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/cvs/deliantra/server/include/object.h
Revision: 1.260
Committed: Tue May 3 11:23:48 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.259: +3 -0 lines
Log Message:
activate maps only when player is near, not when loading the map

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 # define def(name, use, nonuse) body_ ## name,
39 # include "slotinc.h"
40 # undef def
41 NUM_BODY_LOCATIONS
42 };
43
44 /* See common/item.c */
45
46 struct Body_Locations
47 {
48 const char *name; /* Short name/identifier */
49 keyword kw; /* Name used to load/save it to disk */
50 const char *use_name; /* Name used when describing an item we can use */
51 const char *nonuse_name; /* Name to describe objects we can't use */
52 };
53
54 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
55
56 // for each set of directions (1 == up, 2 == right, 4 == down, 8 == left)
57 // contains the wall suffix (0, 1_3, 1_4 and so on).
58 extern const char *wall_suffix[16];
59
60 #define NUM_COINS 4 /* number of coin types */
61 extern const char *const coins[NUM_COINS + 1];
62
63 // restart server when object_count reaches this value
64 #define RESTART_COUNT 0xe0000000
65
66 /*
67 * Each object (this also means archetypes!) could have a few of these
68 * "dangling" from it; this could also end up containing 'parse errors'.
69 *
70 * key and value are shared-strings.
71 *
72 * Please use kv_get/kv_set/kv_del from object rather than
73 * accessing the list directly.
74 * Exception is if you want to walk this list for some reason.
75 */
76 struct key_value : slice_allocated
77 {
78 key_value *next; // must be first element
79 shstr key, value;
80 };
81
82 // "crossfires version of a perl hash."
83 struct key_values
84 {
85 key_value *first; // must be first element
86
87 bool empty() const
88 {
89 return !first;
90 }
91
92 void clear ();
93 shstr_tmp get (shstr_tmp key) const;
94 void del (shstr_tmp key);
95 void set (shstr_tmp key, shstr_tmp value);
96
97 void add (shstr_tmp key, shstr_tmp value); // liek set, but doesn't check for duplicates
98 void reverse (); // reverses the ordering, to be used after loading an object
99 key_values &operator =(const key_values &kv);
100
101 // custom extra fields management
102 struct access_proxy
103 {
104 key_values &kv;
105 shstr_tmp key;
106
107 access_proxy (key_values &kv, shstr_tmp key)
108 : kv (kv), key (key)
109 {
110 }
111
112 const access_proxy &operator =(shstr_tmp value) const
113 {
114 kv.set (key, value);
115 return *this;
116 }
117
118 operator const shstr_tmp () const { return kv.get (key); }
119 operator const char *() const { return kv.get (key); }
120
121 private:
122 void operator =(int);
123 };
124
125 const access_proxy operator [](shstr_tmp key)
126 {
127 return access_proxy (*this, key);
128 }
129 };
130
131 //-GPL
132
133 struct UUID
134 {
135 uint64 seq;
136
137 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
138
139 static UUID cur; // last uuid generated
140 static void init ();
141 static UUID gen ();
142
143 UUID () { }
144 UUID (uint64 seq) : seq(seq) { }
145 operator uint64() { return seq; }
146 void operator =(uint64 seq) { this->seq = seq; }
147
148 bool parse (const char *s);
149 char *append (char *buf) const;
150 char *c_str () const;
151 };
152
153 //+GPL
154
155 /* Definition for WILL_APPLY values. Replaces having harcoded values
156 * sprinkled in the code. Note that some of these also replace fields
157 * that were in the can_apply area. What is the point of having both
158 * can_apply and will_apply?
