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Revision: 1.232
Committed: Sat Apr 3 02:29:40 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.231: +0 -8 lines
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interim check-in

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 // also see common/item.C
38 enum {
39 body_skill,
40 body_combat,
41 body_range,
42 body_shield,
43 body_arm,
44 body_torso,
45 body_head,
46 body_neck,
47 body_finger,
48 body_shoulder,
49 body_foot,
50 body_hand,
51 body_wrist,
52 body_waist,
53 NUM_BODY_LOCATIONS
54 };
55
56 /* See common/item.c */
57
58 typedef struct Body_Locations
59 {
60 keyword save_name; /* Name used to load/save it to disk */
61 const char *use_name; /* Name used when describing an item we can use */
62 const char *nonuse_name; /* Name to describe objects we can't use */
63 } Body_Locations;
64
65 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
66
67 #define NUM_COINS 4 /* number of coin types */
68 extern const char *const coins[NUM_COINS + 1];
69
70 /*
71 * Each object (this also means archetypes!) could have a few of these
72 * "dangling" from it; this could also end up containing 'parse errors'.
73 *
74 * key and value are shared-strings.
75 *
76 * Please use kv_get/kv_set/kv_del from object rather than
77 * accessing the list directly.
78 * Exception is if you want to walk this list for some reason.
79 */
80 struct key_value : slice_allocated
81 {
82 key_value *next;
83 shstr key, value;
84 };
85
86 //-GPL
87
88 struct UUID
89 {
90 uint64 seq;
91
92 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
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 bool parse (const char *s);
104 char *append (char *buf) const;
105 char *c_str () const;
106 };
107
108 //+GPL
109
110 /* Definition for WILL_APPLY values. Replaces having harcoded values
111 * sprinkled in the code. Note that some of these also replace fields
112 * that were in the can_apply area. What is the point of having both
113 * can_apply and will_apply?
114 */
115 #define WILL_APPLY_HANDLE 0x01
116 #define WILL_APPLY_TREASURE 0x02
117 #define WILL_APPLY_EARTHWALL 0x04
118 #define WILL_APPLY_DOOR 0x08
119 #define WILL_APPLY_FOOD 0x10
120
121 struct body_slot
122 {
123 signed char used:4; /* Calculated value based on items equipped */
124 signed char info:4; /* body info as loaded from the file */
125 };
126
127 typedef struct oblnk
128 { /* Used to link together several objects */
129 object_ptr ob;
130 struct oblnk *next;
131 } objectlink;
132
133 typedef struct oblinkpt
134 { /* Used to link together several object links */
135 struct oblnk *link;
136 struct oblinkpt *next;
137 shstr id; /* Used as connected value in buttons/gates */
138 } oblinkpt;
139
140 INTERFACE_CLASS (object)
141 // these are being copied
142 struct object_copy : attachable
143 {
144 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
145
146 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
147 uint8 ACC (RW, subtype); /* subtype of object */
148 sint8 ACC (RW, direction); /* Means the object is moving that way. */
149 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
150
151 shstr ACC (RW, name); /* The name of the object, obviously... */
152 shstr ACC (RW, name_pl); /* The plural name of the object */
153 shstr ACC (RW, title); /* Of foo, etc */
154 shstr ACC (RW, race); /* human, goblin, dragon, etc */
155 shstr ACC (RW, slaying); /* Which race to do double damage to */
156 /* If this is an exit, this is the filename */
157
158 typedef bitset<NUM_FLAGS> flags_t;
159 flags_t flag; /* various flags */
160 #if FOR_PERL
161 bool ACC (RW, flag[NUM_FLAGS]);
162 #endif
163
164 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
165 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
166 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
167 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
168 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
169 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
170 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
171 object_ptr ACC (RW, spell); /* Spell that was being cast */
172 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
173 arch_ptr ACC (RW, arch); /* Pointer to archetype */
174 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
175
176 float ACC (RW, speed); /* The overall speed of this object */
177 float ACC (RW, speed_left); /* How much speed is left to spend this round */
178
179 sint32 ACC (RW, nrof); /* How many of the objects */
180 /* This next big block is basically used for monsters and equipment */
181 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
182 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
183
184 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
185 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
186 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
187 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
188
189 uint16 ACC (RW, materials); /* What materials this object consists of */
190 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
191 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
192 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
193
194 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp.
