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/cvs/deliantra/server/include/object.h
Revision: 1.212
Committed: Mon Oct 12 14:00:58 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.211: +7 -6 lines
Log Message:
clarify license

File Contents

# 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #ifndef OBJECT_H
26 #define OBJECT_H
27
28 #include <bitset>
29
30 #include "cfperl.h"
31 #include "shstr.h"
32
33 typedef int tag_t;
34
35 enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51 };
52
53 enum slottype_t
54 {
55 slot_none,
56 slot_combat,
57 slot_ranged,
58 };
59
60 /* See common/item.c */
61
62 typedef struct Body_Locations
63 {
64 keyword save_name; /* Name used to load/save it to disk */
65 const char *use_name; /* Name used when describing an item we can use */
66 const char *nonuse_name; /* Name to describe objects we can't use */
67 } Body_Locations;
68
69 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
70
71 #define NUM_COINS 4 /* number of coin types */
72 extern const char *const coins[NUM_COINS + 1];
73
74 /*
75 * Each object (this also means archetypes!) could have a few of these
76 * "dangling" from it; this could also end up containing 'parse errors'.
77 *
78 * key and value are shared-strings.
79 *
80 * Please use kv_get/kv_set/kv_del from object rather than
81 * accessing the list directly.
82 * Exception is if you want to walk this list for some reason.
83 */
84 struct key_value : slice_allocated
85 {
86 key_value *next;
87 shstr key, value;
88 };
89
90 struct UUID
91 {
92 uint64 seq;
93
94 static UUID cur; // last uuid generated
95 static void init ();
96 static UUID gen ();
97
98 UUID () { }
99 UUID (uint64 seq) : seq(seq) { }
100 operator uint64() { return seq; }
101 void operator =(uint64 seq) { this->seq = seq; }
102
103 typedef char BUF [32];
104
105 bool parse (const char *s)
106 {
107 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
108 }
109
110 const char *c_str (char *buf, int len) const
111 {
112 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
113
114 return buf;
115 }
116
117 const char *c_str () const
118 {
119 static BUF buf;
120
121 return c_str (buf, sizeof (buf));
122 }
123 };
124
125 /* Definition for WILL_APPLY values. Replaces having harcoded values
126 * sprinkled in the code. Note that some of these also replace fields
127 * that were in the can_apply area. What is the point of having both
128 * can_apply and will_apply?
129 */
130 #define WILL_APPLY_HANDLE 0x01
131 #define WILL_APPLY_TREASURE 0x02
132 #define WILL_APPLY_EARTHWALL 0x04
133 #define WILL_APPLY_DOOR 0x08
134 #define WILL_APPLY_FOOD 0x10
135
136 struct body_slot
137 {
138 signed char info:4; /* body info as loaded from the file */
139 signed char used:4; /* Calculated value based on items equipped */
140 };
141
142 typedef struct oblnk
143 { /* Used to link together several objects */
144 object_ptr ob;
145 struct oblnk *next;
146 } objectlink;
147
148 typedef struct oblinkpt
149 { /* Used to link together several object links */
150 struct oblnk *link;
151 struct oblinkpt *next;
152 shstr id; /* Used as connected value in buttons/gates */
153 } oblinkpt;
154
155 INTERFACE_CLASS (object)
156 // these are being copied
157 struct object_copy : attachable
158 {
159 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
160
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */
163 sint8 ACC (RW, direction); /* Means the object is moving that way. */
164 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
165
166 shstr ACC (RW, name); /* The name of the object, obviously... */
167 shstr ACC (RW, name_pl); /* The plural name of the object */
168 shstr ACC (RW, title); /* Of foo, etc */
169 shstr ACC (RW, race); /* human, goblin, dragon, etc */
170 shstr ACC (RW, slaying); /* Which race to do double damage to */
171 /* If this is an exit, this is the filename */
172
173 typedef bitset<NUM_FLAGS> flags_t;
174 flags_t flag; /* various flags */
175 #if FOR_PERL
176 bool ACC (RW, flag[NUM_FLAGS]);
177 #endif
178
179 shstr ACC (RW, materialname); /* specific material name */
180 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
181 // materialtype_t *ACC (RW, material); /* What material this object consists of */
182 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
183 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
184 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
185 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
186 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
187 object_ptr ACC (RW, spell); /* Spell that was being cast */
188 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
189 arch_ptr ACC (RW, arch); /* Pointer to archetype */
190 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
191
192 float ACC (RW, speed); /* The overall speed of this object */
193 float ACC (RW, speed_left); /* How much speed is left to spend this round */
194
195 sint32 ACC (RW, nrof); /* How many of the objects */
196 /* This next big block is basically used for monsters and equipment */
197 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
198 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
199
200 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
201 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
202 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
203 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
204
205 uint16 ACC (RW, materials); /* What materials this object consists of */
206 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
207 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209
210 /* Note that the last_.. values are sometimes used for non obvious
211 * meanings by some objects, eg, sp penalty, permanent exp.
