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Revision: 1.238
Committed: Sat Apr 10 04:54:09 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 "cfperl.h"
29 #include "shstr.h"
30
31 //+GPL
32
33 typedef int tag_t;
34
35 // also see common/item.C
36 enum
37 {
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 /* See common/item.c */
56
57 typedef struct Body_Locations
58 {
59 keyword save_name; /* Name used to load/save it to disk */
60 const char *use_name; /* Name used when describing an item we can use */
61 const char *nonuse_name; /* Name to describe objects we can't use */
62 } Body_Locations;
63
64 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
65
66 #define NUM_COINS 4 /* number of coin types */
67 extern const char *const coins[NUM_COINS + 1];
68
69 /*
70 * Each object (this also means archetypes!) could have a few of these
71 * "dangling" from it; this could also end up containing 'parse errors'.
72 *
73 * key and value are shared-strings.
74 *
75 * Please use kv_get/kv_set/kv_del from object rather than
76 * accessing the list directly.
77 * Exception is if you want to walk this list for some reason.
78 */
79 struct key_value : slice_allocated
80 {
81 key_value *next;
82 shstr key, value;
83 };
84
85 //-GPL
86
87 struct UUID
88 {
89 uint64 seq;
90
91 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
97 UUID () { }
98 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; }
101
102 bool parse (const char *s);
103 char *append (char *buf) const;
104 char *c_str () const;
105 };
106
107 //+GPL
108
109 /* Definition for WILL_APPLY values. Replaces having harcoded values
110 * sprinkled in the code. Note that some of these also replace fields
111 * that were in the can_apply area. What is the point of having both
112 * can_apply and will_apply?
113 */
114 #define WILL_APPLY_HANDLE 0x01
115 #define WILL_APPLY_TREASURE 0x02
116 #define WILL_APPLY_EARTHWALL 0x04
117 #define WILL_APPLY_DOOR 0x08
118 #define WILL_APPLY_FOOD 0x10
119
120 struct body_slot
121 {
122 signed char used:4; /* Calculated value based on items equipped */
123 signed char info:4; /* body info as loaded from the file */
124 };
125
126 typedef struct oblnk
127 { /* Used to link together several objects */
128 object_ptr ob;
129 struct oblnk *next;
130 } objectlink;
131
132 typedef struct oblinkpt
133 { /* Used to link together several object links */
134 struct oblnk *link;
135 struct oblinkpt *next;
136 shstr id; /* Used as connected value in buttons/gates */
137 } oblinkpt;
138
139 INTERFACE_CLASS (object)
140 // these are being copied
141 struct object_copy : attachable
142 {
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144
145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
146 uint8 ACC (RW, subtype); /* subtype of object */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149
150 shstr ACC (RW, name); /* The name of the object, obviously... */
151 shstr ACC (RW, name_pl); /* The plural name of the object */
152 shstr ACC (RW, title); /* Of foo, etc */
153 shstr ACC (RW, race); /* human, goblin, dragon, etc */
154 shstr ACC (RW, slaying); /* Which race to do double damage to */
155 /* If this is an exit, this is the filename */
156
157 typedef bitset<NUM_FLAGS> flags_t;
158 flags_t flag; /* various flags */
159 #if FOR_PERL
160 bool ACC (RW, flag[NUM_FLAGS]);
161 #endif
162
163 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
164 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
165 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
166 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
167 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
168 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
169 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
170 object_ptr ACC (RW, spell); /* Spell that was being cast */
171 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
172 arch_ptr ACC (RW, arch); /* Pointer to archetype */
173 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
174
175 float ACC (RW, speed); /* The overall speed of this object */
176 float ACC (RW, speed_left); /* How much speed is left to spend this round */
177
178 sint32 ACC (RW, nrof); /* How many of the objects */
179 /* This next big block is basically used for monsters and equipment */
180 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
181 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
182
183 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
184 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
185 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
186 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
187
188 uint16 ACC (RW, materials); /* What materials this object consists of */
189 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
190 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
191 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
192
193 /* Note that the last_.. values are sometimes used for non obvious
194 * meanings by some objects, eg, sp penalty, permanent exp.