159 */
160 #define WILL_APPLY_HANDLE 0x01
161 #define WILL_APPLY_TREASURE 0x02
162 #define WILL_APPLY_EARTHWALL 0x04
163 #define WILL_APPLY_DOOR 0x08
164 #define WILL_APPLY_FOOD 0x10
165
166 struct body_slot
167 {
168 signed char used:4; /* Calculated value based on items equipped */
169 signed char info:4; /* body info as loaded from the file */
170 };
171
172 typedef struct oblnk
173 { /* Used to link together several objects */
174 object_ptr ob;
175 struct oblnk *next;
176 } objectlink;
177
178 typedef struct oblinkpt
179 { /* Used to link together several object links */
180 struct oblnk *link;
181 struct oblinkpt *next;
182 shstr id; /* Used as connected value in buttons/gates */
183 } oblinkpt;
184
185 INTERFACE_CLASS (object)
186 // these are being copied
187 struct object_copy : attachable
188 {
189 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
190
191 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
192 uint8 ACC (RW, subtype); /* subtype of object */
193 sint8 ACC (RW, direction); /* Means the object is moving that way. */
194 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
195
196 shstr ACC (RW, name); /* The name of the object, obviously... */
197 shstr ACC (RW, name_pl); /* The plural name of the object */
198 shstr ACC (RW, title); /* Of foo, etc */
199 shstr ACC (RW, race); /* human, goblin, dragon, etc */
200 shstr ACC (RW, slaying); /* Which race to do double damage to */
201 /* If this is an exit, this is the filename */
202
203 typedef bitset<NUM_FLAGS> flags_t;
204 flags_t flag; /* various flags */
205 #if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207 #endif
208
209 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
210 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
211 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
212 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
213 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
214 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
215 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
216 object_ptr ACC (RW, spell); /* Spell that was being cast */
217 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
218 arch_ptr ACC (RW, arch); /* Pointer to archetype */
219 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
220
221 float ACC (RW, speed); /* The overall speed of this object */
222 float ACC (RW, speed_left); /* How much speed is left to spend this round */
223
224 sint32 ACC (RW, nrof); /* How many of the objects */
225 /* This next big block is basically used for monsters and equipment */
226 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
227 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
228
229 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
230 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
231 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
232 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
233
234 uint16 ACC (RW, materials); /* What materials this object consists of */
235 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
236 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
237 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
238
239 /* Note that the last_.. values are sometimes used for non obvious
240 * meanings by some objects, eg, sp penalty, permanent exp.
241 */
242 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
243 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
244 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
245 sint16 ACC (RW, last_eat); /* How long since we last ate */
246
247 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
248 sint16 ACC (RW, level); /* Level of creature or object */
249
250 uint8 ACC (RW, pick_up); /* See crossfire.doc */
251 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
252 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
253 uint8 ACC (RW, weapontype); /* type of weapon */
254
255 body_slot slot [NUM_BODY_LOCATIONS];
256
257 faceidx ACC (RW, face); /* the graphical face */
258
259 faceidx ACC (RW, sound); /* the sound face */
260 faceidx ACC (RW, sound_destroy); /* played on destroy */
261
262 sint32 ACC (RW, weight); /* Attributes of the object */
263 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
264
265 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
266
267 sint64 ACC (RW, perm_exp); /* Permanent exp */
268 living ACC (RO, stats); /* Str, Con, Dex, etc */
269 /* See the pod/objects.pod for more info about body locations */
270
271 /* Following mostly refers to fields only used for monsters */
272
273 /* Spell related information, may be useful elsewhere
274 * Note that other fields are used - these files are basically
275 * only used in spells.