212 */
213 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
214 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
215 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
216 sint16 ACC (RW, last_eat); /* How long since we last ate */
217
218 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
219 sint16 ACC (RW, level); /* Level of creature or object */
220
221 uint8 ACC (RW, pick_up); /* See crossfire.doc */
222 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
223 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
224 uint8 ACC (RW, weapontype); /* type of weapon */
225
226 faceidx ACC (RW, face); /* the graphical face */
227
228 faceidx ACC (RW, sound); /* the sound face */
229 faceidx ACC (RW, sound_destroy); /* played on destroy */
230
231 body_slot slot [NUM_BODY_LOCATIONS];
232
233 sint32 ACC (RW, weight); /* Attributes of the object */
234 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
235
236 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
237
238 sint64 ACC (RW, perm_exp); /* Permanent exp */
239 living ACC (RO, stats); /* Str, Con, Dex, etc */
240 /* See the pod/objects.pod for more info about body locations */
241
242 /* Following mostly refers to fields only used for monsters */
243
244 /* Spell related information, may be useful elsewhere
245 * Note that other fields are used - these files are basically
246 * only used in spells.
247 */
248 sint16 ACC (RW, duration); /* How long the spell lasts */
249 uint8 ACC (RW, casting_time); /* time left before spell goes off */
250 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
251
252 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
253 sint8 ACC (RW, range); /* Range of the spell */
254 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
255 sint8 ACC (RW, item_power); /* power rating of the object */
256
257 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
258 MoveType ACC (RW, move_type); /* Type of movement this object uses */
259 MoveType ACC (RW, move_block);/* What movement types this blocks */
260 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
261
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
264 MoveType ACC (RW, move_slow); /* Movement types this slows down */
265
266 // 8 free bits
267
268 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
269 // /* races/classes can need less/more exp to gain levels */
270 static const float expmul = 1.0;//D
271 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
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 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
278 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
279 uint8 ACC (RW, will_apply); /* See crossfire.doc */
280 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
281 uint16 ACC (RW, animation_id);/* An index into the animation array */
282 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
283
284 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
285 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
286 /* allows different movement patterns for attackers */
287 uint8 ACC (RW, move_status); /* What stage in attack mode */
288 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
289
290 //16+ free bits
291
292 // rarely-accessed members should be at the end
293 shstr ACC (RW, tag); // a tag used to tracking this object
294 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
295 shstr ACC (RW, lore); /* Obscure information about this object, */
296 /* To get put into books and the like. */
297 shstr ACC (RW, custom_name); /* Custom name assigned by player */
298 };
299
300 const char *query_weight (const object *op);
301 const char *query_short_name (const object *op);
302 const char *query_name (const object *op);
303 const char *query_base_name (const object *op, int plural);
304
305 struct object : zero_initialised, object_copy
306 {
307 // These variables are not changed by ->copy_to
308 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
309
310 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
311 int ACC (RO, count);
312 object_vector_index ACC (RO, index); // index into objects
313 object_vector_index ACC (RO, active); // index into actives
314
315 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
316
317 object *ACC (RW, below); /* Pointer to the object stacked below this one */
318 object *ACC (RW, above); /* Pointer to the object stacked above this one */
319 /* Note: stacked in the *same* environment */
320 object *inv; /* Pointer to the first object in the inventory */
321
322 //TODO: container must move into client
323 object_ptr ACC (RW, container); /* Current container being used. I think this
324 * is only used by the player right now.