195 */
196 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
197 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
198 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
199 sint16 ACC (RW, last_eat); /* How long since we last ate */
200
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */
203
204 uint8 ACC (RW, pick_up); /* See crossfire.doc */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
207 uint8 ACC (RW, weapontype); /* type of weapon */
208
209 body_slot slot [NUM_BODY_LOCATIONS];
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
216 sint32 ACC (RW, weight); /* Attributes of the object */
217 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
218
219 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
220
221 sint64 ACC (RW, perm_exp); /* Permanent exp */
222 living ACC (RO, stats); /* Str, Con, Dex, etc */
223 /* See the pod/objects.pod for more info about body locations */
224
225 /* Following mostly refers to fields only used for monsters */
226
227 /* Spell related information, may be useful elsewhere
228 * Note that other fields are used - these files are basically
229 * only used in spells.
230 */
231 sint16 ACC (RW, duration); /* How long the spell lasts */
232 uint8 ACC (RW, casting_time); /* time left before spell goes off */
233 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
234
235 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
236 sint8 ACC (RW, range); /* Range of the spell */
237 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
238 sint8 ACC (RW, item_power); /* power rating of the object */
239
240 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
241 MoveType ACC (RW, move_type); /* Type of movement this object uses */
242 MoveType ACC (RW, move_block);/* What movement types this blocks */
243 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
244
245 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
246 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
247 MoveType ACC (RW, move_slow); /* Movement types this slows down */
248
249 // 8 free bits
250
251 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
252 // /* races/classes can need less/more exp to gain levels */
253 static const float expmul = 1.0;//D
254 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
255
256 /* Following are values used by any object */
257 /* this objects turns into or what this object creates */
258 treasurelist *ACC (RW, randomitems); /* Items to be generated */
259
260 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
261 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
262 uint8 ACC (RW, will_apply); /* See crossfire.doc */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
266
267 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
268 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
269 /* allows different movement patterns for attackers */
270 uint8 ACC (RW, move_status); /* What stage in attack mode */
271 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
272
273 //16+ free bits
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
281 };
282
283 const_utf8_string query_weight (const object *op);
284 const_utf8_string query_short_name (const object *op);
285 const_utf8_string query_name (const object *op);
286 const_utf8_string query_base_name (const object *op, int plural);
287 sint64 query_cost (const object *tmp, object *who, int flag);
288 const char *query_cost_string (const object *tmp, object *who, int flag);
289
290 int change_ability_duration (object *spell, object *caster);
291 int min_casting_level (object *caster, object *spell);
292 int casting_level (object *caster, object *spell);
293 sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
294 int SP_level_dam_adjust (object *caster, object *spob);
295 int SP_level_duration_adjust (object *caster, object *spob);
296 int SP_level_range_adjust (object *caster, object *spob);
297
298 struct object : zero_initialised, object_copy
299 {
300 // These variables are not changed by ->copy_to
301 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
302
303 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
304 int ACC (RO, count);
305 object_vector_index ACC (RO, index); // index into objects
306 object_vector_index ACC (RO, active); // index into actives
307
308 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
309
310 object *ACC (RW, below); /* Pointer to the object stacked below this one */
311 object *ACC (RW, above); /* Pointer to the object stacked above this one */
312 /* Note: stacked in the *same* environment */
313 object *inv; /* Pointer to the first object in the inventory */
314
315 //TODO: container must move into client
316 object_ptr ACC (RW, container);/* Currently opened container. I think this
317 * is only used by the player right now.
318 */
319 object *ACC (RW, env); /* Pointer to the object which is the environment.
320 * This is typically the container that the object is in.
