1 | /* |
1 | /* |
2 | * static char *rcsid_object_h = |
2 | * CrossFire, A Multiplayer Online RPG |
3 | * "$Id: object.h,v 1.16 2006/09/03 14:33:48 elmex Exp $"; |
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4 | */ |
3 | * |
5 | |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
13 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
15 | (at your option) any later version. |
11 | * (at your option) any later version. |
16 | |
12 | * |
17 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
21 | * |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
27 | */ |
23 | */ |
28 | |
24 | |
29 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
30 | #define OBJECT_H |
26 | #define OBJECT_H |
31 | |
27 | |
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28 | #include <bitset> |
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29 | |
32 | #include "cfperl.h" |
30 | #include "cfperl.h" |
33 | #include "shstr.h" |
31 | #include "shstr.h" |
34 | |
32 | |
35 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
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34 | |
36 | #define NUM_BODY_LOCATIONS 12 |
35 | #define NUM_BODY_LOCATIONS 14 |
37 | #define BODY_ARMS 1 |
36 | #define BODY_ARMS 1 |
38 | |
37 | |
39 | /* See common/item.c */ |
38 | /* See common/item.c */ |
40 | |
39 | |
41 | typedef struct Body_Locations { |
40 | typedef struct Body_Locations |
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41 | { |
42 | const char *save_name; /* Name used to load/save it to disk */ |
42 | const char *save_name; /* Name used to load/save it to disk */ |
43 | const char *use_name; /* Name used when describing an item we can use */ |
43 | const char *use_name; /* Name used when describing an item we can use */ |
44 | const char *nonuse_name; /* Name to describe objects we can't use */ |
44 | const char *nonuse_name; /* Name to describe objects we can't use */ |
45 | } Body_Locations; |
45 | } Body_Locations; |
46 | |
46 | |
47 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
47 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
48 | |
48 | |
49 | /* |
49 | /* |
… | |
… | |
54 | * |
54 | * |
55 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
55 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
56 | * accessing the list directly. |
56 | * accessing the list directly. |
57 | * Exception is if you want to walk this list for some reason. |
57 | * Exception is if you want to walk this list for some reason. |
58 | */ |
58 | */ |
59 | struct key_value { |
59 | struct key_value |
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60 | { |
60 | key_value *next; |
61 | key_value *next; |
61 | shstr key, value; |
62 | shstr key, value; |
62 | }; |
63 | }; |
63 | |
64 | |
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65 | struct UUID |
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66 | { |
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67 | uint64 seq; |
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68 | |
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69 | UUID () { } |
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70 | UUID (uint64 seq) : seq(seq) { } |
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71 | operator uint64() { return seq; } |
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72 | void operator =(uint64 seq) { this->seq = seq; } |
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73 | }; |
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74 | |
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75 | extern void init_uuid (); |
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76 | extern UUID gen_uuid (); |
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77 | extern const uint64 UUID_SKIP; |
64 | |
78 | |
65 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
79 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
66 | * sprinkled in the code. Note that some of these also replace fields |
80 | * sprinkled in the code. Note that some of these also replace fields |
67 | * that were in the can_apply area. What is the point of having both |
81 | * that were in the can_apply area. What is the point of having both |
68 | * can_apply and will_apply? |
82 | * can_apply and will_apply? |
69 | */ |
83 | */ |
70 | #define WILL_APPLY_HANDLE 0x1 |
84 | #define WILL_APPLY_HANDLE 0x01 |
71 | #define WILL_APPLY_TREASURE 0x2 |
85 | #define WILL_APPLY_TREASURE 0x02 |
72 | #define WILL_APPLY_EARTHWALL 0x4 |
86 | #define WILL_APPLY_EARTHWALL 0x04 |
73 | #define WILL_APPLY_DOOR 0x8 |
87 | #define WILL_APPLY_DOOR 0x08 |
74 | #define WILL_APPLY_FOOD 0x10 |
88 | #define WILL_APPLY_FOOD 0x10 |
75 | |
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76 | |
89 | |
77 | /* However, if you're keeping a pointer of some sort, you probably |
90 | /* However, if you're keeping a pointer of some sort, you probably |
78 | * don't just want it copied, so you'll need to add to common/object.C, |
91 | * don't just want it copied, so you'll need to add to common/object.C, |
79 | * e.g. copy_object. |
92 | * e.g. ->copy_to () |
80 | */ |
93 | */ |
81 | |
94 | |
82 | struct object_simple : attachable<object> { |
95 | struct body_slot |
83 | tag_t count; /* Unique object number for this object */ |
96 | { |
84 | uint16 refcount; /* How many objects points to this object */ |
97 | sint8 info:4; /* body info as loaded from the file */ |
85 | |
98 | sint8 used:4; /* Calculated value based on items equipped */ |
86 | /* These variables are not changed by copy_object() */ |
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87 | struct pl *contr; /* Pointer to the player which control this object */ |
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88 | struct object *next; /* Pointer to the next object in the free/used list */ |
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89 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
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90 | struct object *active_next; /* Next & previous object in the 'active' */ |
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91 | struct object *active_prev; /* List. This is used in process_events */ |
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92 | /* so that the entire object list does not */ |
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93 | /* need to be gone through. */ |
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94 | struct object *below; /* Pointer to the object stacked below this one */ |
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95 | struct object *above; /* Pointer to the object stacked above this one */ |
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96 | /* Note: stacked in the *same* environment*/ |
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97 | struct object *inv; /* Pointer to the first object in the inventory */ |
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98 | struct object *container; /* Current container being used. I think this |
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99 | * is only used by the player right now. |
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100 | */ |
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101 | struct object *env; /* Pointer to the object which is the environment. |
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102 | * This is typically the container that the object is in. |
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103 | */ |
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104 | struct object *more; /* Pointer to the rest of a large body of objects */ |
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105 | struct object *head; /* Points to the main object of a large body */ |
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106 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
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107 | }; |
99 | }; |
108 | |
100 | |
109 | struct object_special { |
101 | INTERFACE_CLASS (object) |
110 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
102 | // these are being copied |
111 | * All fields beow this point are automatically copied by memcpy. If |
103 | struct object_copy : attachable |
112 | * adding something that needs a refcount updated, make sure you modify |
104 | { |
113 | * copy_object to do so. Everything below here also gets cleared |
105 | typedef bitset<NUM_FLAGS> flags_t; |
114 | * by clear_object() |
106 | |
115 | */ |