196 */
197 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */
201
202 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
203 sint16 ACC (RW, level); /* Level of creature or object */
204
205 uint8 ACC (RW, pick_up); /* See crossfire.doc */
206 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
207 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
208 uint8 ACC (RW, weapontype); /* type of weapon */
209
210 body_slot slot [NUM_BODY_LOCATIONS];
211
212 faceidx ACC (RW, face); /* the graphical face */
213
214 faceidx ACC (RW, sound); /* the sound face */
215 faceidx ACC (RW, sound_destroy); /* played on destroy */
216
217 sint32 ACC (RW, weight); /* Attributes of the object */
218 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
219
220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
221
222 sint64 ACC (RW, perm_exp); /* Permanent exp */
223 living ACC (RO, stats); /* Str, Con, Dex, etc */
224 /* See the pod/objects.pod for more info about body locations */
225
226 /* Following mostly refers to fields only used for monsters */
227
228 /* Spell related information, may be useful elsewhere
229 * Note that other fields are used - these files are basically
230 * only used in spells.
231 */
232 sint16 ACC (RW, duration); /* How long the spell lasts */
233 uint8 ACC (RW, casting_time); /* time left before spell goes off */
234 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
235
236 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
237 sint8 ACC (RW, range); /* Range of the spell */
238 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
239 sint8 ACC (RW, item_power); /* power rating of the object */
240
241 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
242 MoveType ACC (RW, move_type); /* Type of movement this object uses */
243 MoveType ACC (RW, move_block);/* What movement types this blocks */
244 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
245
246 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
247 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
248 MoveType ACC (RW, move_slow); /* Movement types this slows down */
249
250 // 8 free bits
251
252 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
253 // /* races/classes can need less/more exp to gain levels */
254 static const float expmul = 1.0;//D
255 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
256
257 /* Following are values used by any object */
258 /* this objects turns into or what this object creates */
259 treasurelist *ACC (RW, randomitems); /* Items to be generated */
260
261 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
262 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
263 uint8 ACC (RW, will_apply); /* See crossfire.doc */
264 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
265 uint16 ACC (RW, animation_id);/* An index into the animation array */
266 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
267
268 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
269 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
270 /* allows different movement patterns for attackers */
271 uint8 ACC (RW, move_status); /* What stage in attack mode */
272 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
273
274 //16+ free bits
275
276 // rarely-accessed members should be at the end
277 shstr ACC (RW, tag); // a tag used to tracking this object
278 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
279 shstr ACC (RW, lore); /* Obscure information about this object, */
280 /* To get put into books and the like. */
281 shstr ACC (RW, custom_name); /* Custom name assigned by player */
282 };
283
284 const_utf8_string query_weight (const object *op);
285 const_utf8_string query_short_name (const object *op);
286 const_utf8_string query_name (const object *op);
287 const_utf8_string query_base_name (const object *op, int plural);
288
289 struct object : zero_initialised, object_copy
290 {
291 // These variables are not changed by ->copy_to
292 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
293
294 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
295 int ACC (RO, count);
296 object_vector_index ACC (RO, index); // index into objects
297 object_vector_index ACC (RO, active); // index into actives
298
299 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
300
301 object *ACC (RW, below); /* Pointer to the object stacked below this one */
302 object *ACC (RW, above); /* Pointer to the object stacked above this one */
303 /* Note: stacked in the *same* environment */
304 object *inv; /* Pointer to the first object in the inventory */
305
306 //TODO: container must move into client
307 object_ptr ACC (RW, container);/* Currently opened container. I think this
308 * is only used by the player right now.
309 */
310 object *ACC (RW, env); /* Pointer to the object which is the environment.
311 * This is typically the container that the object is in.