276 */
277 sint16 ACC (RW, duration); /* How long the spell lasts */
278 uint8 ACC (RW, casting_time); /* time left before spell goes off */
279 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
280
281 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
282 sint8 ACC (RW, range); /* Range of the spell */
283 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
284 sint8 ACC (RW, item_power); /* power rating of the object */
285
286 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
287 MoveType ACC (RW, move_type); /* Type of movement this object uses */
288 MoveType ACC (RW, move_block);/* What movement types this blocks */
289 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
290
291 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
292 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
293 MoveType ACC (RW, move_slow); /* Movement types this slows down */
294
295 // 8 free bits
296
297 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
298 // /* races/classes can need less/more exp to gain levels */
299 static const float expmul = 1.0;//D
300 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
301
302 /* Following are values used by any object */
303 /* this objects turns into or what this object creates */
304 treasurelist *ACC (RW, randomitems); /* Items to be generated */
305
306 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
307 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
308 uint8 ACC (RW, will_apply); /* See crossfire.doc */
309 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
310 uint16 ACC (RW, animation_id);/* An index into the animation array */
311 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
312
313 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
314 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
315 /* allows different movement patterns for attackers */
316 uint8 ACC (RW, move_status); /* What stage in attack mode */
317 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
318
319 //16+ free bits
320
321 // rarely-accessed members should be at the end
322 shstr ACC (RW, tag); // a tag used to tracking this object
323 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
324 shstr ACC (RW, lore); /* Obscure information about this object, */
325 /* To get put into books and the like. */
326 shstr ACC (RW, custom_name); /* Custom name assigned by player */
327 };
328
329 const_utf8_string query_weight (const object *op);
330 const_utf8_string query_short_name (const object *op);
331 const_utf8_string query_name (const object *op);
332 const_utf8_string query_base_name (const object *op, int plural);
333 sint64 query_cost (const object *tmp, object *who, int flag);
334 const char *query_cost_string (const object *tmp, object *who, int flag);
335
336 int change_ability_duration (object *spell, object *caster);
337 int min_casting_level (object *caster, object *spell);
338 int casting_level (object *caster, object *spell);
339 sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
340 int SP_level_dam_adjust (object *caster, object *spob);
341 int SP_level_duration_adjust (object *caster, object *spob);
342 int SP_level_range_adjust (object *caster, object *spob);
343
344 struct freelist_item
345 {
346 freelist_item *next;
347 uint32_t count;
348 };
349
350 struct object : object_copy
351 {
352 // These variables are not changed by ->copy_to
353 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
354
355 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
356 uint32_t ACC (RO, count);
357 object_vector_index ACC (RO, index); // index into objects
358 object_vector_index ACC (RO, active); // index into actives
359
360 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
361
362 object *ACC (RW, below); /* Pointer to the object stacked below this one */
363 object *ACC (RW, above); /* Pointer to the object stacked above this one */
364 /* Note: stacked in the *same* environment */
365 object *inv; /* Pointer to the first object in the inventory */
366
367 //TODO: container must move into client
368 object_ptr ACC (RW, container);/* Currently opened container. I think this
369 * is only used by the player right now.
370 */
371 object *ACC (RW, env); /* Pointer to the object which is the environment.
372 * This is typically the container that the object is in.
373 */
374 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
375 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
376
377 MTH void set_flag (int flagnum)
378 {
379 flag [flagnum] = true;
380 }
381
382 MTH void clr_flag (int flagnum)
383 {
384 flag [flagnum] = false;
385 }
386
387 // extra key value pairs
388 key_values kv;
389
390 //-GPL
391
392 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
393 MTH void post_load_check (); // do some adjustments after parsing
394 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
395 bool write (object_freezer &f);
396
397 MTH static object *create ();
398 const mapxy &operator =(const mapxy &pos);
399 MTH void copy_to (object *dst);
400 MTH object *clone (); // create + copy_to a single object
401 MTH object *deep_clone (); // copy whole more chain and inventory
402 void do_destroy ();
403 void gather_callbacks (AV *&callbacks, event_type event) const;
404 MTH void destroy ();
405 MTH void drop_and_destroy ()
406 {
407 destroy_inv (true);
408 destroy ();
409 }
410
411 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
412 MTH void destroy_inv (bool drop_to_ground = false);
413 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
414 MTH object *insert (object *item); // insert into inventory
415 MTH void play_sound (faceidx sound) const;
416 MTH void say_msg (const_utf8_string msg) const;
417
418 void do_remove ();
419 MTH void remove ()
420 {
421 if (!flag [FLAG_REMOVED])
422 do_remove ();
423 }
424
425 MTH bool blocked (maptile *m, int x, int y) const;
426
427 void move_to (const mapxy &pos)
428 {
429 remove ();
430 *this = pos;
431 insert_at (this, this);
432 }
433
434 // high-level move method.
