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Revision: 1.216
Committed: Sun Nov 8 20:55:39 2009 UTC (14 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.215: +2 -0 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 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 //+GPL
34
35 typedef int tag_t;
36
37 enum {
38 body_skill,
39 body_combat,
40 body_range,
41 body_shield,
42 body_arm,
43 body_torso,
44 body_head,
45 body_neck,
46 body_finger,
47 body_shoulder,
48 body_foot,
49 body_hand,
50 body_wrist,
51 body_waist,
52 NUM_BODY_LOCATIONS
53 };
54
55 enum slottype_t
56 {
57 slot_none,
58 slot_combat,
59 slot_ranged,
60 };
61
62 /* See common/item.c */
63
64 typedef struct Body_Locations
65 {
66 keyword save_name; /* Name used to load/save it to disk */
67 const char *use_name; /* Name used when describing an item we can use */
68 const char *nonuse_name; /* Name to describe objects we can't use */
69 } Body_Locations;
70
71 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
72
73 #define NUM_COINS 4 /* number of coin types */
74 extern const char *const coins[NUM_COINS + 1];
75
76 /*
77 * Each object (this also means archetypes!) could have a few of these
78 * "dangling" from it; this could also end up containing 'parse errors'.
79 *
80 * key and value are shared-strings.
81 *
82 * Please use kv_get/kv_set/kv_del from object rather than
83 * accessing the list directly.
84 * Exception is if you want to walk this list for some reason.
85 */
86 struct key_value : slice_allocated
87 {
88 key_value *next;
89 shstr key, value;
90 };
91
92 //-GPL
93
94 struct UUID
95 {
96 uint64 seq;
97
98 static UUID cur; // last uuid generated
99 static void init ();
100 static UUID gen ();
101
102 UUID () { }
103 UUID (uint64 seq) : seq(seq) { }
104 operator uint64() { return seq; }
105 void operator =(uint64 seq) { this->seq = seq; }
106
107 typedef char BUF [32];
108
109 bool parse (const char *s)
110 {
111 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
112 }
113
114 const char *c_str (char *buf, int len) const
115 {
116 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
117
118 return buf;
119 }
120
121 const char *c_str () const
122 {
123 static BUF buf;
124
125 return c_str (buf, sizeof (buf));
126 }
127 };
128
129 //+GPL
130
131 /* Definition for WILL_APPLY values. Replaces having harcoded values
132 * sprinkled in the code. Note that some of these also replace fields
133 * that were in the can_apply area. What is the point of having both
134 * can_apply and will_apply?
135 */
136 #define WILL_APPLY_HANDLE 0x01
137 #define WILL_APPLY_TREASURE 0x02
138 #define WILL_APPLY_EARTHWALL 0x04
139 #define WILL_APPLY_DOOR 0x08
140 #define WILL_APPLY_FOOD 0x10
141
142 struct body_slot
143 {
144 signed char info:4; /* body info as loaded from the file */
145 signed char used:4; /* Calculated value based on items equipped */
146 };
147
148 typedef struct oblnk
149 { /* Used to link together several objects */
150 object_ptr ob;
151 struct oblnk *next;
152 } objectlink;
153
154 typedef struct oblinkpt
155 { /* Used to link together several object links */
156 struct oblnk *link;
157 struct oblinkpt *next;
158 shstr id; /* Used as connected value in buttons/gates */
159 } oblinkpt;
160
161 INTERFACE_CLASS (object)
162 // these are being copied
163 struct object_copy : attachable
164 {
165 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
166
167 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
168 uint8 ACC (RW, subtype); /* subtype of object */
169 sint8 ACC (RW, direction); /* Means the object is moving that way. */
170 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
171
172 shstr ACC (RW, name); /* The name of the object, obviously... */
173 shstr ACC (RW, name_pl); /* The plural name of the object */
174 shstr ACC (RW, title); /* Of foo, etc */
175 shstr ACC (RW, race); /* human, goblin, dragon, etc */
176 shstr ACC (RW, slaying); /* Which race to do double damage to */
177 /* If this is an exit, this is the filename */
178
179 typedef bitset<NUM_FLAGS> flags_t;
180 flags_t flag; /* various flags */
181 #if FOR_PERL
182 bool ACC (RW, flag[NUM_FLAGS]);
183 #endif
184
185 shstr ACC (RW, materialname); /* specific material name */
186 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
187 // materialtype_t *ACC (RW, material); /* What material this object consists of */
188 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
189 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
190 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
191 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
192 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
193 object_ptr ACC (RW, spell); /* Spell that was being cast */
194 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
195 arch_ptr ACC (RW, arch); /* Pointer to archetype */
196 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
197
198 float ACC (RW, speed); /* The overall speed of this object */
199 float ACC (RW, speed_left); /* How much speed is left to spend this round */
200
201 sint32 ACC (RW, nrof); /* How many of the objects */
202 /* This next big block is basically used for monsters and equipment */
203 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
204 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
205
206 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
207 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
208 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
209 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
210
211 uint16 ACC (RW, materials); /* What materials this object consists of */
212 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
213 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
214 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
215
216 /* Note that the last_.. values are sometimes used for non obvious
217 * meanings by some objects, eg, sp penalty, permanent exp.