312 */
313 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
314 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
315 key_value *key_values; /* Fields not explictly known by the loader. */
316
317 // privates / perl
318 shstr_tmp kv_get (shstr_tmp key) const;
319 void kv_del (shstr_tmp key);
320 void kv_set (shstr_tmp key, shstr_tmp value);
321
322 //-GPL
323
324 // custom extra fields management
325 struct key_value_access_proxy
326 {
327 object &ob;
328 shstr_tmp key;
329
330 key_value_access_proxy (object &ob, shstr_tmp key)
331 : ob (ob), key (key)
332 {
333 }
334
335 const key_value_access_proxy &operator =(shstr_tmp value) const
336 {
337 ob.kv_set (key, value);
338 return *this;
339 }
340
341 operator const shstr_tmp () const { return ob.kv_get (key); }
342 operator const char *() const { return ob.kv_get (key); }
343
344 private:
345 void operator =(int);
346 };
347
348 // operator [] is too annoying to use
349 const key_value_access_proxy kv (shstr_tmp key)
350 {
351 return key_value_access_proxy (*this, key);
352 }
353
354 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
355 MTH void post_load_check (); // do some adjustments after parsing
356 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
357 bool write (object_freezer &f);
358
359 MTH static object *create ();
360 const mapxy &operator =(const mapxy &pos);
361 MTH void copy_to (object *dst);
362 MTH object *clone (); // create + copy_to a single object
363 MTH object *deep_clone (); // copy whole more chain and inventory
364 void do_destroy ();
365 void gather_callbacks (AV *&callbacks, event_type event) const;
366 MTH void destroy ();
367 MTH void drop_and_destroy ()
368 {
369 destroy_inv (true);
370 destroy ();
371 }
372
373 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
374 MTH void destroy_inv (bool drop_to_ground = false);
375 MTH object *insert (object *item); // insert into inventory
376 MTH void play_sound (faceidx sound) const;
377 MTH void say_msg (const_utf8_string msg) const;
378
379 void do_remove ();
380 MTH void remove ()
381 {
382 if (!flag [FLAG_REMOVED])
383 do_remove ();
384 }
385
386 MTH bool blocked (maptile *m, int x, int y) const;
387
388 void move_to (const mapxy &pos)
389 {
390 remove ();
391 *this = pos;
392 insert_at (this, this);
393 }
394
395 // high-level move method.
396 // object op is trying to move in direction dir.
397 // originator is typically the same as op, but
398 // can be different if originator is causing op to
399 // move (originator is pushing op)
400 // returns 0 if the object is not able to move to the
401 // desired space, 1 otherwise (in which case we also
402 // move the object accordingly. This function is
403 // very similiar to move_object.
404 int move (int dir, object *originator);
405
406 int move (int dir)
407 {
408 return move (dir, this);
409 }
410
411 // changes move_type to a new value - handles move_on/move_off effects
412 MTH void change_move_type (MoveType mt);
413
414 static bool can_merge_slow (object *op1, object *op2);
415
416 // this is often used in time-critical code, so optimise
417 MTH static bool can_merge (object *op1, object *op2)
418 {
419 return op1->value == op2->value
420 && op1->name == op2->name
421 && can_merge_slow (op1, op2);
