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/cvs/deliantra/server/include/object.h
Revision: 1.198
Committed: Sun Jan 11 06:08:40 2009 UTC (15 years, 4 months ago) by root
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Branch: MAIN
Changes since 1.197: +11 -1 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #ifndef OBJECT_H
25 #define OBJECT_H
26
27 #include <bitset>
28
29 #include "cfperl.h"
30 #include "shstr.h"
31
32 typedef int tag_t;
33
34 enum {
35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50 };
51
52 enum slottype_t
53 {
54 slot_none,
55 slot_combat,
56 slot_ranged,
57 };
58
59 /* See common/item.c */
60
61 typedef struct Body_Locations
62 {
63 keyword save_name; /* Name used to load/save it to disk */
64 const char *use_name; /* Name used when describing an item we can use */
65 const char *nonuse_name; /* Name to describe objects we can't use */
66 } Body_Locations;
67
68 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70 #define NUM_COINS 4 /* number of coin types */
71 extern const char *const coins[NUM_COINS + 1];
72
73 /*
74 * Each object (this also means archetypes!) could have a few of these
75 * "dangling" from it; this could also end up containing 'parse errors'.
76 *
77 * key and value are shared-strings.
78 *
79 * Please use kv_get/kv_set/kv_del from object rather than
80 * accessing the list directly.
81 * Exception is if you want to walk this list for some reason.
82 */
83 struct key_value : slice_allocated
84 {
85 key_value *next;
86 shstr key, value;
87 };
88
89 struct UUID
90 {
91 uint64 seq;
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122 };
123
124 /* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply?
128 */
129 #define WILL_APPLY_HANDLE 0x01
130 #define WILL_APPLY_TREASURE 0x02
131 #define WILL_APPLY_EARTHWALL 0x04
132 #define WILL_APPLY_DOOR 0x08
133 #define WILL_APPLY_FOOD 0x10
134
135 struct body_slot
136 {
137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139 };
140
141 typedef struct oblnk
142 { /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145 } objectlink;
146
147 typedef struct oblinkpt
148 { /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152 } oblinkpt;
153
154 INTERFACE_CLASS (object)
155 // these are being copied
156 struct object_copy : attachable
157 {
158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
159
160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 uint8 ACC (RW, subtype); /* subtype of object */
162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
164
165 shstr ACC (RW, name); /* The name of the object, obviously... */
166 shstr ACC (RW, name_pl); /* The plural name of the object */
167 shstr ACC (RW, title); /* Of foo, etc */
168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
169 shstr ACC (RW, slaying); /* Which race to do double damage to */
170 /* If this is an exit, this is the filename */
171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174 #if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176 #endif
177
178 shstr ACC (RW, materialname); /* specific material name */
179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
180 // materialtype_t *ACC (RW, material); /* What material this object consists of */
181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
186 object_ptr ACC (RW, spell); /* Spell that was being cast */
187 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190
191 float ACC (RW, speed); /* The overall speed of this object */
192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
204 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp.
211 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */
218
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */
223
224 faceidx ACC (RW, face); /* the graphical face */
225
226 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */
228
229 body_slot slot [NUM_BODY_LOCATIONS];
230
231 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
234 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */
237
238 /* Following mostly refers to fields only used for monsters */
239
240 /* allows different movement patterns for attackers */
241 sint32 ACC (RW, move_status); /* What stage in attack mode */
242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
245 /* races/classes can need less/more exp to gain levels */
246
247 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically
249 * only used in spells.
