MONSTER] |
501 |
|| (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
502 |
&& !flag [FLAG_IS_A_TEMPLATE]; } |
503 |
MTH bool is_arrow () const { return type == ARROW |
504 |
|| (type == SPELL_EFFECT |
505 |
&& (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
506 |
MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
507 |
|
508 |
MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
509 |
|
510 |
// temporary: wether the object can be saved in a map file |
511 |
// contr => is a player |
512 |
// head => only save head of a multitile object |
513 |
// owner => can not reference owner yet |
514 |
MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
515 |
|
516 |
/* This return true if object has still randomitems which |
517 |
* could be expanded. |
518 |
*/ |
519 |
MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
520 |
|
521 |
MTH bool has_dialogue () const { return *&msg == '@'; } |
522 |
|
523 |
// returns the outermost owner, never returns 0 |
524 |
MTH object *outer_owner () |
525 |
{ |
526 |
object *op; |
527 |
|
528 |
for (op = this; op->owner; op = op->owner) |
529 |
; |
530 |
|
531 |
return op; |
532 |
} |
533 |
|
534 |
// returns the outermost environment, never returns 0 |
535 |
MTH object *outer_env () const |
536 |
{ |
537 |
const object *op; |
538 |
|
539 |
for (op = this; op->env; op = op->env) |
540 |
; |
541 |
|
542 |
return const_cast<object *>(op); |
543 |
} |
544 |
|
545 |
// returns the player that has this object in his inventory, or 0 |
546 |
// we assume the player is always the outer env |
547 |
MTH object *in_player () const |
548 |
{ |
549 |
object *op = outer_env (); |
550 |
|
551 |
return op->type == PLAYER ? op : 0; |
552 |
} |
553 |
|
554 |
// "temporary" helper function |
555 |
MTH object *head_ () const |
556 |
{ |
557 |
return head ? head : const_cast<object *>(this); |
558 |
} |
559 |
|
560 |
MTH bool is_head () const |
561 |
{ |
562 |
return head_ () == this; |
563 |
} |
564 |
|
565 |
MTH bool is_on_map () const |
566 |
{ |
567 |
return !env && !flag [FLAG_REMOVED]; |
568 |
} |
569 |
|
570 |
MTH bool is_inserted () const |
571 |
{ |
572 |
return !flag [FLAG_REMOVED]; |
573 |
} |
574 |
|
575 |
MTH bool is_player () const |
576 |
{ |
577 |
return !!contr; |
578 |
} |
579 |
|
580 |
MTH bool affects_los () const |
581 |
{ |
582 |
return glow_radius || flag [FLAG_BLOCKSVIEW]; |
583 |
} |
584 |
|
585 |
MTH bool has_carried_lights () const |
586 |
{ |
587 |
return glow_radius; |
588 |
} |
589 |
|
590 |
// returns the player that cna see this object, if any |
591 |
MTH object *visible_to () const; |
592 |
|
593 |
MTH std::string long_desc (object *who = 0); |
594 |
MTH std::string describe_monster (object *who = 0); |
595 |
MTH std::string describe_item (object *who = 0); |
596 |
MTH std::string describe (object *who = 0); |
597 |
|
598 |
MTH const char *query_weight () { return ::query_weight (this); } |
599 |
MTH const char *query_name () { return ::query_name (this); } |
600 |
MTH const char *query_short_name () { return ::query_short_name (this); } |
601 |
MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); } |
602 |
|
603 |
// If this object has no extra parts but should have them, |
604 |
// add them, effectively expanding heads into multipart |
605 |
// objects. This method only works on objects not inserted |
606 |
// anywhere. |
607 |
MTH void expand_tail (); |
608 |
|
609 |
MTH void create_treasure (treasurelist *tl, int flags = 0); |
610 |
|
611 |
// insert object at same map position as 'where' |
612 |
// handles both inventory and map "positions" |
613 |
MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
614 |
MTH void drop_unpaid_items (); |
615 |
|
616 |
MTH void activate (); |
617 |
MTH void deactivate (); |
618 |
MTH void activate_recursive (); |
619 |
MTH void deactivate_recursive (); |
620 |
|
621 |
// set the given flag on all objects in the inventory recursively |
622 |
MTH void set_flag_inv (int flag, int value = 1); |
623 |
|
624 |