321 */
322 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
323 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
324 key_value *key_values; /* Fields not explictly known by the loader. */
325
326 // privates / perl
327 shstr_tmp kv_get (shstr_tmp key) const;
328 void kv_del (shstr_tmp key);
329 void kv_set (shstr_tmp key, shstr_tmp value);
330
331 //-GPL
332
333 // custom extra fields management
334 struct key_value_access_proxy
335 {
336 object &ob;
337 shstr_tmp key;
338
339 key_value_access_proxy (object &ob, shstr_tmp key)
340 : ob (ob), key (key)
341 {
342 }
343
344 const key_value_access_proxy &operator =(shstr_tmp value) const
345 {
346 ob.kv_set (key, value);
347 return *this;
348 }
349
350 operator const shstr_tmp () const { return ob.kv_get (key); }
351 operator const char *() const { return ob.kv_get (key); }
352
353 private:
354 void operator =(int);
355 };
356
357 // operator [] is too annoying to use
358 const key_value_access_proxy kv (shstr_tmp key)
359 {
360 return key_value_access_proxy (*this, key);
361 }
362
363 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
364 MTH void post_load_check (); // do some adjustments after parsing
365 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
366 bool write (object_freezer &f);
367
368 MTH static object *create ();
369 const mapxy &operator =(const mapxy &pos);
370 MTH void copy_to (object *dst);
371 MTH object *clone (); // create + copy_to a single object
372 MTH object *deep_clone (); // copy whole more chain and inventory
373 void do_destroy ();
374 void gather_callbacks (AV *&callbacks, event_type event) const;
375 MTH void destroy ();
376 MTH void drop_and_destroy ()
377 {
378 destroy_inv (true);
379 destroy ();
380 }
381
382 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
383 MTH void destroy_inv (bool drop_to_ground = false);
384 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
385 MTH object *insert (object *item); // insert into inventory
386 MTH void play_sound (faceidx sound) const;
387 MTH void say_msg (const_utf8_string msg) const;
388
389 void do_remove ();
390 MTH void remove ()
391 {
392 if (!flag [FLAG_REMOVED])
393 do_remove ();
394 }
395
396 MTH bool blocked (maptile *m, int x, int y) const;
397
398 void move_to (const mapxy &pos)
399 {
400 remove ();
401 *this = pos;
402 insert_at (this, this);
403 }
404
405 // high-level move method.
406 // object op is trying to move in direction dir.
407 // originator is typically the same as op, but
408 // can be different if originator is causing op to
409 // move (originator is pushing op)
410 // returns 0 if the object is not able to move to the
411 // desired space, 1 otherwise (in which case we also
412 // move the object accordingly. This function is
413 // very similiar to move_object.
414 int move (int dir, object *originator);
415
416 int move (int dir)
417 {
418 return move (dir, this);
419 }
420
421 // changes move_type to a new value - handles move_on/move_off effects
422 MTH void change_move_type (MoveType mt);
423
424 static bool can_merge_slow (object *op1, object *op2);
425
426 // this is often used in time-critical code, so optimise
427 MTH static bool can_merge (object *op1, object *op2)
428 {
429 return op1->value == op2->value
430 && op1->name == op2->name
431 && can_merge_slow (op1, op2);