107 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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108 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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109 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
116 | shstr name; /* The name of the object, obviously... */ |
110 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
117 | shstr name_pl; /* The plural name of the object */ |
111 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
118 | shstr title; /* Of foo, etc */ |
112 | shstr ACC (RW, title); /* Of foo, etc */ |
119 | shstr race; /* human, goblin, dragon, etc */ |
113 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
120 | shstr slaying; /* Which race to do double damage to */ |
114 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
121 | /* If this is an exit, this is the filename */ |
115 | /* If this is an exit, this is the filename */ |
122 | shstr skill; /* Name of the skill this object uses/grants */ |
116 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
123 | shstr msg; /* If this is a book/sign/magic mouth/etc */ |
117 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
124 | shstr lore; /* Obscure information about this object, */ |
118 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
125 | /* To get put into books and the like. */ |
119 | /* To get put into books and the like. */ |
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120 | shstr ACC (RW, materialname); /* specific material name */ |
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121 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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122 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
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123 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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124 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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125 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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126 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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127 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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128 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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129 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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130 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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131 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
126 | |
132 | |
127 | sint16 x,y; /* Position in the map for this object */ |
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128 | float speed; /* The overall speed of this object */ |
133 | float ACC (RW, speed); /* The overall speed of this object */ |
129 | float speed_left; /* How much speed is left to spend this round */ |
134 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
130 | uint32 nrof; /* How many of the objects */ |
135 | uint32 ACC (RW, nrof); /* How many of the objects */ |
131 | New_Face *face; /* Face with colors */ |
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132 | sint8 direction; /* Means the object is moving that way. */ |
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133 | sint8 facing; /* Object is oriented/facing that way. */ |
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134 | |
136 | |
135 | /* This next big block are basically used for monsters and equipment */ |
137 | /* This next big block are basically used for monsters and equipment */ |
136 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
138 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
137 | uint8 subtype; /* subtype of object */ |
139 | uint8 ACC (RW, subtype); /* subtype of object */ |
138 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
140 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
139 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
141 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
140 | uint32 attacktype; /* Bitmask of attacks this object does */ |
142 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
141 | uint32 path_attuned; /* Paths the object is attuned to */ |
143 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
142 | uint32 path_repelled; /* Paths the object is repelled from */ |
144 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
143 | uint32 path_denied; /* Paths the object is denied access to */ |
145 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
144 | uint16 material; /* What materials this object consist of */ |
146 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
145 | shstr materialname; /* specific material name */ |
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146 | sint8 magic; /* Any magical bonuses to this item */ |
147 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
147 | uint8 state; /* How the object was last drawn (animation) */ |
148 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
148 | sint32 value; /* How much money it is worth (or contains) */ |
149 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
149 | sint16 level; /* Level of creature or object */ |
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150 | /* Note that the last_.. values are sometimes used for non obvious |
150 | /* Note that the last_.. values are sometimes used for non obvious |
151 | * meanings by some objects, eg, sp penalty, permanent exp. |
151 | * meanings by some objects, eg, sp penalty, permanent exp. |
152 | */ |
152 | */ |
153 | sint32 last_heal; /* Last healed. Depends on constitution */ |
153 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
154 | sint32 last_sp; /* As last_heal, but for spell points */ |
154 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
155 | sint16 last_grace; /* as last_sp, except for grace */ |
155 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
156 | sint16 last_eat; /* How long since we last ate */ |
156 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
157 | sint16 invisible; /* How much longer the object will be invis */ |
157 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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158 | sint16 ACC (RW, level); /* Level of creature or object */ |
158 | uint8 pick_up; /* See crossfire.doc */ |
159 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
159 | sint8 item_power; /* power rating of the object */ |
160 | sint8 ACC (RW, item_power); /* power rating of the object */ |
160 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
161 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
161 | sint32 weight; /* Attributes of the object */ |
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162 | sint32 weight_limit; /* Weight-limit of object */ |
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163 | sint32 carrying; /* How much weight this object contains */ |
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164 | sint8 glow_radius; /* indicates the glow radius of the object */ |
162 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
165 | living stats; /* Str, Con, Dex, etc */ |
163 | sint32 ACC (RW, weight); /* Attributes of the object */ |
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164 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
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165 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
166 | sint64 perm_exp; /* Permanent exp */ |
166 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
167 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
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168 | uint32 weapontype; /* type of weapon */ |
167 | uint32 ACC (RW, weapontype); /* type of weapon */ |
169 | uint32 tooltype; /* type of tool or build facility */ |
168 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
170 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
169 | body_slot slot [NUM_BODY_LOCATIONS]; |
171 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
170 | faceidx ACC (RW, face); /* Face with colors */ |
172 | /* See the doc/Developers/objects for more info about body locations */ |
171 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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172 | /* See the pod/objects.pod for more info about body locations */ |
173 | |
173 | |
