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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 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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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 */ |
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|
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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. |
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*/ |
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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 */ |
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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 */ |
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uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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|
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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 */ |
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uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ |
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|
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uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ |
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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 |
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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 */ |
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shstr ACC (RW, lore); /* Obscure information about this object, */ |
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/* To get put into books and the like. */ |
280 |
shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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}; |
282 |
|
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struct object : zero_initialised, object_copy |
284 |
{ |
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// These variables are not changed by ->copy_to |
286 |
maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
287 |
|
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UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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int ACC (RO, count); |
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object_vector_index ACC (RO, index); // index into objects |
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object_vector_index ACC (RO, active); // index into actives |
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|
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player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
294 |
|
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object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
296 |
object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
297 |
/* Note: stacked in the *same* environment */ |
298 |
object *inv; /* Pointer to the first object in the inventory */ |
299 |
|
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//TODO: container must move into client |
301 |
object_ptr ACC (RW, container); /* Current container being used. I think this |
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* is only used by the player right now. |
303 |
*/ |
304 |
object *ACC (RW, env); /* Pointer to the object which is the environment. |
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* This is typically the container that the object is in. |
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*/ |
307 |
object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
308 |
object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
309 |
client_container *seen_by; // seen by which player/container currently? |
310 |
key_value *key_values; /* Fields not explictly known by the loader. */ |
311 |
|
312 |
// privates / perl |
313 |
const shstr &kv_get (const shstr &key) const; |
314 |
void kv_del (const shstr &key); |
315 |
void kv_set (const shstr &key, const shstr &value); |
316 |
|
317 |
// custom extra fields management |
318 |
struct key_value_access_proxy |
319 |
{ |