422 }
423
424 MTH void set_owner (object *owner);
425 MTH void set_speed (float speed);
426 MTH void set_glow_radius (sint8 rad);
427 MTH bool change_skill (object *ob); // deprecated?
428
429 MTH void open_container (object *new_container);
430 MTH void close_container ()
431 {
432 open_container (0);
433 }
434
435 // potential future accessor for "container"
436 MTH object *container_ () const
437 {
438 return container;
439 }
440
441 MTH bool is_open_container () const
442 {
443 // strangely enough, using ?: here causes code to inflate
444 return type == CONTAINER
445 && ((env && env->container_ () == this)
446 || (!env && flag [FLAG_APPLIED]));
447 }
448
449 MTH object *force_find (shstr_tmp name);
450 MTH void force_set_timer (int duration);
451 MTH object *force_add (shstr_tmp name, int duration = 0);
452
453 oblinkpt *find_link () const;
454 MTH void add_link (maptile *map, shstr_tmp id);
455 MTH void remove_link ();
456
457 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
458 bool should_invoke (event_type event)
459 {
460 return ev_want_event [event] || ev_want_type [type] || cb;
461 }
462
463 MTH void instantiate ();
464
465 // recalculate all stats
466 MTH void update_stats ();
467 MTH void roll_stats ();
468 MTH void swap_stats (int a, int b);
469 MTH void add_statbonus ();
470 MTH void remove_statbonus ();
471 MTH void drain_stat ();
472 MTH void drain_specific_stat (int deplete_stats);
473 MTH void change_luck (int value);
474
475 // info must hold 256 * 3 bytes currently
476 const_utf8_string debug_desc (char *info) const;
477 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
478 const_utf8_string flag_desc (char *desc, int len) const;
479
480 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
481 MTH object *split (sint32 nr = 1); // return 0 on failure
482
483 MTH int number_of () const
484 {
485 return nrof ? nrof : 1;
486 }
487
488 MTH sint32 total_weight () const
489 {
490 return (weight + carrying) * number_of ();
491 }
492
493 MTH void update_weight ();
494
495 // return the dominant material of this item, always return something
496 const materialtype_t *dominant_material () const
497 {
498 return material;
499 }
500
501 // return the volume of this object in cm³
502 MTH uint64 volume () const
503 {
504 return (uint64)total_weight ()
505 * 1024 // 1000 actually
506 * (type == CONTAINER ? 128 : 1)
507 / dominant_material ()->density; // ugh, division
508 }
509
510 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
511
512 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
513 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
514 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
515 || type == CLOAK || type == BOOTS || type == GLOVES
516 || type == BRACERS || type == GIRDLE; }
517 MTH bool is_alive () const { return (type == PLAYER
518 || flag [FLAG_MONSTER]
519 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
520 && !flag [FLAG_IS_A_TEMPLATE]; }
521 MTH bool is_arrow () const { return type == ARROW
522 || (type == SPELL_EFFECT
523 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
524 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
525
526 MTH bool is_dragon () const;
527
528 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
529
530 // temporary: wether the object can be saved in a map file
531 // contr => is a player
532 // head => only save head of a multitile object
533 // owner => can not reference owner yet
534 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
535
536 /* This return true if object has still randomitems which
537 * could be expanded.
538 */
539 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
540
541 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
542
543 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
544
545 // returns the outermost owner, never returns 0
546 MTH object *outer_owner ()
547 {
548 object *op;
549
550 for (op = this; op->owner; op = op->owner)
551 ;
552
553 return op;
554 }
555
556 // returns the outermost environment, never returns 0
557 MTH object *outer_env_or_self () const
558 {
559 const object *op;
560
561 for (op = this; op->env; op = op->env)
562 ;
563
564 return const_cast<object *>(op);
565 }
566
567 // returns the outermost environment, may return 0
568 MTH object *outer_env () const
569 {
570 return env ? outer_env_or_self () : 0;
571 }
572
573 // returns the player that has this object in his inventory, or 0
574 // we assume the player is always the outer env
575 MTH object *in_player () const
576 {
577 object *op = outer_env_or_self ();
578
579 return op->type == PLAYER ? op : 0;
580 }
581
582 // "temporary" helper function
583 MTH object *head_ () const
584 {
585 return head ? head : const_cast<object *>(this);
586 }
587
588 MTH bool is_head () const
589 {
590 return head_ () == this;
591 }
592
593 MTH bool is_on_map () const
594 {
595 return !env && !flag [FLAG_REMOVED];
596 }
597
598 MTH bool is_inserted () const
599 {
600 return !flag [FLAG_REMOVED];
601 }
602
603 MTH bool is_player () const
604 {
605 return !!contr;
606 }
607
608 MTH bool affects_los () const
609 {
610 return glow_radius || flag [FLAG_BLOCKSVIEW];
611 }
612
613 MTH bool has_carried_lights () const
614 {
615 return glow_radius;
616 }
617
618 // returns the player that cna see this object, if any
619 MTH object *visible_to () const;
620
621 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
622 MTH std::string describe_monster (object *who = 0);
623 MTH std::string describe_item (object *who = 0);
624 MTH std::string describe (object *who = 0); // long description, without name
625
626 MTH const_utf8_string query_weight () { return ::query_weight (this); }
627 MTH const_utf8_string query_name () { return ::query_name (this); }
628 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
629 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
630
631 // If this object has no extra parts but should have them,
632 // add them, effectively expanding heads into multipart
633 // objects. This method only works on objects not inserted
634 // anywhere.