325 */
326 object *ACC (RW, env); /* Pointer to the object which is the environment.
327 * This is typically the container that the object is in.
328 */
329 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
330 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
331 client_container *seen_by; // seen by which player/container currently?
332 key_value *key_values; /* Fields not explictly known by the loader. */
333
334 // privates / perl
335 shstr_tmp kv_get (shstr_tmp key) const;
336 void kv_del (shstr_tmp key);
337 void kv_set (shstr_tmp key, shstr_tmp value);
338
339 // custom extra fields management
340 struct key_value_access_proxy
341 {
342 object &ob;
343 shstr_tmp key;
344
345 key_value_access_proxy (object &ob, shstr_tmp key)
346 : ob (ob), key (key)
347 {
348 }
349
350 const key_value_access_proxy &operator =(shstr_tmp value) const
351 {
352 ob.kv_set (key, value);
353 return *this;
354 }
355
356 operator const shstr_tmp () const { return ob.kv_get (key); }
357 operator const char *() const { return ob.kv_get (key); }
358
359 private:
360 void operator =(int);
361 };
362
363 // operator [] is too annoying to use
364 const key_value_access_proxy kv (shstr_tmp key)
365 {
366 return key_value_access_proxy (*this, key);
367 }
368
369 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
370 MTH void post_load_check (); // do some adjustments after parsing
371 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
372 bool write (object_freezer &f);
373
374 MTH int slottype () const;
375 MTH static object *create ();
376 const mapxy &operator =(const mapxy &pos);
377 MTH void copy_to (object *dst);
378 MTH object *clone (); // create + copy_to a single object
379 MTH object *deep_clone (); // copy whole more chain and inventory
380 void do_destroy ();
381 void gather_callbacks (AV *&callbacks, event_type event) const;
382 MTH void destroy ();
383 MTH void drop_and_destroy ()
384 {
385 destroy_inv (true);
386 destroy ();
387 }
388
389 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
390 MTH void destroy_inv (bool drop_to_ground = false);
391 MTH object *insert (object *item); // insert into inventory
392 MTH void play_sound (faceidx sound) const;
393 MTH void say_msg (const char *msg) const;
394
395 void do_remove ();
396 MTH void remove ()
397 {
398 if (!flag [FLAG_REMOVED])
399 do_remove ();
400 }
401
402 MTH bool blocked (maptile *m, int x, int y) const;
403
404 void move_to (const mapxy &pos)
405 {
406 remove ();
407 *this = pos;
408 insert_at (this, this);
409 }
410
411 // high-level move functions, return true if successful
412 int move (int dir, object *originator);
413
414 int move (int dir)
415 {
416 return move (dir, this);
417 }
418
419 static bool can_merge_slow (object *op1, object *op2);
420
421 // this is often used in time-critical code, so optimise
422 MTH static bool can_merge (object *op1, object *op2)
423 {
424 return op1->value == op2->value
425 && op1->name == op2->name
426 && can_merge_slow (op1, op2);
427 }
428
429 MTH void set_owner (object *owner);
430 MTH void set_speed (float speed);
431 MTH void set_glow_radius (sint8 rad);
432 MTH bool change_weapon (object *ob);
433 MTH bool change_skill (object *ob);
434
435 MTH void open_container (object *new_container);
436 MTH void close_container ()
437 {
438 open_container (0);
439 }
440
441 MTH object *force_find (shstr_tmp name);
442 MTH void force_set_timer (int duration);
443 MTH object *force_add (shstr_tmp name, int duration = 0);
444
445 oblinkpt *find_link () const;
446 MTH void add_link (maptile *map, shstr_tmp id);
447 MTH void remove_link ();
448
449 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
450 bool should_invoke (event_type event)
451 {
452 return ev_want_event [event] || ev_want_type [type] || cb;
453 }
454
455 MTH void instantiate ();
456
457 // recalculate all stats
458 MTH void update_stats ();
459 MTH void roll_stats ();
460 MTH void swap_stats (int a, int b);
461 MTH void add_statbonus ();
462 MTH void remove_statbonus ();
463 MTH void drain_stat ();
464 MTH void drain_specific_stat (int deplete_stats);
465 MTH void change_luck (int value);
466
467 // info must hold 256 * 3 bytes currently
468 const char *debug_desc (char *info) const;
469 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