435 // object op is trying to move in direction dir.
436 // originator is typically the same as op, but
437 // can be different if originator is causing op to
438 // move (originator is pushing op)
439 // returns 0 if the object is not able to move to the
440 // desired space, 1 otherwise (in which case we also
441 // move the object accordingly. This function is
442 // very similiar to move_object.
443 int move (int dir, object *originator);
444
445 int move (int dir)
446 {
447 return move (dir, this);
448 }
449
450 // changes move_type to a new value - handles move_on/move_off effects
451 MTH void change_move_type (MoveType mt);
452
453 static bool can_merge_slow (object *op1, object *op2);
454
455 // this is often used in time-critical code, so optimise
456 MTH static bool can_merge (object *op1, object *op2)
457 {
458 return op1->value == op2->value
459 && op1->name == op2->name
460 && can_merge_slow (op1, op2);
461 }
462
463 MTH void set_owner (object *owner);
464 MTH void set_speed (float speed);
465 MTH void set_glow_radius (sint8 rad);
466
467 MTH void open_container (object *new_container);
468 MTH void close_container ()
469 {
470 open_container (0);
471 }
472
473 // potential future accessor for "container"
474 MTH object *container_ () const
475 {
476 return container;
477 }
478
479 MTH bool is_open_container () const
480 {
481 // strangely enough, using ?: here causes code to inflate
482 return type == CONTAINER
483 && ((env && env->container_ () == this)
484 || (!env && flag [FLAG_APPLIED]));
485 }
486
487 MTH object *force_find (shstr_tmp name);
488 MTH void force_set_timer (int duration);
489 MTH object *force_add (shstr_tmp name, int duration = 0);
490
491 oblinkpt *find_link () const;
492 MTH void add_link (maptile *map, shstr_tmp id);
493 MTH void remove_link ();
494
495 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
496 bool should_invoke (event_type event)
497 {
498 return ev_want_event [event] || ev_want_type [type] || cb;
499 }
500
501 MTH void instantiate ();
502
503 // recalculate all stats
504 MTH void update_stats ();
505 MTH void roll_stats ();
506 MTH void swap_stats (int a, int b);
507 MTH void add_statbonus ();
508 MTH void remove_statbonus ();
509 MTH void drain_stat ();
510 MTH void drain_specific_stat (int deplete_stats);
511 MTH void change_luck (int value);
512
513 // info must hold 256 * 3 bytes currently
514 const_utf8_string debug_desc (char *info) const;
515 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
516 const_utf8_string flag_desc (char *desc, int len) const;
517
518 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
519 MTH object *split (sint32 nr = 1); // return 0 on failure
520
521 MTH int number_of () const
522 {
523 return nrof ? nrof : 1;
524 }
525
526 MTH sint32 total_weight () const
527 {
528 return (weight + carrying) * number_of ();
529 }
530
531 MTH void update_weight ();
532
533 // return the dominant material of this item, always return something
534 const materialtype_t *dominant_material () const
535 {
536 return material;
537 }
538
539 // return the volume of this object in cm³
540 MTH uint64 volume () const
541 {
542 return (uint64)total_weight ()
543 * 1024 // 1000 actually
544 * (type == CONTAINER ? 128 : 1)
545 / dominant_material ()->density; // ugh, division
546 }
547
548 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
549
550 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
551 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
552 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
553 || type == CLOAK || type == BOOTS || type == GLOVES
554 || type == BRACERS || type == GIRDLE; }
555 MTH bool is_alive () const { return (type == PLAYER
556 || flag [FLAG_MONSTER]
557 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
558 && !flag [FLAG_IS_A_TEMPLATE]; }
559 MTH bool is_arrow () const { return type == ARROW
560 || (type == SPELL_EFFECT
561 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
562 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
563
564 MTH bool is_dragon () const;
565
566 MTH bool is_immunity () const { return invisible && type == SIGN; }
567
568 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
569
570 // temporary: wether the object can be saved in a map file
571 // contr => is a player
572 // head => only save head of a multitile object
573 // owner => can not reference owner yet
574 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
575
576 /* This return true if object has still randomitems which
577 * could be expanded.