320 |
object &ob; |
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shstr key; |
322 |
|
323 |
key_value_access_proxy (object &ob, const shstr &key) |
324 |
: ob (ob), key (key) |
325 |
{ |
326 |
} |
327 |
|
328 |
const key_value_access_proxy &operator =(const shstr &value) const |
329 |
{ |
330 |
ob.kv_set (key, value); |
331 |
return *this; |
332 |
} |
333 |
|
334 |
operator const shstr &() const { return ob.kv_get (key); } |
335 |
operator const char *() const { return ob.kv_get (key); } |
336 |
|
337 |
private: |
338 |
void operator =(int); |
339 |
}; |
340 |
|
341 |
// operator [] is too annoying to use |
342 |
const key_value_access_proxy kv (const shstr &key) |
343 |
{ |
344 |
return key_value_access_proxy (*this, key); |
345 |
} |
346 |
|
347 |
bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
348 |
MTH void post_load_check (); // do some adjustments after parsing |
349 |
static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
350 |
bool write (object_freezer &f); |
351 |
|
352 |
MTH int slottype () const; |
353 |
MTH static object *create (); |
354 |
const mapxy &operator =(const mapxy &pos); |
355 |
MTH void copy_to (object *dst); |
356 |
MTH object *clone (); // create + copy_to a single object |
357 |
MTH object *deep_clone (); // copy whole more chain and inventory |
358 |
void do_destroy (); |
359 |
void gather_callbacks (AV *&callbacks, event_type event) const; |
360 |
MTH void destroy (); |
361 |
MTH void drop_and_destroy () |
362 |
{ |
363 |
destroy_inv (true); |
364 |
destroy (); |
365 |
} |
366 |
|
367 |
// recursively destroy all objects in inventory, optionally dropping them to the ground instead |
368 |
MTH void destroy_inv (bool drop_to_ground = false); |
369 |
MTH object *insert (object *item); // insert into inventory |
370 |
MTH void play_sound (faceidx sound); |
371 |
|
372 |
void do_remove (); |
373 |
MTH void remove () |
374 |
{ |
375 |
if (!flag [FLAG_REMOVED]) |
376 |
do_remove (); |
377 |
} |
378 |
|
379 |
MTH bool blocked (maptile *m, int x, int y) const; |
380 |
|
381 |
void move_to (const mapxy &pos) |
382 |
{ |
383 |
remove (); |
384 |
*this = pos; |
385 |
insert_at (this, this); |
386 |
} |
387 |
|
388 |
static bool can_merge_slow (object *op1, object *op2); |
389 |
|
390 |
// this is often used in time-critical code, so optimise |
391 |
MTH static bool can_merge (object *op1, object *op2) |
392 |
{ |
393 |
return op1->value == op2->value |
394 |
&& op1->name == op2->name |
395 |
&& can_merge_slow (op1, op2); |
396 |
} |
397 |
|
398 |
MTH void set_owner (object *owner); |
399 |
MTH void set_speed (float speed); |
400 |
MTH bool change_weapon (object *ob); |
401 |
MTH bool change_skill (object *ob); |
402 |
|
403 |
MTH void open_container (object *new_container); |
404 |
MTH void close_container () |
405 |
{ |
406 |
open_container (0); |
407 |
} |
408 |
|
409 |
MTH object *force_find (const shstr name); |
410 |
MTH void force_add (const shstr name, int duration = 0); |
411 |
|
412 |
// overwrite the attachable should_invoke function with a version that also checks ev_want_type |
413 |
bool should_invoke (event_type event) |
414 |
{ |
415 |
return ev_want_event [event] || ev_want_type [type] || cb; |
416 |
} |
417 |
|
418 |
MTH void instantiate (); |
419 |
|
420 |
// recalculate all stats |
421 |
MTH void update_stats (); |
422 |
MTH void roll_stats (); |
423 |
MTH void swap_stats (int a, int b); |
424 |
MTH void add_statbonus (); |
425 |
MTH void remove_statbonus (); |
426 |
MTH void drain_stat (); |
427 |
MTH void drain_specific_stat (int deplete_stats); |
428 |
MTH void change_luck (int value); |
429 |
|
430 |
// info must hold 256 * 3 bytes currently |
431 |
const char *debug_desc (char *info) const; |
432 |
MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
433 |
const char *flag_desc (char *desc, int len) const; |
434 |
|
435 |
MTH bool decrease (sint32 nr = 1); // returns true if anything is left |
436 |
MTH object *split (sint32 nr = 1); // return 0 on failure |
437 |
|
438 |
MTH int number_of () const |
439 |
{ |
440 |
return nrof ? nrof : 1; |
441 |
} |
442 |
|
443 |
MTH sint32 total_weight () const |