470 const char *flag_desc (char *desc, int len) const;
471
472 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
473 MTH object *split (sint32 nr = 1); // return 0 on failure
474
475 MTH int number_of () const
476 {
477 return nrof ? nrof : 1;
478 }
479
480 MTH sint32 total_weight () const
481 {
482 return (weight + carrying) * number_of ();
483 }
484
485 MTH void update_weight ();
486
487 // return the dominant material of this item, always return something
488 const materialtype_t *dominant_material () const;
489
490 // return the volume of this object in cm³
491 MTH uint64 volume () const
492 {
493 return (uint64)total_weight ()
494 * 1000
495 * (type == CONTAINER ? 1000 : 1)
496 / dominant_material ()->density;
497 }
498
499 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
500
501 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
502 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
503 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
504 || type == CLOAK || type == BOOTS || type == GLOVES
505 || type == BRACERS || type == GIRDLE; }
506 MTH bool is_alive () const { return (type == PLAYER
507 || flag [FLAG_MONSTER]
508 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
509 && !flag [FLAG_IS_A_TEMPLATE]; }
510 MTH bool is_arrow () const { return type == ARROW
511 || (type == SPELL_EFFECT
512 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
513 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
514
515 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
516
517 // temporary: wether the object can be saved in a map file
518 // contr => is a player
519 // head => only save head of a multitile object
520 // owner => can not reference owner yet
521 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
522
523 /* This return true if object has still randomitems which
524 * could be expanded.
525 */
526 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
527
528 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
529
530 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
531
532 // returns the outermost owner, never returns 0
533 MTH object *outer_owner ()
534 {
535 object *op;
536
537 for (op = this; op->owner; op = op->owner)
538 ;
539
540 return op;
541 }
542
543 // returns the outermost environment, never returns 0
544 MTH object *outer_env_or_self () const
545 {
546 const object *op;
547
548 for (op = this; op->env; op = op->env)
549 ;
550
551 return const_cast<object *>(op);
552 }
553
554 // returns the outermost environment, may return 0
555 MTH object *outer_env () const
556 {
557 return env ? outer_env_or_self () : 0;
558 }
559
560 // returns the player that has this object in his inventory, or 0
561 // we assume the player is always the outer env
562 MTH object *in_player () const
563 {
564 object *op = outer_env_or_self ();
565
566 return op->type == PLAYER ? op : 0;
567 }
568
569 // "temporary" helper function
570 MTH object *head_ () const
571 {
572 return head ? head : const_cast<object *>(this);
573 }
574
575 MTH bool is_head () const
576 {
577 return head_ () == this;
578 }
579
580 MTH bool is_on_map () const
581 {
582 return !env && !flag [FLAG_REMOVED];
583 }
584
585 MTH bool is_inserted () const
586 {
587 return !flag [FLAG_REMOVED];
588 }
589
590 MTH bool is_player () const
591 {
592 return !!contr;
593 }
594
595 MTH bool affects_los () const
596 {
597 return glow_radius || flag [FLAG_BLOCKSVIEW];
598 }
599
600 MTH bool has_carried_lights () const
601 {
602 return glow_radius;
603 }
604
605 // returns the player that cna see this object, if any
606 MTH object *visible_to () const;
607
608 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
609 MTH std::string describe_monster (object *who = 0);
610 MTH std::string describe_item (object *who = 0);
611 MTH std::string describe (object *who = 0); // long description, without name
612
613 MTH const char *query_weight () { return ::query_weight (this); }
614 MTH const char *query_name () { return ::query_name (this); }
615 MTH const char *query_short_name () { return ::query_short_name (this); }
616 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
617
618 // If this object has no extra parts but should have them,
619 // add them, effectively expanding heads into multipart
620 // objects. This method only works on objects not inserted
621 // anywhere.