218 */
219 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
220 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
221 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
222 sint16 ACC (RW, last_eat); /* How long since we last ate */
223
224 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
225 sint16 ACC (RW, level); /* Level of creature or object */
226
227 uint8 ACC (RW, pick_up); /* See crossfire.doc */
228 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
229 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
230 uint8 ACC (RW, weapontype); /* type of weapon */
231
232 faceidx ACC (RW, face); /* the graphical face */
233
234 faceidx ACC (RW, sound); /* the sound face */
235 faceidx ACC (RW, sound_destroy); /* played on destroy */
236
237 body_slot slot [NUM_BODY_LOCATIONS];
238
239 sint32 ACC (RW, weight); /* Attributes of the object */
240 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
241
242 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
243
244 sint64 ACC (RW, perm_exp); /* Permanent exp */
245 living ACC (RO, stats); /* Str, Con, Dex, etc */
246 /* See the pod/objects.pod for more info about body locations */
247
248 /* Following mostly refers to fields only used for monsters */
249
250 /* Spell related information, may be useful elsewhere
251 * Note that other fields are used - these files are basically
252 * only used in spells.
253 */
254 sint16 ACC (RW, duration); /* How long the spell lasts */
255 uint8 ACC (RW, casting_time); /* time left before spell goes off */
256 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
257
258 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
259 sint8 ACC (RW, range); /* Range of the spell */
260 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
261 sint8 ACC (RW, item_power); /* power rating of the object */
262
263 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
264 MoveType ACC (RW, move_type); /* Type of movement this object uses */
265 MoveType ACC (RW, move_block);/* What movement types this blocks */
266 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
267
268 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
269 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
270 MoveType ACC (RW, move_slow); /* Movement types this slows down */
271
272 // 8 free bits
273
274 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
275 // /* races/classes can need less/more exp to gain levels */
276 static const float expmul = 1.0;//D
277 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
278
279 /* Following are values used by any object */
280 /* this objects turns into or what this object creates */
281 treasurelist *ACC (RW, randomitems); /* Items to be generated */
282
283 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
284 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
285 uint8 ACC (RW, will_apply); /* See crossfire.doc */
286 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
287 uint16 ACC (RW, animation_id);/* An index into the animation array */
288 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
289
290 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
291 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
292 /* allows different movement patterns for attackers */
293 uint8 ACC (RW, move_status); /* What stage in attack mode */
294 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
295
296 //16+ free bits
297
298 // rarely-accessed members should be at the end
299 shstr ACC (RW, tag); // a tag used to tracking this object
300 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
301 shstr ACC (RW, lore); /* Obscure information about this object, */
302 /* To get put into books and the like. */
303 shstr ACC (RW, custom_name); /* Custom name assigned by player */
304 };
305
306 const char *query_weight (const object *op);
307 const char *query_short_name (const object *op);
308 const char *query_name (const object *op);
309 const char *query_base_name (const object *op, int plural);
310
311 struct object : zero_initialised, object_copy
312 {
313 // These variables are not changed by ->copy_to
314 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
315
316 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
317 int ACC (RO, count);
318 object_vector_index ACC (RO, index); // index into objects
319 object_vector_index ACC (RO, active); // index into actives
320
321 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
322
323 object *ACC (RW, below); /* Pointer to the object stacked below this one */
324 object *ACC (RW, above); /* Pointer to the object stacked above this one */
325 /* Note: stacked in the *same* environment */
326 object *inv; /* Pointer to the first object in the inventory */
327
328 //TODO: container must move into client
329 object_ptr ACC (RW, container);/* Currently opened container. I think this
330 * is only used by the player right now.