578 */
579 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
580
581 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
582
583 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
584
585 /* need_identify returns true if the item should be identified. This
586 * function really should not exist - by default, any item not identified
587 * should need it.
588 */
589 MTH bool need_identify () const;
590
591 // returns the outermost owner, never returns 0
592 MTH object *outer_owner ()
593 {
594 object *op;
595
596 for (op = this; op->owner; op = op->owner)
597 ;
598
599 return op;
600 }
601
602 // returns the outermost environment, never returns 0
603 MTH object *outer_env_or_self () const
604 {
605 const object *op;
606
607 for (op = this; op->env; op = op->env)
608 ;
609
610 return const_cast<object *>(op);
611 }
612
613 // returns the outermost environment, may return 0
614 MTH object *outer_env () const
615 {
616 return env ? outer_env_or_self () : 0;
617 }
618
619 // returns the player that has this object in his inventory, or 0
620 // we assume the player is always the outer env
621 MTH object *in_player () const
622 {
623 object *op = outer_env_or_self ();
624
625 return op->type == PLAYER ? op : 0;
626 }
627
628 // "temporary" helper function
629 MTH object *head_ () const
630 {
631 return head ? head : const_cast<object *>(this);
632 }
633
634 MTH bool is_head () const
635 {
636 return head_ () == this;
637 }
638
639 MTH bool is_on_map () const
640 {
641 return !env && !flag [FLAG_REMOVED];
642 }
643
644 MTH bool is_inserted () const
645 {
646 return !flag [FLAG_REMOVED];
647 }
648
649 MTH bool is_player () const
650 {
651 return !!contr;
652 }
653
654 /* elmex: this method checks whether the object is in a shop */
655 MTH bool is_in_shop () const;
656
657 MTH bool affects_los () const
658 {
659 return glow_radius || flag [FLAG_BLOCKSVIEW];
660 }
661
662 MTH bool has_carried_lights () const
663 {
664 return glow_radius;
665 }
666
667 // returns the player that can see this object, if any
668 MTH object *visible_to () const;
669
670 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
671 MTH std::string describe_monster (object *who = 0);
672 MTH std::string describe_item (object *who = 0);
673 MTH std::string describe (object *who = 0); // long description, without name
674
675 MTH const_utf8_string query_weight () { return ::query_weight (this); }
676 MTH const_utf8_string query_name () { return ::query_name (this); }
677 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
678 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
679
680 // If this object has no extra parts but should have them,
681 // add them, effectively expanding heads into multipart
682 // objects. This method only works on objects not inserted
683 // anywhere.
684 MTH void expand_tail ();
685
686 MTH void create_treasure (treasurelist *tl, int flags = 0);
687
688 // makes sure the player has the named skill,
689 // and also makes it innate if can_use is true.
690 // returns the new skill or 0 if no such skill exists.