void enter_exit (object *exit);//Perl |
625 |
MTH void enter_map (maptile *newmap, int x, int y); |
626 |
void player_goto (const char *path, int x, int y); // only for players |
627 |
|
628 |
// returns the mapspace this object is in |
629 |
mapspace &ms () const; |
630 |
|
631 |
// fully recursive iterator |
632 |
struct iterator_base |
633 |
{ |
634 |
object *item; |
635 |
|
636 |
iterator_base (object *container) |
637 |
: item (container) |
638 |
{ |
639 |
} |
640 |
|
641 |
operator object *() const { return item; } |
642 |
|
643 |
object *operator ->() const { return item; } |
644 |
object &operator * () const { return *item; } |
645 |
}; |
646 |
|
647 |
MTH unsigned int random_seed () const |
648 |
{ |
649 |
return (unsigned int)uuid.seq; |
650 |
} |
651 |
|
652 |
// depth-first recursive iterator |
653 |
struct depth_iterator : iterator_base |
654 |
{ |
655 |
depth_iterator (object *container); |
656 |
void next (); |
657 |
object *operator ++( ) { next (); return item; } |
658 |
object *operator ++(int) { object *i = item; next (); return i; } |
659 |
}; |
660 |
|
661 |
object *begin () |
662 |
{ |
663 |
return this; |
664 |
} |
665 |
|
666 |
object *end () |
667 |
{ |
668 |
return this; |
669 |
} |
670 |
|
671 |
/* This returns TRUE if the object is something that |
672 |
* a client might want to know about. |
673 |
*/ |
674 |
MTH bool client_visible () const |
675 |
{ |
676 |
return !invisible && type != PLAYER; |
677 |
} |
678 |
|
679 |
// the client does nrof * this weight |
680 |
MTH sint32 client_weight () const |
681 |
{ |
682 |
return weight + carrying; |
683 |
} |
684 |
|
685 |
MTH struct region *region () const; |
686 |
|
687 |
void statusmsg (const char *msg, int color = NDI_BLACK); |
688 |
void failmsg (const char *msg, int color = NDI_RED); |
689 |
|
690 |
const char *query_inventory (object *who = 0, const char *indent = ""); |
691 |
|
692 |
MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
693 |
static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
694 |
|
695 |
// make some noise with given item into direction dir, |
696 |
// currently only used for players to make them temporarily visible |
697 |
// when they are invisible. |
698 |
MTH void make_noise (); |
699 |
|
700 |
protected: |
701 |
void link (); |
702 |
void unlink (); |
703 |
|
704 |
object (); |
705 |
~object (); |
706 |
|
707 |
private: |
708 |
object &operator =(const object &); |
709 |
object (const object &); |
710 |
}; |
711 |
|
712 |
// move this object to the top of its env's inventory to speed up |
713 |
// searches for it. |
714 |
static object * |
715 |
splay (object *ob) |
716 |
{ |
717 |
if (ob->env && ob->env->inv != ob) |
718 |
{ |
719 |
if (ob->above) ob->above->below = ob->below; |
720 |
if (ob->below) ob->below->above = ob->above; |
721 |
|
722 |
ob->above = 0; |
723 |
ob->below = ob->env->inv; |
724 |
ob->below->above = ob; |
725 |
ob->env->inv = ob; |
726 |
} |
727 |
|
728 |
return ob; |
729 |
} |
730 |
|
731 |
object *find_skill_by_name_fuzzy (object *who, const char *name); |
732 |
object *find_skill_by_name (object *who, shstr_cmp sh); |
733 |
object *find_skill_by_number (object *who, int skillno); |
734 |
|
735 |
/* |
736 |
* The archetype structure is a set of rules on how to generate and manipulate |
737 |
* objects which point to archetypes. |
738 |
* This probably belongs in arch.h, but there really doesn't appear to |
739 |
* be much left in the archetype - all it really is is a holder for the |
740 |
* object and pointers. This structure should get removed, and just replaced |
741 |
* by the object structure |
742 |
*/ |
743 |
|
744 |
INTERFACE_CLASS (archetype) |
745 |
struct archetype : object |
746 |
{ |
747 |
static arch_ptr empty; // the empty_archetype |
748 |
MTH static void gc (); |
749 |
|
750 |
archetype (const char *name); |
751 |
~archetype (); |
752 |
void gather_callbacks (AV *&callbacks, event_type event) const; |
753 |
|
754 |
MTH static archetype *find (const_utf8_string name); |
755 |
|
756 |
MTH void link (); |