331 */
332 object *ACC (RW, env); /* Pointer to the object which is the environment.
333 * This is typically the container that the object is in.
334 */
335 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
336 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
337 key_value *key_values; /* Fields not explictly known by the loader. */
338
339 // privates / perl
340 shstr_tmp kv_get (shstr_tmp key) const;
341 void kv_del (shstr_tmp key);
342 void kv_set (shstr_tmp key, shstr_tmp value);
343
344 //-GPL
345
346 // custom extra fields management
347 struct key_value_access_proxy
348 {
349 object &ob;
350 shstr_tmp key;
351
352 key_value_access_proxy (object &ob, shstr_tmp key)
353 : ob (ob), key (key)
354 {
355 }
356
357 const key_value_access_proxy &operator =(shstr_tmp value) const
358 {
359 ob.kv_set (key, value);
360 return *this;
361 }
362
363 operator const shstr_tmp () const { return ob.kv_get (key); }
364 operator const char *() const { return ob.kv_get (key); }
365
366 private:
367 void operator =(int);
368 };
369
370 // operator [] is too annoying to use
371 const key_value_access_proxy kv (shstr_tmp key)
372 {
373 return key_value_access_proxy (*this, key);
374 }
375
376 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
377 MTH void post_load_check (); // do some adjustments after parsing
378 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
379 bool write (object_freezer &f);
380
381 MTH int slottype () const;
382 MTH static object *create ();
383 const mapxy &operator =(const mapxy &pos);
384 MTH void copy_to (object *dst);
385 MTH object *clone (); // create + copy_to a single object
386 MTH object *deep_clone (); // copy whole more chain and inventory
387 void do_destroy ();
388 void gather_callbacks (AV *&callbacks, event_type event) const;
389 MTH void destroy ();
390 MTH void drop_and_destroy ()
391 {
392 destroy_inv (true);
393 destroy ();
394 }
395
396 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
397 MTH void destroy_inv (bool drop_to_ground = false);
398 MTH object *insert (object *item); // insert into inventory
399 MTH void play_sound (faceidx sound) const;
400 MTH void say_msg (const char *msg) const;
401
402 void do_remove ();
403 MTH void remove ()
404 {
405 if (!flag [FLAG_REMOVED])
406 do_remove ();
407 }
408
409 MTH bool blocked (maptile *m, int x, int y) const;
410
411 void move_to (const mapxy &pos)
412 {
413 remove ();
414 *this = pos;
415 insert_at (this, this);
416 }
417
418 // high-level move functions, return true if successful
419 int move (int dir, object *originator);
420
421 int move (int dir)
422 {
423 return move (dir, this);
424 }
425
426 static bool can_merge_slow (object *op1, object *op2);
427
428 // this is often used in time-critical code, so optimise
429 MTH static bool can_merge (object *op1, object *op2)
430 {
431 return op1->value == op2->value
432 && op1->name == op2->name
433 && can_merge_slow (op1, op2);
434 }
435
436 MTH void set_owner (object *owner);
437 MTH void set_speed (float speed);
438 MTH void set_glow_radius (sint8 rad);
439 MTH bool change_weapon (object *ob);
440 MTH bool change_skill (object *ob);
441
442 MTH void open_container (object *new_container);
443 MTH void close_container ()
444 {
445 open_container (0);
446 }
447
448 // potential future accessor for "container"
449 MTH object *container_ () const
450 {
451 return container;
452 }
453
454 MTH bool is_open_container () const
455 {
456 // strangely enough, using ?: here causes code to inflate
457 return type == CONTAINER
458 && ((env && env->container_ () == this)
459 || (!env && flag [FLAG_APPLIED]));
460 }
461
462 MTH object *force_find (shstr_tmp name);
463 MTH void force_set_timer (int duration);
464 MTH object *force_add (shstr_tmp name, int duration = 0);
465
466 oblinkpt *find_link () const;
467 MTH void add_link (maptile *map, shstr_tmp id);
468 MTH void remove_link ();
469
470 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
471 bool should_invoke (event_type event)
472 {
473 return ev_want_event [event] || ev_want_type [type] || cb;
474 }
475
476 MTH void instantiate ();
477
478 // recalculate all stats
479 MTH void update_stats ();
480 MTH void roll_stats ();
481 MTH void swap_stats (int a, int b);
482 MTH void add_statbonus ();
483 MTH void remove_statbonus ();
484 MTH void drain_stat ();
485 MTH void drain_specific_stat (int deplete_stats);
486 MTH void change_luck (int value);
487
488 // info must hold 256 * 3 bytes currently