250 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
256 sint8 ACC (RW, range); /* Range of the spell */
257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
258
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits
269
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
272
273 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276
277 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
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 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
285 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 */
287
288 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */
294 };
295
296 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);
308 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
313 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 bool change_weapon (object *ob);
428 MTH bool change_skill (object *ob);
429
430 MTH void open_container (object *new_container);
431 MTH void close_container ()
432 {
433 open_container (0);
434 }
435
436 MTH object *force_find (shstr_tmp name);
437 MTH object *force_add (shstr_tmp name, int duration = 0);
438
439 oblinkpt *find_link () const;
440 MTH void add_link (maptile *map, shstr_tmp id);
441 MTH void remove_link ();
442
443 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
444 bool should_invoke (event_type event)
445 {
446 return ev_want_event [event] || ev_want_type [type] || cb;
447 }
448
449 MTH void instantiate ();
450
451 // recalculate all stats
452 MTH void update_stats ();
453 MTH void roll_stats ();
454 MTH void swap_stats (int a, int b);
455 MTH void add_statbonus ();
456 MTH void remove_statbonus ();
457 MTH void drain_stat ();
458 MTH void drain_specific_stat (int deplete_stats);
459 MTH void change_luck (int value);
460
461 // info must hold 256 * 3 bytes currently
462 const char *debug_desc (char *info) const;
463 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
464 const char *flag_desc (char *desc, int len) const;
465
466 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
467 MTH object *split (sint32 nr = 1); // return 0 on failure
468
469 MTH int number_of () const
470 {
471 return nrof ? nrof : 1;
472 }
473
474 MTH sint32 total_weight () const
475 {
476 return (weight + carrying) * number_of ();
477 }
478
479 MTH void update_weight ();
480
481 // return the dominant material of this item, always return something
482 const materialtype_t *dominant_material () const;
483
484 // return the volume of this object in cm³
485 MTH uint64 volume () const
486 {
487 return (uint64)total_weight ()
488 * 1000
489 * (type == CONTAINER ? 1000 : 1)
490 / dominant_material ()->density;
491 }
492
493 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
494 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
495 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
496 || type == CLOAK || type == BOOTS || type == GLOVES
497 || type == BRACERS || type == GIRDLE; }
498 MTH bool is_alive () const { return (type == PLAYER
499 || flag [FLAG_MONSTER]
500 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
501 && !flag [FLAG_IS_A_TEMPLATE]; }
502 MTH bool is_arrow () const { return type == ARROW
503 || (type == SPELL_EFFECT
504 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
505 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
506
507 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
508
509 // temporary: wether the object can be saved in a map file
510 // contr => is a player
511 // head => only save head of a multitile object
512 // owner => can not reference owner yet
513 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
514
515 /* This return true if object has still randomitems which
516 * could be expanded.
517 */
518 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
519
520 MTH bool has_dialogue () const { return *&msg == '@'; }
521
522 // returns the outermost owner, never returns 0
523 MTH object *outer_owner ()
524 {
525 object *op;
526
527 for (op = this; op->owner; op = op->owner)
528 ;
529
530 return op;
531 }
532
533 // returns the outermost environment, never returns 0
534 MTH object *outer_env () const
535 {
536 const object *op;
537
538 for (op = this; op->env; op = op->env)
539 ;
540
541 return const_cast<object *>(op);
542 }
543
544 // returns the player that has this object in his inventory, or 0
545 // we assume the player is always the outer env
546 MTH object *in_player () const
547 {
548 object *op = outer_env ();
549
550 return op->type == PLAYER ? op : 0;
551 }
552
553 // "temporary" helper function
554 MTH object *head_ () const
555 {
556 return head ? head : const_cast<object *>(this);
557 }
558
559 MTH bool is_head () const
560 {
561 return head_ () == this;
562 }
563
564 MTH bool is_on_map () const
565 {
566 return !env && !flag [FLAG_REMOVED];
567 }
568
569 MTH bool is_inserted () const
570 {
571 return !flag [FLAG_REMOVED];
572 }
573
574 MTH bool is_player () const
575 {
576 return !!contr;
577 }
578
579 MTH bool affects_los () const
580 {
581 return glow_radius || flag [FLAG_BLOCKSVIEW];
582 }
583
584 MTH bool has_carried_lights () const
585 {
586 return glow_radius;
587 }
588
589 // returns the player that cna see this object, if any
590 MTH object *visible_to () const;
591
592 MTH std::string long_desc (object *who = 0);
593 MTH std::string describe_monster (object *who = 0);
594 MTH std::string describe_item (object *who = 0);
595 MTH std::string describe (object *who = 0);
596
597 MTH const char *query_weight () { return ::query_weight (this); }
598 MTH const char *query_name () { return ::query_name (this); }
599 MTH const char *query_short_name () { return ::query_short_name (this); }
600 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
601
602 // If this object has no extra parts but should have them,
603 // add them, effectively expanding heads into multipart
604 // objects. This method only works on objects not inserted
605 // anywhere.