432 }
433
434 MTH void set_owner (object *owner);
435 MTH void set_speed (float speed);
436 MTH void set_glow_radius (sint8 rad);
437 MTH bool change_skill (object *ob); // deprecated?
438
439 MTH void open_container (object *new_container);
440 MTH void close_container ()
441 {
442 open_container (0);
443 }
444
445 // potential future accessor for "container"
446 MTH object *container_ () const
447 {
448 return container;
449 }
450
451 MTH bool is_open_container () const
452 {
453 // strangely enough, using ?: here causes code to inflate
454 return type == CONTAINER
455 && ((env && env->container_ () == this)
456 || (!env && flag [FLAG_APPLIED]));
457 }
458
459 MTH object *force_find (shstr_tmp name);
460 MTH void force_set_timer (int duration);
461 MTH object *force_add (shstr_tmp name, int duration = 0);
462
463 oblinkpt *find_link () const;
464 MTH void add_link (maptile *map, shstr_tmp id);
465 MTH void remove_link ();
466
467 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
468 bool should_invoke (event_type event)
469 {
470 return ev_want_event [event] || ev_want_type [type] || cb;
471 }
472
473 MTH void instantiate ();
474
475 // recalculate all stats
476 MTH void update_stats ();
477 MTH void roll_stats ();
478 MTH void swap_stats (int a, int b);
479 MTH void add_statbonus ();
480 MTH void remove_statbonus ();
481 MTH void drain_stat ();
482 MTH void drain_specific_stat (int deplete_stats);
483 MTH void change_luck (int value);
484
485 // info must hold 256 * 3 bytes currently
486 const_utf8_string debug_desc (char *info) const;
487 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
488 const_utf8_string flag_desc (char *desc, int len) const;
489
490 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
491 MTH object *split (sint32 nr = 1); // return 0 on failure
492
493 MTH int number_of () const
494 {
495 return nrof ? nrof : 1;
496 }
497
498 MTH sint32 total_weight () const
499 {
500 return (weight + carrying) * number_of ();
501 }
502
503 MTH void update_weight ();
504
505 // return the dominant material of this item, always return something
506 const materialtype_t *dominant_material () const
507 {
508 return material;
509 }
510
511 // return the volume of this object in cm³
512 MTH uint64 volume () const
513 {
514 return (uint64)total_weight ()
515 * 1024 // 1000 actually
516 * (type == CONTAINER ? 128 : 1)
517 / dominant_material ()->density; // ugh, division
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 is_dragon () const;
537
538 MTH bool is_immunity () const { return invisible && type == SIGN; }
539
540 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
541
542 // temporary: wether the object can be saved in a map file
543 // contr => is a player
544 // head => only save head of a multitile object
545 // owner => can not reference owner yet
546 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
547
548 /* This return true if object has still randomitems which
549 * could be expanded.
550 */
551 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
552
553 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
554
555 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
556
557 // returns the outermost owner, never returns 0
558 MTH object *outer_owner ()
559 {
560 object *op;
561
562 for (op = this; op->owner; op = op->owner)
563 ;
564
565 return op;
566 }
567
568 // returns the outermost environment, never returns 0
569 MTH object *outer_env_or_self () const
570 {
571 const object *op;
572
573 for (op = this; op->env; op = op->env)
574 ;
575
576 return const_cast<object *>(op);
577 }
578
579 // returns the outermost environment, may return 0
580 MTH object *outer_env () const
581 {
582 return env ? outer_env_or_self () : 0;
583 }
584
585 // returns the player that has this object in his inventory, or 0
586 // we assume the player is always the outer env
587 MTH object *in_player () const
588 {
589 object *op = outer_env_or_self ();
590
591 return op->type == PLAYER ? op : 0;
592 }
593
594 // "temporary" helper function
595 MTH object *head_ () const
596 {
597 return head ? head : const_cast<object *>(this);
598 }
599
600 MTH bool is_head () const
601 {
602 return head_ () == this;
603 }
604
605 MTH bool is_on_map () const
606 {
607 return !env && !flag [FLAG_REMOVED];
608 }
609
610 MTH bool is_inserted () const
611 {
612 return !flag [FLAG_REMOVED];
613 }
614
615 MTH bool is_player () const
616 {
617 return !!contr;
618 }
619
620 /* elmex: this method checks whether the object is in a shop */
621 MTH bool is_in_shop () const;
622
623 MTH bool affects_los () const
624 {
625 return glow_radius || flag [FLAG_BLOCKSVIEW];
626 }
627
628 MTH bool has_carried_lights () const
629 {
630 return glow_radius;
631 }
632
633 // returns the player that cna see this object, if any
634 MTH object *visible_to () const;
635
636 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
637 MTH std::string describe_monster (object *who = 0);
638 MTH std::string describe_item (object *who = 0);
639 MTH std::string describe (object *who = 0); // long description, without name
640
641 MTH const_utf8_string query_weight () { return ::query_weight (this); }
642 MTH const_utf8_string query_name () { return ::query_name (this); }
643 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
644 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
645
646 // If this object has no extra parts but should have them,
647 // add them, effectively expanding heads into multipart
648 // objects. This method only works on objects not inserted
649 // anywhere.