174 | /* Following mostly refers to fields only used for monsters */ |
174 | /* Following mostly refers to fields only used for monsters */ |
175 | struct object *owner; /* Pointer to the object which controls this one */ |
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176 | /* Owner should not be referred to directly - */ |
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177 | /* get_owner should be used instead. */ |
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178 | tag_t ownercount; /* What count the owner had (in case owner */ |
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179 | /* has been freed) */ |
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180 | struct object *enemy; /* Monster/player to follow even if not closest */ |
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181 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
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182 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
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183 | struct treasureliststruct *randomitems; /* Items to be generated */ |
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184 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
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185 | struct object *chosen_skill; /* the skill chosen to use */ |
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186 | uint32 hide; /* The object is hidden, not invisible */ |
175 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
187 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
176 | |
188 | /* allows different movement patterns for attackers */ |
177 | /* allows different movement patterns for attackers */ |
189 | sint32 move_status; /* What stage in attack mode */ |
178 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
190 | uint16 attack_movement;/* What kind of attack movement */ |
179 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
191 | uint8 will_apply; /* See crossfire.doc */ |
180 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
192 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
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193 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
181 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
194 | /* races/classes can need less/more exp to gain levels */ |
182 | /* races/classes can need less/more exp to gain levels */ |
195 | |
183 | |
196 | /* Spell related information, may be useful elsewhere |
184 | /* Spell related information, may be useful elsewhere |
197 | * Note that other fields are used - these files are basically |
185 | * Note that other fields are used - these files are basically |
198 | * only used in spells. |
186 | * only used in spells. |
199 | */ |
187 | */ |
200 | sint16 duration; /* How long the spell lasts */ |
188 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
201 | uint8 duration_modifier; /* how level modifies duration */ |
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202 | sint16 casting_time; /* time left before spell goes off */ |
189 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
203 | struct object *spell; /* Spell that was being cast */ |
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204 | uint16 start_holding; |
190 | uint16 ACC (RW, start_holding); |
205 | char *spellarg; |
191 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
206 | uint8 dam_modifier; /* How going up in level effects damage */ |
192 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
207 | sint8 range; /* Range of the spell */ |
193 | sint8 ACC (RW, range); /* Range of the spell */ |
208 | uint8 range_modifier; /* How going up in level effects range */ |
194 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
209 | |
195 | |
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196 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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197 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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198 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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199 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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200 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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201 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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202 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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203 | |
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204 | char *ACC (RW, spellarg); |
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205 | |
210 | /* Following are values used by any object */ |
206 | /* Following are values used by any object */ |
211 | struct archt *arch; /* Pointer to archetype */ |
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212 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
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213 | /* this objects turns into or what this object creates */ |
207 | /* this objects turns into or what this object creates */ |
214 | uint32 flags[4]; /* various flags */ |
208 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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209 | flags_t flag; /* various flags */ |
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210 | #if FOR_PERL |
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211 | bool ACC (RW, flag[NUM_FLAGS]); |
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212 | #endif |
215 | uint16 animation_id; /* An index into the animation array */ |
213 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
216 | uint8 anim_speed; /* ticks between animation-frames */ |
214 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
217 | uint8 last_anim; /* last sequence used to draw face */ |
215 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
218 | sint32 elevation; /* elevation of this terrain - not currently used */ |
216 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
219 | uint8 smoothlevel; /* how to smooth this square around*/ |
217 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
220 | |
218 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
221 | MoveType move_type; /* Type of movement this object uses */ |
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222 | MoveType move_block; /* What movement types this blocks */ |
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223 | MoveType move_allow; /* What movement types explicitly allowd */ |
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224 | MoveType move_on; /* Move types affected moving on to this space */ |
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225 | MoveType move_off; /* Move types affected moving off this space */ |
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226 | MoveType move_slow; /* Movement types this slows down */ |
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227 | float move_slow_penalty; /* How much this slows down the object */ |
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228 | |
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229 | shstr custom_name; /* Custom name assigned by player */ |
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230 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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231 | }; |
219 | }; |
232 | |
220 | |
233 | struct object : object_special, object_simple, zero_initialised { |
221 | struct object : zero_initialised, object_copy |
234 | void clone (object *destination) |
222 | { |
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223 | // These variables are not changed by ->copy_to |
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224 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
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225 | |
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226 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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227 | int ACC (RO, count); |
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228 | int ACC (RO, index); // index into objects |
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229 | int ACC (RO, active); // index into actives |
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230 | |