757 |
MTH void unlink (); |
758 |
|
759 |
MTH static object *get (const char *name); // (find() || singularity)->instance() |
760 |
MTH object *instance (); |
761 |
|
762 |
object_vector_index ACC (RW, archid); // index in archvector |
763 |
shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
764 |
|
765 |
sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
766 |
sint8 ACC (RW, max_x), ACC (RW, max_y); |
767 |
|
768 |
// support for archetype loading |
769 |
static archetype *read (object_thawer &f); |
770 |
MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more |
771 |
static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ |
772 |
}; |
773 |
|
774 |
// compatbiility, remove once replaced by ->instance |
775 |
inline object * |
776 |
arch_to_object (archetype *at) |
777 |
{ |
778 |
return at->instance (); |
779 |
} |
780 |
|
781 |
inline void |
782 |
object_freezer::put (keyword k, archetype *v) |
783 |
{ |
784 |
put (k, v ? &v->archname : (const char *)0); |
785 |
} |
786 |
|
787 |
typedef object_vector<object, &object::index > objectvec; |
788 |
typedef object_vector<object, &object::active> activevec; |
789 |
typedef object_vector<archetype, &archetype::archid> archvec; |
790 |
|
791 |
extern objectvec objects; |
792 |
extern activevec actives; |
793 |
extern archvec archetypes; |
794 |
|
795 |
// "safely" iterate over inv in a way such that the current item is removable |
796 |
// quite horrible, that's why its hidden in some macro |
797 |
#define for_inv_removable(op,var) \ |
798 |
for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) |
799 |
|
800 |
#define for_all_objects(var) \ |
801 |
for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
802 |
statementvar (object *, var, objects [_i]) |
803 |
|
804 |
#define for_all_actives(var) \ |
805 |
for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
806 |
statementvar (object *, var, actives [_i]) |
807 |
|
808 |
#define for_all_archetypes(var) \ |
809 |
for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
810 |
statementvar (archetype *, var, archetypes [_i]) |
811 |
|
812 |
/* Used by update_object to know if the object being passed is |
813 |
* being added or removed. |
814 |
*/ |
815 |
#define UP_OBJ_INSERT 1 |
816 |
#define UP_OBJ_REMOVE 2 |
817 |
#define UP_OBJ_CHANGE 3 |
818 |
#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
819 |
|
820 |
/* These are flags passed to insert_ob_in_map and |
821 |
* insert_ob_in_ob. Note that all flags may not be meaningful |
822 |
* for both functions. |
823 |
* Most are fairly explanatory: |
824 |
* INS_NO_MERGE: don't try to merge inserted object with ones alrady |
825 |
* on space. |
826 |
* INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. |
827 |
* INS_NO_WALK_ON: Don't call check_walk_on against the |
828 |
* originator - saves cpu time if you know the inserted object |
829 |
* is not meaningful in terms of having an effect. |
830 |
* INS_ON_TOP: Always put object on top. Generally only needed when loading |
831 |
* files from disk and ordering needs to be preserved. |
832 |
* INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
833 |
* Use for treasure chests so the new object is the highest thing |
834 |
* beneath the player, but not actually above it. Note - the |
835 |
* map and x,y coordinates for the object to be inserted must |
836 |
* match the originator. |
837 |
* |
838 |
* Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
839 |
* are mutually exclusive. The behaviour for passing more than one |
840 |
* should be considered undefined - while you may notice what happens |
841 |
* right now if you pass more than one, that could very well change |
842 |
* in future revisions of the code. |
843 |
*/ |
844 |
#define INS_NO_MERGE 0x0001 |
845 |
#define INS_ABOVE_FLOOR_ONLY 0x0002 |
846 |
#define INS_NO_WALK_ON 0x0004 |
847 |
#define INS_ON_TOP 0x0008 |
848 |
#define INS_BELOW_ORIGINATOR 0x0010 |
849 |
|
850 |
#define ARCH_DEPLETION "depletion" |
851 |
|
852 |
#endif |
853 |
|