606 MTH void expand_tail ();
607
608 MTH void create_treasure (treasurelist *tl, int flags = 0);
609
610 // insert object at same map position as 'where'
611 // handles both inventory and map "positions"
612 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
613 MTH void drop_unpaid_items ();
614
615 MTH void activate ();
616 MTH void deactivate ();
617 MTH void activate_recursive ();
618 MTH void deactivate_recursive ();
619
620 // set the given flag on all objects in the inventory recursively
621 MTH void set_flag_inv (int flag, int value = 1);
622
623 void enter_exit (object *exit);//Perl
624 MTH void enter_map (maptile *newmap, int x, int y);
625 void player_goto (const char *path, int x, int y); // only for players
626
627 // returns the mapspace this object is in
628 mapspace &ms () const;
629
630 // fully recursive iterator
631 struct iterator_base
632 {
633 object *item;
634
635 iterator_base (object *container)
636 : item (container)
637 {
638 }
639
640 operator object *() const { return item; }
641
642 object *operator ->() const { return item; }
643 object &operator * () const { return *item; }
644 };
645
646 MTH unsigned int random_seed () const
647 {
648 return (unsigned int)uuid.seq;
649 }
650
651 // depth-first recursive iterator
652 struct depth_iterator : iterator_base
653 {
654 depth_iterator (object *container);
655 void next ();
656 object *operator ++( ) { next (); return item; }
657 object *operator ++(int) { object *i = item; next (); return i; }
658 };
659
660 object *begin ()
661 {
662 return this;
663 }
664
665 object *end ()
666 {
667 return this;
668 }
669
670 /* This returns TRUE if the object is something that
671 * a client might want to know about.
672 */
673 MTH bool client_visible () const
674 {
675 return !invisible && type != PLAYER;
676 }
677
678 // the client does nrof * this weight
679 MTH sint32 client_weight () const
680 {
681 return weight + carrying;
682 }
683
684 MTH struct region *region () const;
685
686 void statusmsg (const char *msg, int color = NDI_BLACK);
687 void failmsg (const char *msg, int color = NDI_RED);
688
689 const char *query_inventory (object *who = 0, const char *indent = "");
690
691 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
692 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
693
694 // make some noise with given item into direction dir,
695 // currently only used for players to make them temporarily visible
696 // when they are invisible.
697 MTH void make_noise ();
698
699 protected:
700 void link ();
701 void unlink ();
702
703 object ();
704 ~object ();
705
706 private:
707 object &operator =(const object &);
708 object (const object &);
709 };
710
711 // move this object to the top of its env's inventory to speed up
712 // searches for it.
713 static object *
714 splay (object *ob)
715 {
716 if (ob->env && ob->env->inv != ob)
717 {
718 if (ob->above) ob->above->below = ob->below;
719 if (ob->below) ob->below->above = ob->above;
720
721 ob->above = 0;
722 ob->below = ob->env->inv;
723 ob->below->above = ob;
724 ob->env->inv = ob;
725 }
726
727 return ob;
728 }
729
730 object *find_skill_by_name_fuzzy (object *who, const char *name);
731 object *find_skill_by_name (object *who, shstr_cmp sh);
732 object *find_skill_by_number (object *who, int skillno);
733
734 /*
735 * The archetype structure is a set of rules on how to generate and manipulate
736 * objects which point to archetypes.