635 MTH void expand_tail ();
636
637 MTH void create_treasure (treasurelist *tl, int flags = 0);
638
639 // insert object at same map position as 'where'
640 // handles both inventory and map "positions"
641 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
642 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
643 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
644 MTH void drop_unpaid_items ();
645
646 MTH void activate ();
647 MTH void deactivate ();
648 MTH void activate_recursive ();
649 MTH void deactivate_recursive ();
650
651 // set the given flag on all objects in the inventory recursively
652 MTH void set_flag_inv (int flag, int value = 1);
653
654 void enter_exit (object *exit);//Perl
655 MTH void enter_map (maptile *newmap, int x, int y);
656 void player_goto (const_utf8_string path, int x, int y); // only for players
657 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
658
659 // returns the mapspace this object is in
660 mapspace &ms () const;
661
662 // fully recursive iterator
663 struct iterator_base
664 {
665 object *item;
666
667 iterator_base (object *container)
668 : item (container)
669 {
670 }
671
672 operator object *() const { return item; }
673
674 object *operator ->() const { return item; }
675 object &operator * () const { return *item; }
676 };
677
678 MTH unsigned int random_seed () const
679 {
680 return (unsigned int)uuid.seq;
681 }
682
683 // depth-first recursive iterator
684 struct depth_iterator : iterator_base
685 {
686 depth_iterator (object *container);
687 void next ();
688 object *operator ++( ) { next (); return item; }
689 object *operator ++(int) { object *i = item; next (); return i; }
690 };
691
692 object *begin ()
693 {
694 return this;
695 }
696
697 object *end ()
698 {
699 return this;
700 }
701
702 /* This returns TRUE if the object is something that
703 * a client might want to know about.
704 */
705 MTH bool client_visible () const
706 {
707 return !invisible && type != PLAYER;
708 }
709
710 // the client does nrof * this weight
711 MTH sint32 client_weight () const
712 {
713 return weight + carrying;
714 }
715
716 MTH struct region *region () const;
717
718 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
719 void failmsg (const_utf8_string msg, int color = NDI_RED);
720
721 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
722
723 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
724 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
725
726 // make some noise with given item into direction dir,
727 // currently only used for players to make them temporarily visible
728 // when they are invisible.
729 MTH void make_noise ();
730
731 /* animation */
732 MTH bool has_anim () const { return animation_id; }
733 const animation &anim () const { return animations [animation_id]; }
734 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
735 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
736 /* anim_frames () returns the number of animations allocated. The last
737 * usuable animation will be anim_frames () - 1 (for example, if an object
738 * has 8 animations, anim_frames () will return 8, but the values will
739 * range from 0 through 7.
740 */
741 MTH int anim_frames () const { return anim ().num_animations; }
742 MTH int anim_facings () const { return anim ().facings; }
743
744 MTH utf8_string as_string ();
745
746 protected:
747 void link ();
748 void unlink ();
749
750 object ();
751 ~object ();
752
753 private:
754 object &operator =(const object &);
755 object (const object &);
756 };
757
758 // move this object to the top of its env's inventory to speed up
759 // searches for it.
760 static inline object *
761 splay (object *ob)
762 {
763 if (ob->above && ob->env)
764 {
765 if (ob->above) ob->above->below = ob->below;
766 if (ob->below) ob->below->above = ob->above;
767
768 ob->above = 0;
769 ob->below = ob->env->inv;
770 ob->below->above = ob;
771 ob->env->inv = ob;
772 }
773
774 return ob;
775 }
776
777 //+GPL
778
779 object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
780 object *find_skill_by_name (object *who, shstr_cmp sh);
781 object *find_skill_by_number (object *who, int skillno);
782
783 /*
784 * The archetype structure is a set of rules on how to generate and manipulate
785 * objects which point to archetypes.