622 MTH void expand_tail ();
623
624 MTH void create_treasure (treasurelist *tl, int flags = 0);
625
626 // insert object at same map position as 'where'
627 // handles both inventory and map "positions"
628 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
629 MTH void drop_unpaid_items ();
630
631 MTH void activate ();
632 MTH void deactivate ();
633 MTH void activate_recursive ();
634 MTH void deactivate_recursive ();
635
636 // set the given flag on all objects in the inventory recursively
637 MTH void set_flag_inv (int flag, int value = 1);
638
639 void enter_exit (object *exit);//Perl
640 MTH void enter_map (maptile *newmap, int x, int y);
641 void player_goto (const char *path, int x, int y); // only for players
642
643 // returns the mapspace this object is in
644 mapspace &ms () const;
645
646 // fully recursive iterator
647 struct iterator_base
648 {
649 object *item;
650
651 iterator_base (object *container)
652 : item (container)
653 {
654 }
655
656 operator object *() const { return item; }
657
658 object *operator ->() const { return item; }
659 object &operator * () const { return *item; }
660 };
661
662 MTH unsigned int random_seed () const
663 {
664 return (unsigned int)uuid.seq;
665 }
666
667 // depth-first recursive iterator
668 struct depth_iterator : iterator_base
669 {
670 depth_iterator (object *container);
671 void next ();
672 object *operator ++( ) { next (); return item; }
673 object *operator ++(int) { object *i = item; next (); return i; }
674 };
675
676 object *begin ()
677 {
678 return this;
679 }
680
681 object *end ()
682 {
683 return this;
684 }
685
686 /* This returns TRUE if the object is something that
687 * a client might want to know about.
688 */
689 MTH bool client_visible () const
690 {
691 return !invisible && type != PLAYER;
692 }
693
694 // the client does nrof * this weight
695 MTH sint32 client_weight () const
696 {
697 return weight + carrying;
698 }
699
700 MTH struct region *region () const;
701
702 void statusmsg (const char *msg, int color = NDI_BLACK);
703 void failmsg (const char *msg, int color = NDI_RED);
704
705 const char *query_inventory (object *who = 0, const char *indent = "");
706
707 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
708 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
709
710 // make some noise with given item into direction dir,
711 // currently only used for players to make them temporarily visible
712 // when they are invisible.
713 MTH void make_noise ();
714
715 /* animation */
716 MTH bool has_anim () const { return animation_id; }
717 const animation &anim () const { return animations [animation_id]; }
718 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
719 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
720 /* anim_frames () returns the number of animations allocated. The last
721 * usuable animation will be anim_frames () - 1 (for example, if an object
722 * has 8 animations, anim_frames () will return 8, but the values will
723 * range from 0 through 7.
724 */
725 MTH int anim_frames () const { return anim ().num_animations; }
726 MTH int anim_facings () const { return anim ().facings; }
727
728 MTH char *as_string ();
729
730 protected:
731 void link ();
732 void unlink ();
733
734 object ();
735 ~object ();
736
737 private:
738 object &operator =(const object &);
739 object (const object &);
740 };
741
742 // move this object to the top of its env's inventory to speed up
743 // searches for it.
744 static object *
745 splay (object *ob)
746 {
747 if (ob->above && ob->env)
748 {
749 if (ob->above) ob->above->below = ob->below;
750 if (ob->below) ob->below->above = ob->above;
751
752 ob->above = 0;
753 ob->below = ob->env->inv;
754 ob->below->above = ob;
755 ob->env->inv = ob;
756 }
757
758 return ob;
759 }
760
761 object *find_skill_by_name_fuzzy (object *who, const char *name);
762 object *find_skill_by_name (object *who, shstr_cmp sh);
763 object *find_skill_by_number (object *who, int skillno);
764
765 /*
766 * The archetype structure is a set of rules on how to generate and manipulate
767 * objects which point to archetypes.