650 MTH void expand_tail ();
651
652 MTH void create_treasure (treasurelist *tl, int flags = 0);
653
654 // insert object at same map position as 'where'
655 // handles both inventory and map "positions"
656 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
657 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
658 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
659 MTH void drop_unpaid_items ();
660
661 MTH void activate ();
662 MTH void deactivate ();
663 MTH void activate_recursive ();
664 MTH void deactivate_recursive ();
665
666 // set the given flag on all objects in the inventory recursively
667 MTH void set_flag_inv (int flag, int value = 1);
668
669 void enter_exit (object *exit);//Perl
670 MTH void enter_map (maptile *newmap, int x, int y);
671 void player_goto (const_utf8_string path, int x, int y); // only for players
672 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
673
674 // returns the mapspace this object is in
675 mapspace &ms () const;
676
677 // fully recursive iterator
678 struct iterator_base
679 {
680 object *item;
681
682 iterator_base (object *container)
683 : item (container)
684 {
685 }
686
687 operator object *() const { return item; }
688
689 object *operator ->() const { return item; }
690 object &operator * () const { return *item; }
691 };
692
693 MTH unsigned int random_seed () const
694 {
695 return (unsigned int)uuid.seq;
696 }
697
698 // depth-first recursive iterator
699 struct depth_iterator : iterator_base
700 {
701 depth_iterator (object *container);
702 void next ();
703 object *operator ++( ) { next (); return item; }
704 object *operator ++(int) { object *i = item; next (); return i; }
705 };
706
707 object *begin ()
708 {
709 return this;
710 }
711
712 object *end ()
713 {
714 return this;
715 }
716
717 /* This returns TRUE if the object is something that
718 * a client might want to know about.
719 */
720 MTH bool client_visible () const
721 {
722 return !invisible && type != PLAYER;
723 }
724
725 // the client does nrof * this weight
726 MTH sint32 client_weight () const
727 {
728 return weight + carrying;
729 }
730
731 MTH struct region *region () const;
732
733 void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
734 void failmsg (const_utf8_string msg, int color = NDI_RED);
735 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
736
737 const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
738
739 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
740 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
741
742 // make some noise with given item into direction dir,
743 // currently only used for players to make them temporarily visible
744 // when they are invisible.
745 MTH void make_noise ();
746
747 /* animation */
748 MTH bool has_anim () const { return animation_id; }
749 const animation &anim () const { return animations [animation_id]; }
750 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
751 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
752 /* anim_frames () returns the number of animations allocated. The last
753 * usuable animation will be anim_frames () - 1 (for example, if an object
754 * has 8 animations, anim_frames () will return 8, but the values will
755 * range from 0 through 7.
756 */
757 MTH int anim_frames () const { return anim ().num_animations; }
758 MTH int anim_facings () const { return anim ().facings; }
759
760 MTH utf8_string as_string ();
761
762 protected:
763 void link ();
764 void unlink ();
765
766 object ();
767 ~object ();
768
769 private:
770 object &operator =(const object &);
771 object (const object &);
772 };
773
774 // move this object to the top of its env's inventory to speed up
775 // searches for it.
776 static inline object *
777 splay (object *ob)
778 {
779 if (ob->above && ob->env)
780 {
781 if (ob->above) ob->above->below = ob->below;
782 if (ob->below) ob->below->above = ob->above;
783
784 ob->above = 0;
785 ob->below = ob->env->inv;
786 ob->below->above = ob;
787 ob->env->inv = ob;
788 }
789
790 return ob;
791 }
792
793 //+GPL
794
795 object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
796 object *find_skill_by_name (object *who, shstr_cmp sh);
797 object *find_skill_by_number (object *who, int skillno);
798
799 /*
800 * The archetype structure is a set of rules on how to generate and manipulate
801 * objects which point to archetypes.
