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30 | #include "cfperl.h" |
30 | #include "cfperl.h" |
31 | #include "shstr.h" |
31 | #include "shstr.h" |
32 | |
32 | |
33 | typedef int tag_t; |
33 | typedef int tag_t; |
34 | |
34 | |
35 | #define NUM_BODY_LOCATIONS 14 |
35 | enum { |
36 | #define BODY_ARMS 1 |
36 | body_skill, |
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37 | body_combat, |
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38 | body_range, |
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39 | body_shield, |
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40 | body_arm, |
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41 | body_torso, |
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42 | body_head, |
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43 | body_neck, |
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44 | body_finger, |
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45 | body_shoulder, |
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46 | body_foot, |
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47 | body_hand, |
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48 | body_wrist, |
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49 | body_waist, |
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50 | NUM_BODY_LOCATIONS |
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51 | }; |
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52 | |
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53 | enum slottype_t |
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54 | { |
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55 | slot_none, |
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56 | slot_combat, |
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57 | slot_ranged, |
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58 | }; |
37 | |
59 | |
38 | /* See common/item.c */ |
60 | /* See common/item.c */ |
39 | |
61 | |
40 | typedef struct Body_Locations |
62 | typedef struct Body_Locations |
41 | { |
63 | { |
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92 | * e.g. ->copy_to () |
114 | * e.g. ->copy_to () |
93 | */ |
115 | */ |
94 | |
116 | |
95 | struct body_slot |
117 | struct body_slot |
96 | { |
118 | { |
97 | sint8 info:4; /* body info as loaded from the file */ |
119 | signed char info:4; /* body info as loaded from the file */ |
98 | sint8 used:4; /* Calculated value based on items equipped */ |
120 | signed char used:4; /* Calculated value based on items equipped */ |
99 | }; |
121 | }; |
100 | |
122 | |
101 | INTERFACE_CLASS (object) |
123 | INTERFACE_CLASS (object) |
102 | // these are being copied |
124 | // these are being copied |
103 | struct object_copy : attachable |
125 | struct object_copy : attachable |
104 | { |
126 | { |
105 | typedef bitset<NUM_FLAGS> flags_t; |
127 | typedef bitset<NUM_FLAGS> flags_t; |
106 | |
128 | |
107 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
129 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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130 | |
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131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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132 | uint8 ACC (RW, subtype); /* subtype of object */ |
108 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
133 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
109 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
134 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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135 | |
110 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
136 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
111 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
137 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
112 | shstr ACC (RW, title); /* Of foo, etc */ |
138 | shstr ACC (RW, title); /* Of foo, etc */ |
113 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
139 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
114 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
140 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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133 | float ACC (RW, speed); /* The overall speed of this object */ |
159 | float ACC (RW, speed); /* The overall speed of this object */ |
134 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
160 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
135 | uint32 ACC (RW, nrof); /* How many of the objects */ |
161 | uint32 ACC (RW, nrof); /* How many of the objects */ |
136 | |
162 | |
137 | /* This next big block are basically used for monsters and equipment */ |
163 | /* This next big block are basically used for monsters and equipment */ |
138 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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139 | uint8 ACC (RW, subtype); /* subtype of object */ |
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140 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
164 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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165 | |
141 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
166 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
142 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
167 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
143 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
168 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
144 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
169 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
145 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
170 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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185 | * Note that other fields are used - these files are basically |
210 | * Note that other fields are used - these files are basically |
186 | * only used in spells. |
211 | * only used in spells. |
187 | */ |
212 | */ |
188 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
213 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
189 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
214 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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215 | |
190 | uint16 ACC (RW, start_holding); |
216 | uint16 ACC (RW, start_holding); |
191 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
217 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
192 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
218 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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219 | |
193 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | sint8 ACC (RW, range); /* Range of the spell */ |
194 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
221 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
195 | |
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196 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
222 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
197 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
223 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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224 | |
198 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
225 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
199 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