768 * This probably belongs in arch.h, but there really doesn't appear to
769 * be much left in the archetype - all it really is is a holder for the
770 * object and pointers. This structure should get removed, and just replaced
771 * by the object structure
772 */
773
774 INTERFACE_CLASS (archetype)
775 struct archetype : object
776 {
777 static arch_ptr empty; // the empty_archetype
778 MTH static void gc ();
779
780 archetype (const char *name);
781 ~archetype ();
782 void gather_callbacks (AV *&callbacks, event_type event) const;
783
784 MTH static archetype *find (const_utf8_string name);
785
786 MTH void link ();
787 MTH void unlink ();
788
789 MTH static object *get (const char *name); // (find() || singularity)->instance()
790 MTH object *instance ();
791
792 object_vector_index ACC (RW, archid); // index in archvector
793 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
794
795 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
796 sint8 ACC (RW, max_x), ACC (RW, max_y);
797
798 // support for archetype loading
799 static archetype *read (object_thawer &f);
800 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
801 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
802 };
803
804 // compatbiility, remove once replaced by ->instance
805 inline object *
806 arch_to_object (archetype *at)
807 {
808 return at->instance ();
809 }
810
811 inline void
812 object_freezer::put (keyword k, archetype *v)
813 {
814 put (k, v ? &v->archname : (const char *)0);
815 }
816
817 typedef object_vector<object, &object::index > objectvec;
818 typedef object_vector<object, &object::active> activevec;
819 typedef object_vector<archetype, &archetype::archid> archvec;
820
821 extern objectvec objects;
822 extern activevec actives;
823 extern archvec archetypes;
824
825 // "safely" iterate over inv in a way such that the current item is removable
826 // quite horrible, that's why its hidden in some macro
827 #define for_inv_removable(op,var) \
828 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
829
830 #define for_all_objects(var) \
831 for (unsigned _i = 0; _i < objects.size (); ++_i) \
832 statementvar (object *, var, objects [_i])
833
834 #define for_all_actives(var) \
835 for (unsigned _i = 0; _i < actives.size (); ++_i) \
836 statementvar (object *, var, actives [_i])
837
838 #define for_all_archetypes(var) \
839 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
840 statementvar (archetype *, var, archetypes [_i])
841
842 /* Used by update_object to know if the object being passed is
843 * being added or removed.
844 */
845 #define UP_OBJ_INSERT 1
846 #define UP_OBJ_REMOVE 2
847 #define UP_OBJ_CHANGE 3
848 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
849
850 /* These are flags passed to insert_ob_in_map and
851 * insert_ob_in_ob. Note that all flags may not be meaningful
852 * for both functions.
853 * Most are fairly explanatory:
854 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
855 * on space.
856 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
857 * INS_NO_WALK_ON: Don't call check_walk_on against the
858 * originator - saves cpu time if you know the inserted object
859 * is not meaningful in terms of having an effect.
860 * INS_ON_TOP: Always put object on top. Generally only needed when loading
861 * files from disk and ordering needs to be preserved.
862 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
863 * Use for treasure chests so the new object is the highest thing
864 * beneath the player, but not actually above it. Note - the
865 * map and x,y coordinates for the object to be inserted must
866 * match the originator.
867 *
868 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
869 * are mutually exclusive. The behaviour for passing more than one
870 * should be considered undefined - while you may notice what happens
871 * right now if you pass more than one, that could very well change
872 * in future revisions of the code.
873 */
874 #define INS_NO_MERGE 0x0001
875 #define INS_ABOVE_FLOOR_ONLY 0x0002
876 #define INS_NO_WALK_ON 0x0004
877 #define INS_ON_TOP 0x0008
878 #define INS_BELOW_ORIGINATOR 0x0010
879
880 #define ARCH_DEPLETION "depletion"
881
882 #endif
883