802 * This probably belongs in arch.h, but there really doesn't appear to
803 * be much left in the archetype - all it really is is a holder for the
804 * object and pointers. This structure should get removed, and just replaced
805 * by the object structure
806 */
807
808 //-GPL
809
810 INTERFACE_CLASS (archetype)
811 struct archetype : object
812 {
813 static arch_ptr empty; // the empty_archetype
814 MTH static void gc ();
815
816 archetype (const_utf8_string name);
817 ~archetype ();
818 void gather_callbacks (AV *&callbacks, event_type event) const;
819
820 MTH static archetype *find (const_utf8_string name);
821
822 MTH void link ();
823 MTH void unlink ();
824
825 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
826 MTH object *instance ();
827
828 MTH void post_load_check (); // do some adjustments after parsing
829
830 object_vector_index ACC (RW, archid); // index in archvector
831 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
832
833 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
834
835 // support for archetype loading
836 static archetype *read (object_thawer &f);
837 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
838 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
839 };
840
841 // returns whether the object is a dragon player, which are often specialcased
842 inline bool
843 object::is_dragon () const
844 {
845 return arch->race == shstr_dragon && is_player ();
846 }
847
848 inline void
849 object_freezer::put (const keyword_string k, archetype *v)
850 {
851 if (expect_true (v))
852 put (k, v->archname);
853 else
854 put (k);
855 }
856
857 typedef object_vector<object, &object::index > objectvec;
858 typedef object_vector<object, &object::active> activevec;
859 typedef object_vector<archetype, &archetype::archid> archvec;
860
861 extern objectvec objects;
862 extern activevec actives;
863 extern archvec archetypes;
864
865 // "safely" iterate over inv in a way such that the current item is removable
866 // quite horrible, that's why its hidden in some macro
867 #define for_inv_removable(op,var) \
868 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
869
870 #define for_all_objects(var) \
871 for (unsigned _i = 0; _i < objects.size (); ++_i) \
872 statementvar (object *, var, objects [_i])
873
874 #define for_all_actives(var) \
875 for (unsigned _i = 0; _i < actives.size (); ++_i) \
876 statementvar (object *, var, actives [_i])
877
878 #define for_all_archetypes(var) \
879 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
880 statementvar (archetype *, var, archetypes [_i])
881
882 //+GPL
883
884 /* Used by update_object to know if the object being passed is
885 * being added or removed.
886 */
887 #define UP_OBJ_INSERT 1
888 #define UP_OBJ_REMOVE 2
889 #define UP_OBJ_CHANGE 3
890 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
891
892 /* These are flags passed to insert_ob_in_map and
893 * insert_ob_in_ob. Note that all flags may not be meaningful
894 * for both functions.
895 * Most are fairly explanatory:
896 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
897 * on space.
898 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
899 * INS_NO_WALK_ON: Don't call check_walk_on against the
900 * originator - saves cpu time if you know the inserted object
901 * is not meaningful in terms of having an effect.
902 * INS_ON_TOP: Always put object on top. Generally only needed when loading
903 * files from disk and ordering needs to be preserved.
904 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
905 * Use for treasure chests so the new object is the highest thing
906 * beneath the player, but not actually above it. Note - the
907 * map and x,y coordinates for the object to be inserted must
908 * match the originator.
909 *
910 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
911 * are mutually exclusive. The behaviour for passing more than one
912 * should be considered undefined - while you may notice what happens
913 * right now if you pass more than one, that could very well change
914 * in future revisions of the code.
915 */
916 #define INS_NO_MERGE 0x0001
917 #define INS_ABOVE_FLOOR_ONLY 0x0002
918 #define INS_NO_WALK_ON 0x0004
919 #define INS_ON_TOP 0x0008
920 #define INS_BELOW_ORIGINATOR 0x0010
921
922 //-GPL
923
924 #endif
925