691 MTH object *give_skill (shstr_cmp name, bool can_use = false);
692 MTH void become_follower (object *new_god);
693
694 // insert object at same map position as 'where'
695 // handles both inventory and map "positions"
696 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
697 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
698 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
699 MTH void drop_unpaid_items ();
700
701 MTH void activate ();
702 MTH void deactivate ();
703 MTH void activate_recursive ();
704 MTH void deactivate_recursive ();
705
706 // prefetch and activate the surrounding area
707 MTH void prefetch_surrounding_maps ();
708
709 // set the given flag on all objects in the inventory recursively
710 MTH void set_flag_inv (int flag, int value = 1);
711
712 void enter_exit (object *exit); // perl
713 MTH bool enter_map (maptile *newmap, int x, int y);
714 void player_goto (const_utf8_string path, int x, int y); // only for players
715 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
716
717 MTH object *mark () const;
718 MTH void splay_marked ();
719
720 // returns the mapspace this object is in
721 mapspace &ms () const;
722
723 // fully recursive iterator
724 struct iterator_base
725 {
726 object *item;
727
728 iterator_base (object *container)
729 : item (container)
730 {
731 }
732
733 operator object *() const { return item; }
734
735 object *operator ->() const { return item; }
736 object &operator * () const { return *item; }
737 };
738
739 MTH unsigned int random_seed () const
740 {
741 return (unsigned int)uuid.seq;
742 }
743
744 // depth-first recursive iterator
745 struct depth_iterator : iterator_base
746 {
747 depth_iterator (object *container);
748 void next ();
749 object *operator ++( ) { next (); return item; }
750 object *operator ++(int) { object *i = item; next (); return i; }
751 };
752
753 object *begin ()
754 {
755 return this;
756 }
757
758 object *end ()
759 {
760 return this;
761 }
762
763 /* This returns TRUE if the object is something that
764 * a client might want to know about.
765 */
766 MTH bool client_visible () const
767 {
768 return !invisible && type != PLAYER;
769 }
770
771 // the client does nrof * this weight
772 MTH sint32 client_weight () const
773 {
774 return weight + carrying;
775 }
776
777 MTH struct region *region () const;
778
779 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
780 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
781 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
782
783 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
784
785 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
786 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
787
788 // make some noise with given item into direction dir,
789 // currently only used for players to make them temporarily visible
790 // when they are invisible.
791 MTH void make_noise ();
792
793 /* animation */
794 MTH bool has_anim () const { return animation_id; }
795 const animation &anim () const { return animations [animation_id]; }
796 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
797 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
798 /* anim_frames () returns the number of animations allocated. The last
799 * usuable animation will be anim_frames () - 1 (for example, if an object
800 * has 8 animations, anim_frames () will return 8, but the values will
801 * range from 0 through 7.
802 */
803 MTH int anim_frames () const { return anim ().num_animations; }
804 MTH int anim_facings () const { return anim ().facings; }
805
806 MTH utf8_string as_string ();
807
808 // low-level management, statistics, ...
809 static uint32_t ACC (RW, object_count);
810 static uint32_t ACC (RW, free_count);
811 static uint32_t ACC (RW, create_count);
812 static uint32_t ACC (RW, destroy_count);
813 static freelist_item *freelist;
814 MTH static void freelist_free (int count);
815
816 protected:
817 void link ();
818 void unlink ();
819
820 void do_delete ();
821
822 object ();
823 ~object ();
824
825 private:
826 object &operator =(const object &);
827 object (const object &);
828 };
829
830 // move this object to the top of its env's inventory to speed up
831 // searches for it.
832 static inline object *
833 splay (object *ob)
834 {
835 if (ob->above && ob->env)
836 {
837 if (ob->above) ob->above->below = ob->below;
838 if (ob->below) ob->below->above = ob->above;
839
840 ob->above = 0;
841 ob->below = ob->env->inv;
842 ob->below->above = ob;
843 ob->env->inv = ob;
844 }
845
846 return ob;
847 }
848
849 //+GPL
850
851 object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
852 object *find_skill_by_name (object *who, shstr_cmp sh);
853 object *find_skill_by_number (object *who, int skillno);
854
855 /*
856 * The archetype structure is a set of rules on how to generate and manipulate
857 * objects which point to archetypes.