489 const char *debug_desc (char *info) const;
490 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
491 const char *flag_desc (char *desc, int len) const;
492
493 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
494 MTH object *split (sint32 nr = 1); // return 0 on failure
495
496 MTH int number_of () const
497 {
498 return nrof ? nrof : 1;
499 }
500
501 MTH sint32 total_weight () const
502 {
503 return (weight + carrying) * number_of ();
504 }
505
506 MTH void update_weight ();
507
508 // return the dominant material of this item, always return something
509 const materialtype_t *dominant_material () const;
510
511 // return the volume of this object in cm³
512 MTH uint64 volume () const
513 {
514 return (uint64)total_weight ()
515 * 1000
516 * (type == CONTAINER ? 1000 : 1)
517 / dominant_material ()->density;
518 }
519
520 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
521
522 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
523 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
524 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
525 || type == CLOAK || type == BOOTS || type == GLOVES
526 || type == BRACERS || type == GIRDLE; }
527 MTH bool is_alive () const { return (type == PLAYER
528 || flag [FLAG_MONSTER]
529 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
530 && !flag [FLAG_IS_A_TEMPLATE]; }
531 MTH bool is_arrow () const { return type == ARROW
532 || (type == SPELL_EFFECT
533 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
534 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
535
536 MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; }
537
538 // temporary: wether the object can be saved in a map file
539 // contr => is a player
540 // head => only save head of a multitile object
541 // owner => can not reference owner yet
542 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
543
544 /* This return true if object has still randomitems which
545 * could be expanded.
546 */
547 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
548
549 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
550
551 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
552
553 // returns the outermost owner, never returns 0
554 MTH object *outer_owner ()
555 {
556 object *op;
557
558 for (op = this; op->owner; op = op->owner)
559 ;
560
561 return op;
562 }
563
564 // returns the outermost environment, never returns 0
565 MTH object *outer_env_or_self () const
566 {
567 const object *op;
568
569 for (op = this; op->env; op = op->env)
570 ;
571
572 return const_cast<object *>(op);
573 }
574
575 // returns the outermost environment, may return 0
576 MTH object *outer_env () const
577 {
578 return env ? outer_env_or_self () : 0;
579 }
580
581 // returns the player that has this object in his inventory, or 0
582 // we assume the player is always the outer env
583 MTH object *in_player () const
584 {
585 object *op = outer_env_or_self ();
586
587 return op->type == PLAYER ? op : 0;
588 }
589
590 // "temporary" helper function
591 MTH object *head_ () const
592 {
593 return head ? head : const_cast<object *>(this);
594 }
595
596 MTH bool is_head () const
597 {
598 return head_ () == this;
599 }
600
601 MTH bool is_on_map () const
602 {
603 return !env && !flag [FLAG_REMOVED];
604 }
605
606 MTH bool is_inserted () const
607 {
608 return !flag [FLAG_REMOVED];
609 }
610
611 MTH bool is_player () const
612 {
613 return !!contr;
614 }
615
616 MTH bool affects_los () const
617 {
618 return glow_radius || flag [FLAG_BLOCKSVIEW];
619 }
620
621 MTH bool has_carried_lights () const
622 {
623 return glow_radius;
624 }
625
626 // returns the player that cna see this object, if any
627 MTH object *visible_to () const;
628
629 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
630 MTH std::string describe_monster (object *who = 0);
631 MTH std::string describe_item (object *who = 0);
632 MTH std::string describe (object *who = 0); // long description, without name
633
634 MTH const char *query_weight () { return ::query_weight (this); }
635 MTH const char *query_name () { return ::query_name (this); }
636 MTH const char *query_short_name () { return ::query_short_name (this); }
637 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
638
639 // If this object has no extra parts but should have them,
640 // add them, effectively expanding heads into multipart
641 // objects. This method only works on objects not inserted
642 // anywhere.