444 |
{ |
445 |
return (weight + carrying) * number_of (); |
446 |
} |
447 |
|
448 |
MTH void update_weight (); |
449 |
|
450 |
// return the dominant material of this item, always return something |
451 |
const materialtype_t *dominant_material () const; |
452 |
|
453 |
// return the volume of this object in cm³ |
454 |
MTH uint64 volume () const |
455 |
{ |
456 |
return total_weight () |
457 |
* 1000 |
458 |
* (type == CONTAINER ? 1000 : 1) |
459 |
/ dominant_material ()->density; |
460 |
} |
461 |
|
462 |
MTH bool is_wiz () const { return flag [FLAG_WIZ]; } |
463 |
MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
464 |
MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
465 |
|| type == CLOAK || type == BOOTS || type == GLOVES |
466 |
|| type == BRACERS || type == GIRDLE; } |
467 |
MTH bool is_alive () const { return (type == PLAYER |
468 |
|| flag [FLAG_MONSTER] |
469 |
|| (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
470 |
&& !flag [FLAG_IS_A_TEMPLATE]; } |
471 |
MTH bool is_arrow () const { return type == ARROW |
472 |
|| (type == SPELL_EFFECT |
473 |
&& (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
474 |
MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
475 |
|
476 |
MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
477 |
|
478 |
// temporary: wether the object can be saved in a map file |
479 |
// contr => is a player |
480 |
// head => only save head of a multitile object |
481 |
// owner => can not reference owner yet |
482 |
MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
483 |
|
484 |
/* This return true if object has still randomitems which |
485 |
* could be expanded. |
486 |
*/ |
487 |
MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
488 |
|
489 |
MTH bool has_dialogue () const { return *&msg == '@'; } |
490 |
|
491 |
// returns the outermost owner, never returns 0 |
492 |
MTH object *outer_owner () |
493 |
{ |
494 |
object *op; |
495 |
|
496 |
for (op = this; op->owner; op = op->owner) |
497 |
; |
498 |
|
499 |
return op; |
500 |
} |
501 |
|
502 |
// returns the outermost environment, never returns 0 |
503 |
MTH object *outer_env () |
504 |
{ |
505 |
object *op; |
506 |
|
507 |
for (op = this; op->env; op = op->env) |
508 |
; |
509 |
|
510 |
return op; |
511 |
} |
512 |
|
513 |
// returns the player that has this object in his inventory, or 0 |
514 |
// we assume the player is always the outer env |
515 |
MTH object *in_player () |
516 |
{ |
517 |
object *op = outer_env (); |
518 |
|
519 |
return op->type == PLAYER ? op : 0; |
520 |
} |
521 |
|
522 |
// "temporary" helper function |
523 |
MTH object *head_ () |
524 |
{ |
525 |
return head ? head : this; |
526 |
} |
527 |
|
528 |
MTH bool is_head () |
529 |
{ |
530 |
return head_ () == this; |
531 |
} |
532 |
|
533 |
MTH bool is_on_map () const |
534 |
{ |
535 |
return !env && !flag [FLAG_REMOVED]; |
536 |
} |
537 |
|
538 |
MTH bool is_inserted () const |
539 |
{ |
540 |
return !flag [FLAG_REMOVED]; |
541 |
} |
542 |
|
543 |
// returns the player that cna see this object, if any |
544 |
MTH object *visible_to () const; |
545 |
|
546 |
MTH std::string long_desc (object *who = 0); |
547 |
MTH std::string describe_monster (object *who = 0); |
548 |
MTH std::string describe_item (object *who = 0); |
549 |
MTH std::string describe (object *who = 0); |
550 |
|
551 |
// If this object has no extra parts but should have them, |
552 |
// add them, effectively expanding heads into multipart |
553 |
// objects. This method only works on objects not inserted |
554 |
// anywhere. |
555 |
MTH void expand_tail (); |
556 |
|
557 |
MTH void create_treasure (treasurelist *tl, int flags = 0); |
558 |
|
559 |
// insert object at same map position as 'where' |
560 |
// handles both inventory and map "positions" |
561 |
MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
562 |
MTH void drop_unpaid_items (); |
563 |
|
564 |
MTH void activate (); |
565 |
MTH void deactivate (); |
566 |
MTH void activate_recursive (); |
567 |
MTH void deactivate_recursive (); |
568 |
|
569 |
// set the given flag on all objects in the inventory recursively |
570 |