858 * This probably belongs in arch.h, but there really doesn't appear to
859 * be much left in the archetype - all it really is is a holder for the
860 * object and pointers. This structure should get removed, and just replaced
861 * by the object structure
862 */
863
864 //-GPL
865
866 INTERFACE_CLASS (archetype)
867 struct archetype : object, zero_initialised
868 {
869 static arch_ptr empty; // the empty_archetype
870 MTH static void gc ();
871
872 archetype (const_utf8_string name);
873 ~archetype ();
874 void gather_callbacks (AV *&callbacks, event_type event) const;
875
876 MTH static archetype *find (const_utf8_string name);
877
878 MTH void link ();
879 MTH void unlink ();
880
881 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
882 MTH object *instance ();
883
884 MTH void post_load_check (); // do some adjustments after parsing
885
886 object_vector_index ACC (RW, archid); // index in archvector
887 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
888
889 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
890
891 // support for archetype loading
892 static archetype *read (object_thawer &f);
893 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
894 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
895
896 protected:
897 void do_delete ();
898 };
899
900 // returns whether the object is a dragon player, which are often specialcased
901 inline bool
902 object::is_dragon () const
903 {
904 return arch->race == shstr_dragon && is_player ();
905 }
906
907 inline void
908 object_freezer::put (const keyword_string k, archetype *v)
909 {
910 if (expect_true (v))
911 put (k, v->archname);
912 else
913 put (k);
914 }
915
916 typedef object_vector<object, &object::index > objectvec;
917 typedef object_vector<object, &object::active> activevec;
918 typedef object_vector<archetype, &archetype::archid> archvec;
919
920 extern objectvec objects;
921 extern activevec actives;
922 extern archvec archetypes;
923
924 // "safely" iterate over inv in a way such that the current item is removable
925 // quite horrible, that's why its hidden in some macro
926 #define for_inv_removable(op,var) \
927 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
928
929 #define for_all_objects(var) \
930 for (unsigned _i = 0; _i < objects.size (); ++_i) \
931 statementvar (object *, var, objects [_i])
932
933 #define for_all_actives(var) \
934 for (unsigned _i = 0; _i < actives.size (); ++_i) \
935 statementvar (object *, var, actives [_i])
936
937 #define for_all_archetypes(var) \
938 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
939 statementvar (archetype *, var, archetypes [_i])
940
941 //+GPL
942
943 /* Used by update_object to know if the object being passed is
944 * being added or removed.
945 */
946 #define UP_OBJ_INSERT 1
947 #define UP_OBJ_REMOVE 2
948 #define UP_OBJ_CHANGE 3
949 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
950
951 /* These are flags passed to insert_ob_in_map and
952 * insert_ob_in_ob. Note that all flags may not be meaningful
953 * for both functions.
954 * Most are fairly explanatory:
955 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
956 * on space.
957 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
958 * INS_NO_WALK_ON: Don't call check_walk_on against the
959 * originator - saves cpu time if you know the inserted object
960 * is not meaningful in terms of having an effect.
961 * INS_ON_TOP: Always put object on top. Generally only needed when loading
962 * files from disk and ordering needs to be preserved.
963 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
964 * Use for treasure chests so the new object is the highest thing
965 * beneath the player, but not actually above it. Note - the
966 * map and x,y coordinates for the object to be inserted must
967 * match the originator.
968 *
969 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
970 * are mutually exclusive. The behaviour for passing more than one
971 * should be considered undefined - while you may notice what happens
972 * right now if you pass more than one, that could very well change
973 * in future revisions of the code.
974 */
975 #define INS_NO_MERGE 0x0001
976 #define INS_ABOVE_FLOOR_ONLY 0x0002
977 #define INS_NO_WALK_ON 0x0004
978 #define INS_ON_TOP 0x0008
979 #define INS_BELOW_ORIGINATOR 0x0010
980 #define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
981
982 //-GPL
983
984 #endif
985