643 MTH void expand_tail ();
644
645 MTH void create_treasure (treasurelist *tl, int flags = 0);
646
647 // insert object at same map position as 'where'
648 // handles both inventory and map "positions"
649 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
650 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
651 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
652 MTH void drop_unpaid_items ();
653
654 MTH void activate ();
655 MTH void deactivate ();
656 MTH void activate_recursive ();
657 MTH void deactivate_recursive ();
658
659 // set the given flag on all objects in the inventory recursively
660 MTH void set_flag_inv (int flag, int value = 1);
661
662 void enter_exit (object *exit);//Perl
663 MTH void enter_map (maptile *newmap, int x, int y);
664 void player_goto (const char *path, int x, int y); // only for players
665
666 // returns the mapspace this object is in
667 mapspace &ms () const;
668
669 // fully recursive iterator
670 struct iterator_base
671 {
672 object *item;
673
674 iterator_base (object *container)
675 : item (container)
676 {
677 }
678
679 operator object *() const { return item; }
680
681 object *operator ->() const { return item; }
682 object &operator * () const { return *item; }
683 };
684
685 MTH unsigned int random_seed () const
686 {
687 return (unsigned int)uuid.seq;
688 }
689
690 // depth-first recursive iterator
691 struct depth_iterator : iterator_base
692 {
693 depth_iterator (object *container);
694 void next ();
695 object *operator ++( ) { next (); return item; }
696 object *operator ++(int) { object *i = item; next (); return i; }
697 };
698
699 object *begin ()
700 {
701 return this;
702 }
703
704 object *end ()
705 {
706 return this;
707 }
708
709 /* This returns TRUE if the object is something that
710 * a client might want to know about.
711 */
712 MTH bool client_visible () const
713 {
714 return !invisible && type != PLAYER;
715 }
716
717 // the client does nrof * this weight
718 MTH sint32 client_weight () const
719 {
720 return weight + carrying;
721 }
722
723 MTH struct region *region () const;
724
725 void statusmsg (const char *msg, int color = NDI_BLACK);
726 void failmsg (const char *msg, int color = NDI_RED);
727
728 const char *query_inventory (object *who = 0, const char *indent = "");
729
730 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
731 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
732
733 // make some noise with given item into direction dir,
734 // currently only used for players to make them temporarily visible
735 // when they are invisible.
736 MTH void make_noise ();
737
738 /* animation */
739 MTH bool has_anim () const { return animation_id; }
740 const animation &anim () const { return animations [animation_id]; }
741 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
742 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
743 /* anim_frames () returns the number of animations allocated. The last
744 * usuable animation will be anim_frames () - 1 (for example, if an object
745 * has 8 animations, anim_frames () will return 8, but the values will
746 * range from 0 through 7.
747 */
748 MTH int anim_frames () const { return anim ().num_animations; }
749 MTH int anim_facings () const { return anim ().facings; }
750
751 MTH char *as_string ();
752
753 protected:
754 void link ();
755 void unlink ();
756
757 object ();
758 ~object ();
759
760 private:
761 object &operator =(const object &);
762 object (const object &);
763 };
764
765 // move this object to the top of its env's inventory to speed up
766 // searches for it.
767 static inline object *
768 splay (object *ob)
769 {
770 if (ob->above && ob->env)
771 {
772 if (ob->above) ob->above->below = ob->below;
773 if (ob->below) ob->below->above = ob->above;
774
775 ob->above = 0;
776 ob->below = ob->env->inv;
777 ob->below->above = ob;
778 ob->env->inv = ob;
779 }
780
781 return ob;
782 }
783
784 //+GPL
785
786 object *find_skill_by_name_fuzzy (object *who, const char *name);
787 object *find_skill_by_name (object *who, shstr_cmp sh);
788 object *find_skill_by_number (object *who, int skillno);
789
790 /*
791 * The archetype structure is a set of rules on how to generate and manipulate
792 * objects which point to archetypes.