MTH void set_flag_inv (int flag, int value = 1); |
571 |
|
572 |
void enter_exit (object *exit);//Perl |
573 |
MTH void enter_map (maptile *newmap, int x, int y); |
574 |
void player_goto (const char *path, int x, int y); // only for players |
575 |
|
576 |
// returns the mapspace this object is in |
577 |
mapspace &ms () const; |
578 |
|
579 |
// fully recursive iterator |
580 |
struct iterator_base |
581 |
{ |
582 |
object *item; |
583 |
|
584 |
iterator_base (object *container) |
585 |
: item (container) |
586 |
{ |
587 |
} |
588 |
|
589 |
operator object *() const { return item; } |
590 |
|
591 |
object *operator ->() const { return item; } |
592 |
object &operator * () const { return *item; } |
593 |
}; |
594 |
|
595 |
MTH unsigned int random_seed () const |
596 |
{ |
597 |
return (unsigned int)uuid.seq; |
598 |
} |
599 |
|
600 |
// depth-first recursive iterator |
601 |
struct depth_iterator : iterator_base |
602 |
{ |
603 |
depth_iterator (object *container); |
604 |
void next (); |
605 |
object *operator ++( ) { next (); return item; } |
606 |
object *operator ++(int) { object *i = item; next (); return i; } |
607 |
}; |
608 |
|
609 |
object *begin () |
610 |
{ |
611 |
return this; |
612 |
} |
613 |
|
614 |
object *end () |
615 |
{ |
616 |
return this; |
617 |
} |
618 |
|
619 |
/* This returns TRUE if the object is something that |
620 |
* a client might want to know about. |
621 |
*/ |
622 |
MTH bool client_visible () const |
623 |
{ |
624 |
return !invisible && type != PLAYER; |
625 |
} |
626 |
|
627 |
// the client does nrof * this weight |
628 |
MTH sint32 client_weight () const |
629 |
{ |
630 |
return weight + carrying; |
631 |
} |
632 |
|
633 |
MTH struct region *region () const; |
634 |
|
635 |
void statusmsg (const char *msg, int color = NDI_BLACK); |
636 |
void failmsg (const char *msg, int color = NDI_RED); |
637 |
|
638 |
const char *query_inventory (object *who = 0, const char *indent = ""); |
639 |
|
640 |
MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
641 |
static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
642 |
|
643 |
protected: |
644 |
void link (); |
645 |
void unlink (); |
646 |
|
647 |
object (); |
648 |
~object (); |
649 |
|
650 |
private: |
651 |
object &operator =(const object &); |
652 |
object (const object &); |
653 |
}; |
654 |
|
655 |
// move this object to the top of its env's inventory to speed up |
656 |
// searches for it. |
657 |
static object * |
658 |
splay (object *ob) |
659 |
{ |
660 |
if (ob->env && ob->env->inv != ob) |
661 |
{ |
662 |
if (ob->above) ob->above->below = ob->below; |
663 |
if (ob->below) ob->below->above = ob->above; |
664 |
|
665 |
ob->above = 0; |
666 |
ob->below = ob->env->inv; |
667 |
ob->below->above = ob; |
668 |
ob->env->inv = ob; |
669 |
} |
670 |
|
671 |
return ob; |
672 |
} |
673 |
|
674 |
typedef struct oblnk |
675 |
{ /* Used to link together several objects */ |
676 |
object_ptr ob; |
677 |
struct oblnk *next; |
678 |
} objectlink; |
679 |
|
680 |
typedef struct oblinkpt |
681 |
{ /* Used to link together several object links */ |
682 |
struct oblnk *link; |
683 |
sint32 value; /* Used as connected value in buttons/gates */ |
684 |
struct oblinkpt *next; |
685 |
} oblinkpt; |
686 |
|
687 |
object *find_skill_by_name (object *who, const char *name); |
688 |
object *find_skill_by_name (object *who, const shstr &sh); |
689 |
object *find_skill_by_number (object *who, int skillno); |
690 |
|
691 |
/* |
692 |
* The archetype structure is a set of rules on how to generate and manipulate |
693 |
* objects which point to archetypes. |
694 |
* This probably belongs in arch.h, but there really doesn't appear to |
695 |
* be much left in the archetype - all it really is is a holder for the |
696 |
* object and pointers. This structure should get removed, and just replaced |
697 |
* by the object structure |
698 |
*/ |
699 |
|
700 |
INTERFACE_CLASS (archetype) |
701 |
struct archetype : object |
702 |
{ |
703 |
static arch_ptr empty; // the empty_archetype |
704 |
MTH static void gc (); |
705 |
|
706 |
archetype (const char *name); |
707 |
~archetype (); |
708 |