737 * This probably belongs in arch.h, but there really doesn't appear to
738 * be much left in the archetype - all it really is is a holder for the
739 * object and pointers. This structure should get removed, and just replaced
740 * by the object structure
741 */
742
743 INTERFACE_CLASS (archetype)
744 struct archetype : object
745 {
746 static arch_ptr empty; // the empty_archetype
747 MTH static void gc ();
748
749 archetype (const char *name);
750 ~archetype ();
751 void gather_callbacks (AV *&callbacks, event_type event) const;
752
753 MTH static archetype *find (const_utf8_string name);
754
755 MTH void link ();
756 MTH void unlink ();
757
758 MTH static object *get (const char *name); // (find() || singularity)->instance()
759 MTH object *instance ();
760
761 object_vector_index ACC (RW, archid); // index in archvector
762 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
763
764 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
765 sint8 ACC (RW, max_x), ACC (RW, max_y);
766
767 // support for archetype loading
768 static archetype *read (object_thawer &f);
769 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
770 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
771 };
772
773 // compatbiility, remove once replaced by ->instance
774 inline object *
775 arch_to_object (archetype *at)
776 {
777 return at->instance ();
778 }
779
780 inline void
781 object_freezer::put (keyword k, archetype *v)
782 {
783 put (k, v ? &v->archname : (const char *)0);
784 }
785
786 typedef object_vector<object, &object::index > objectvec;
787 typedef object_vector<object, &object::active> activevec;
788 typedef object_vector<archetype, &archetype::archid> archvec;
789
790 extern objectvec objects;
791 extern activevec actives;
792 extern archvec archetypes;
793
794 // "safely" iterate over inv in a way such that the current item is removable
795 // quite horrible, that's why its hidden in some macro
796 #define for_inv_removable(op,var) \
797 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
798
799 #define for_all_objects(var) \
800 for (unsigned _i = 0; _i < objects.size (); ++_i) \
801 statementvar (object *, var, objects [_i])
802
803 #define for_all_actives(var) \
804 for (unsigned _i = 0; _i < actives.size (); ++_i) \
805 statementvar (object *, var, actives [_i])
806
807 #define for_all_archetypes(var) \
808 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
809 statementvar (archetype *, var, archetypes [_i])
810
811 /* Used by update_object to know if the object being passed is
812 * being added or removed.
813 */
814 #define UP_OBJ_INSERT 1
815 #define UP_OBJ_REMOVE 2
816 #define UP_OBJ_CHANGE 3
817 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
818
819 /* These are flags passed to insert_ob_in_map and
820 * insert_ob_in_ob. Note that all flags may not be meaningful
821 * for both functions.
822 * Most are fairly explanatory:
823 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
824 * on space.
825 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
826 * INS_NO_WALK_ON: Don't call check_walk_on against the
827 * originator - saves cpu time if you know the inserted object
828 * is not meaningful in terms of having an effect.
829 * INS_ON_TOP: Always put object on top. Generally only needed when loading
830 * files from disk and ordering needs to be preserved.
831 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
832 * Use for treasure chests so the new object is the highest thing
833 * beneath the player, but not actually above it. Note - the
834 * map and x,y coordinates for the object to be inserted must
835 * match the originator.
836 *
837 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
838 * are mutually exclusive. The behaviour for passing more than one
839 * should be considered undefined - while you may notice what happens
840 * right now if you pass more than one, that could very well change
841 * in future revisions of the code.
842 */
843 #define INS_NO_MERGE 0x0001
844 #define INS_ABOVE_FLOOR_ONLY 0x0002
845 #define INS_NO_WALK_ON 0x0004
846 #define INS_ON_TOP 0x0008
847 #define INS_BELOW_ORIGINATOR 0x0010
848
849 #define ARCH_DEPLETION "depletion"
850
851 #endif
852