793 * This probably belongs in arch.h, but there really doesn't appear to
794 * be much left in the archetype - all it really is is a holder for the
795 * object and pointers. This structure should get removed, and just replaced
796 * by the object structure
797 */
798
799 //-GPL
800
801 INTERFACE_CLASS (archetype)
802 struct archetype : object
803 {
804 static arch_ptr empty; // the empty_archetype
805 MTH static void gc ();
806
807 archetype (const char *name);
808 ~archetype ();
809 void gather_callbacks (AV *&callbacks, event_type event) const;
810
811 MTH static archetype *find (const_utf8_string name);
812
813 MTH void link ();
814 MTH void unlink ();
815
816 MTH static object *get (const char *name); // (find() || singularity)->instance()
817 MTH object *instance ();
818
819 object_vector_index ACC (RW, archid); // index in archvector
820 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
821
822 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
823 sint8 ACC (RW, max_x), ACC (RW, max_y);
824
825 // support for archetype loading
826 static archetype *read (object_thawer &f);
827 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
828 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
829 };
830
831 // compatbiility, remove once replaced by ->instance
832 inline object *
833 arch_to_object (archetype *at)
834 {
835 return at->instance ();
836 }
837
838 inline void
839 object_freezer::put (keyword k, archetype *v)
840 {
841 put (k, v ? &v->archname : (const char *)0);
842 }
843
844 typedef object_vector<object, &object::index > objectvec;
845 typedef object_vector<object, &object::active> activevec;
846 typedef object_vector<archetype, &archetype::archid> archvec;
847
848 extern objectvec objects;
849 extern activevec actives;
850 extern archvec archetypes;
851
852 // "safely" iterate over inv in a way such that the current item is removable
853 // quite horrible, that's why its hidden in some macro
854 #define for_inv_removable(op,var) \
855 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
856
857 #define for_all_objects(var) \
858 for (unsigned _i = 0; _i < objects.size (); ++_i) \
859 statementvar (object *, var, objects [_i])
860
861 #define for_all_actives(var) \
862 for (unsigned _i = 0; _i < actives.size (); ++_i) \
863 statementvar (object *, var, actives [_i])
864
865 #define for_all_archetypes(var) \
866 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
867 statementvar (archetype *, var, archetypes [_i])
868
869 //+GPL
870
871 /* Used by update_object to know if the object being passed is
872 * being added or removed.
873 */
874 #define UP_OBJ_INSERT 1
875 #define UP_OBJ_REMOVE 2
876 #define UP_OBJ_CHANGE 3
877 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
878
879 /* These are flags passed to insert_ob_in_map and
880 * insert_ob_in_ob. Note that all flags may not be meaningful
881 * for both functions.
882 * Most are fairly explanatory:
883 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
884 * on space.
885 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
886 * INS_NO_WALK_ON: Don't call check_walk_on against the
887 * originator - saves cpu time if you know the inserted object
888 * is not meaningful in terms of having an effect.
889 * INS_ON_TOP: Always put object on top. Generally only needed when loading
890 * files from disk and ordering needs to be preserved.
891 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
892 * Use for treasure chests so the new object is the highest thing
893 * beneath the player, but not actually above it. Note - the
894 * map and x,y coordinates for the object to be inserted must
895 * match the originator.
896 *
897 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
898 * are mutually exclusive. The behaviour for passing more than one
899 * should be considered undefined - while you may notice what happens
900 * right now if you pass more than one, that could very well change
901 * in future revisions of the code.
902 */
903 #define INS_NO_MERGE 0x0001
904 #define INS_ABOVE_FLOOR_ONLY 0x0002
905 #define INS_NO_WALK_ON 0x0004
906 #define INS_ON_TOP 0x0008
907 #define INS_BELOW_ORIGINATOR 0x0010
908
909 //-GPL
910
911 #endif
912