786 * This probably belongs in arch.h, but there really doesn't appear to
787 * be much left in the archetype - all it really is is a holder for the
788 * object and pointers. This structure should get removed, and just replaced
789 * by the object structure
790 */
791
792 //-GPL
793
794 INTERFACE_CLASS (archetype)
795 struct archetype : object
796 {
797 static arch_ptr empty; // the empty_archetype
798 MTH static void gc ();
799
800 archetype (const_utf8_string name);
801 ~archetype ();
802 void gather_callbacks (AV *&callbacks, event_type event) const;
803
804 MTH static archetype *find (const_utf8_string name);
805
806 MTH void link ();
807 MTH void unlink ();
808
809 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
810 MTH object *instance ();
811
812 MTH void post_load_check (); // do some adjustments after parsing
813
814 object_vector_index ACC (RW, archid); // index in archvector
815 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
816
817 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
818
819 // support for archetype loading
820 static archetype *read (object_thawer &f);
821 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
822 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
823 };
824
825 // returns whether the object is a dragon player, which are often specialcased
826 inline bool
827 object::is_dragon () const
828 {
829 return arch->race == shstr_dragon && is_player ();
830 }
831
832 inline void
833 object_freezer::put (const keyword_string k, archetype *v)
834 {
835 if (expect_true (v))
836 put (k, v->archname);
837 else
838 put (k);
839 }
840
841 typedef object_vector<object, &object::index > objectvec;
842 typedef object_vector<object, &object::active> activevec;
843 typedef object_vector<archetype, &archetype::archid> archvec;
844
845 extern objectvec objects;
846 extern activevec actives;
847 extern archvec archetypes;
848
849 // "safely" iterate over inv in a way such that the current item is removable
850 // quite horrible, that's why its hidden in some macro
851 #define for_inv_removable(op,var) \
852 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
853
854 #define for_all_objects(var) \
855 for (unsigned _i = 0; _i < objects.size (); ++_i) \
856 statementvar (object *, var, objects [_i])
857
858 #define for_all_actives(var) \
859 for (unsigned _i = 0; _i < actives.size (); ++_i) \
860 statementvar (object *, var, actives [_i])
861
862 #define for_all_archetypes(var) \
863 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
864 statementvar (archetype *, var, archetypes [_i])
865
866 //+GPL
867
868 /* Used by update_object to know if the object being passed is
869 * being added or removed.
870 */
871 #define UP_OBJ_INSERT 1
872 #define UP_OBJ_REMOVE 2
873 #define UP_OBJ_CHANGE 3
874 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
875
876 /* These are flags passed to insert_ob_in_map and
877 * insert_ob_in_ob. Note that all flags may not be meaningful
878 * for both functions.
879 * Most are fairly explanatory:
880 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
881 * on space.
882 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
883 * INS_NO_WALK_ON: Don't call check_walk_on against the
884 * originator - saves cpu time if you know the inserted object
885 * is not meaningful in terms of having an effect.
886 * INS_ON_TOP: Always put object on top. Generally only needed when loading
887 * files from disk and ordering needs to be preserved.
888 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
889 * Use for treasure chests so the new object is the highest thing
890 * beneath the player, but not actually above it. Note - the
891 * map and x,y coordinates for the object to be inserted must
892 * match the originator.
893 *
894 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
895 * are mutually exclusive. The behaviour for passing more than one
896 * should be considered undefined - while you may notice what happens
897 * right now if you pass more than one, that could very well change
898 * in future revisions of the code.
899 */
900 #define INS_NO_MERGE 0x0001
901 #define INS_ABOVE_FLOOR_ONLY 0x0002
902 #define INS_NO_WALK_ON 0x0004
903 #define INS_ON_TOP 0x0008
904 #define INS_BELOW_ORIGINATOR 0x0010
905
906 //-GPL
907
908 #endif
909