void gather_callbacks (AV *&callbacks, event_type event) const; |
709 |
|
710 |
MTH static archetype *find (const_utf8_string name); |
711 |
|
712 |
MTH void link (); |
713 |
MTH void unlink (); |
714 |
|
715 |
MTH static object *get (const char *name); // (find() || singularity)->instance() |
716 |
MTH object *instance (); |
717 |
|
718 |
object_vector_index ACC (RW, archid); // index in archvector |
719 |
shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
720 |
|
721 |
sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
722 |
sint8 ACC (RW, max_x), ACC (RW, max_y); |
723 |
|
724 |
// support for archetype loading |
725 |
static archetype *read (object_thawer &f); |
726 |
MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more |
727 |
static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ |
728 |
}; |
729 |
|
730 |
// compatbiility, remove once replaced by ->instance |
731 |
inline object * |
732 |
arch_to_object (archetype *at) |
733 |
{ |
734 |
return at->instance (); |
735 |
} |
736 |
|
737 |
inline void |
738 |
object_freezer::put (keyword k, archetype *v) |
739 |
{ |
740 |
put (k, v ? &v->archname : (const char *)0); |
741 |
} |
742 |
|
743 |
typedef object_vector<object, &object::index > objectvec; |
744 |
typedef object_vector<object, &object::active> activevec; |
745 |
typedef object_vector<archetype, &archetype::archid> archvec; |
746 |
|
747 |
extern objectvec objects; |
748 |
extern activevec actives; |
749 |
extern archvec archetypes; |
750 |
|
751 |
// "safely" iterate over inv in a way such that the current item is removable |
752 |
// quite horrible, thats why its hidden in some macro |
753 |
#define for_inv_removable(op,var) \ |
754 |
for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) |
755 |
|
756 |
#define for_all_objects(var) \ |
757 |
for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
758 |
statementvar (object *, var, objects [_i]) |
759 |
|
760 |
#define for_all_actives(var) \ |
761 |
for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
762 |
statementvar (object *, var, actives [_i]) |
763 |
|
764 |
#define for_all_archetypes(var) \ |
765 |
for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
766 |
statementvar (archetype *, var, archetypes [_i]) |
767 |
|
768 |
/* Used by update_object to know if the object being passed is |
769 |
* being added or removed. |
770 |
*/ |
771 |
#define UP_OBJ_INSERT 1 |
772 |
#define UP_OBJ_REMOVE 2 |
773 |
#define UP_OBJ_CHANGE 3 |
774 |
#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
775 |
|
776 |
/* These are flags passed to insert_ob_in_map and |
777 |
* insert_ob_in_ob. Note that all flags may not be meaningful |
778 |
* for both functions. |
779 |
* Most are fairly explanatory: |
780 |
* INS_NO_MERGE: don't try to merge inserted object with ones alrady |
781 |
* on space. |
782 |
* INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. |
783 |
* INS_NO_WALK_ON: Don't call check_walk_on against the |
784 |
* originator - saves cpu time if you know the inserted object |
785 |
* is not meaningful in terms of having an effect. |
786 |
* INS_ON_TOP: Always put object on top. Generally only needed when loading |
787 |
* files from disk and ordering needs to be preserved. |
788 |
* INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
789 |
* Use for treasure chests so the new object is the highest thing |
790 |
* beneath the player, but not actually above it. Note - the |
791 |
* map and x,y coordinates for the object to be inserted must |
792 |
* match the originator. |
793 |
* |
794 |
* Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
795 |
* are mutually exclusive. The behaviour for passing more than one |
796 |
* should be considered undefined - while you may notice what happens |
797 |
* right now if you pass more than one, that could very well change |
798 |
* in future revisions of the code. |
799 |
*/ |
800 |
#define INS_NO_MERGE 0x0001 |
801 |
#define INS_ABOVE_FLOOR_ONLY 0x0002 |
802 |
#define INS_NO_WALK_ON 0x0004 |
803 |
#define INS_ON_TOP 0x0008 |
804 |
#define INS_BELOW_ORIGINATOR 0x0010 |
805 |
|
806 |
#define ARCH_DEPLETION "depletion" |
807 |
|
808 |
#endif |
809 |
|