226 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
200 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
227 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
201 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
228 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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229 | |
202 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
203 | |
231 | |
204 | char *ACC (RW, spellarg); |
232 | char *ACC (RW, spellarg); |
205 | |
233 | |
206 | /* Following are values used by any object */ |
234 | /* Following are values used by any object */ |
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246 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
274 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
247 | client_container *seen_by; // seen by which player/container currently? |
275 | client_container *seen_by; // seen by which player/container currently? |
248 | key_value *key_values; /* Fields not explictly known by the loader. */ |
276 | key_value *key_values; /* Fields not explictly known by the loader. */ |
249 | |
277 | |
250 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
278 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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279 | void post_load_check (); // do some adjustments after parsing |
251 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
280 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
252 | bool write (object_freezer &f); |
281 | bool write (object_freezer &f); |
253 | |
282 | |
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283 | MTH int slottype () const; |
254 | MTH static object *create (); |
284 | MTH static object *create (); |
255 | object &operator =(const object &src); |
285 | object &operator =(const object &src); |
256 | MTH void copy_to (object *dst); |
286 | MTH void copy_to (object *dst); |
257 | MTH object *clone (); // create + copy_to |
287 | MTH object *clone (); // create + copy_to |
258 | void do_destroy (); |
288 | void do_destroy (); |
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279 | && can_merge_slow (op1, op2); |
309 | && can_merge_slow (op1, op2); |
280 | } |
310 | } |
281 | |
311 | |
282 | MTH void set_owner (object *owner); |
312 | MTH void set_owner (object *owner); |
283 | MTH void set_speed (float speed); |
313 | MTH void set_speed (float speed); |
284 | MTH void set_weapon (object *ob); |
314 | MTH bool change_weapon (object *ob); |
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315 | MTH bool change_skill (object *ob); |
285 | |
316 | |
286 | MTH void open_container (object *new_container); |
317 | MTH void open_container (object *new_container); |
287 | MTH void close_container () |
318 | MTH void close_container () |
288 | { |
319 | { |
289 | open_container (0); |
320 | open_container (0); |
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321 | } |
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322 | |
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323 | // overwrite the attachable invoke function with a version that also checks ev_want_type |
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324 | bool invoke (event_type event, ...) |
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325 | { |
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326 | if (ev_want_event [event] || ev_want_type [type] || cb) |
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327 | { |
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328 | va_list ap; |
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329 | va_start (ap, event); |
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330 | vinvoke (event, ap); |
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331 | va_end (ap); |
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332 | } |
290 | } |
333 | } |
291 | |
334 | |
292 | MTH void instantiate (); |
335 | MTH void instantiate (); |
293 | |
336 | |
294 | // recalculate all stats |
337 | // recalculate all stats |
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459 | |
502 | |
460 | object (); |
503 | object (); |
461 | ~object (); |
504 | ~object (); |
462 | }; |
505 | }; |
463 | |
506 | |
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507 | // move this object to the top of its env's inventory to speed up |
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508 | // searches for it. |
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509 | static object * |
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510 | splay (object *ob) |
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511 | { |
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512 | if (ob->env && ob->env->inv != ob) |
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513 | { |
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514 | if (ob->above) ob->above->below = ob->below; |
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515 | if (ob->below) ob->below->above = ob->above; |
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516 | |
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517 | ob->above = 0; |
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518 | ob->below = ob->env->inv; |
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519 | ob->below->above = ob; |
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520 | ob->env->inv = ob; |
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521 | } |
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522 | |
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523 | return ob; |
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524 | } |
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525 | |
464 | typedef object_vector<object, &object::index > objectvec; |
526 | typedef object_vector<object, &object::index > objectvec; |
465 | typedef object_vector<object, &object::active> activevec; |
527 | typedef object_vector<object, &object::active> activevec; |
466 | |
528 | |
467 | extern objectvec objects; |
529 | extern objectvec objects; |
468 | extern activevec actives; |
530 | extern activevec actives; |
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485 | { /* Used to link together several object links */ |
547 | { /* Used to link together several object links */ |
486 | struct oblnk *link; |
548 | struct oblnk *link; |
487 | long value; /* Used as connected value in buttons/gates */ |
549 | long value; /* Used as connected value in buttons/gates */ |
488 | struct oblinkpt *next; |
550 | struct oblinkpt *next; |
489 | } oblinkpt; |
551 | } oblinkpt; |
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552 | |
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553 | object *find_skill_by_name (object *who, const char *name); |
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554 | object *find_skill_by_name (object *who, const shstr &sh); |
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555 | object *find_skill_by_number (object *who, int skillno); |
490 | |
556 | |
491 | /* |
557 | /* |
492 | * The archetype structure is a set of rules on how to generate and manipulate |
558 | * The archetype structure is a set of rules on how to generate and manipulate |
493 | * objects which point to archetypes. |
559 | * objects which point to archetypes. |
494 | * This probably belongs in arch.h, but there really doesn't appear to |
560 | * This probably belongs in arch.h, but there really doesn't appear to |