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231 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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232 | |
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233 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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234 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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235 | /* Note: stacked in the *same* environment */ |
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236 | object *inv; /* Pointer to the first object in the inventory */ |
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237 | |
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238 | //TODO: container must move into client |
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239 | object_ptr ACC (RW, container); /* Current container being used. I think this |
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240 | * is only used by the player right now. |
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241 | */ |
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242 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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243 | * This is typically the container that the object is in. |
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244 | */ |
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245 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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246 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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247 | client_container *seen_by; // seen by which player/container currently? |
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248 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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249 | |
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250 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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251 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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252 | bool write (object_freezer &f); |
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253 | |
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254 | MTH static object *create (); |
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255 | object &operator =(const object &src); |
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256 | MTH void copy_to (object *dst); |
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257 | MTH object *clone (); // create + copy_to |
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258 | void do_destroy (); |
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259 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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260 | MTH void destroy (bool destroy_inventory = false); |
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261 | |
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262 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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263 | MTH void destroy_inv (bool drop_to_ground = false); |
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264 | MTH object *insert (object *item); // insert into inventory |
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265 | void do_remove (); |
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266 | MTH void remove () |
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267 | { |
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268 | if (!flag [FLAG_REMOVED]) |
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269 | do_remove (); |
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270 | } |
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271 | |
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272 | static bool can_merge_slow (object *op1, object *op2); |
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273 | |
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274 | // this is often used in time-critical code, so optimise |
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275 | MTH static bool can_merge (object *op1, object *op2) |
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276 | { |
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277 | return op1->value == op2->value |
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278 | && op1->name == op2->name |
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279 | && can_merge_slow (op1, op2); |
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280 | } |
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281 | |
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282 | MTH void set_owner (object *owner); |
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283 | MTH void set_speed (float speed); |
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284 | MTH void set_weapon (object *ob); |
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285 | |
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286 | MTH void open_container (object *new_container); |
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287 | MTH void close_container () |
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288 | { |
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289 | open_container (0); |
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290 | } |
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291 | |
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292 | MTH void instantiate (); |
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293 | |
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294 | // recalculate all stats |
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295 | MTH void update_stats (); |
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296 | MTH void roll_stats (); |
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297 | MTH void swap_stats (int a, int b); |
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298 | MTH void add_statbonus (); |
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299 | MTH void remove_statbonus (); |
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300 | MTH void drain_stat (); |
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301 | MTH void drain_specific_stat (int deplete_stats); |
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302 | MTH void change_luck (int value); |
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303 | |
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304 | // info must hold 256 * 3 bytes currently |
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305 | const char *debug_desc (char *info) const; |
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306 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
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307 | const char *flag_desc (char *desc, int len) const; |
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308 | |
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309 | int number_of () const |
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310 | { |
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311 | return nrof ? nrof : 1; |
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312 | } |
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313 | |
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314 | uint64 total_weight () const |
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315 | { |
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316 | return weight * number_of (); |
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317 | } |
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318 | |
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319 | // return the dominant material of this item, always return something |
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320 | const materialtype_t *dominant_material () const; |
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321 | |
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322 | // return the volume of this object in cm³ |
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323 | uint64 volume () const |
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324 | { |
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325 | return total_weight () |
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326 | * 1000 |
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327 | * (type == CONTAINER ? 1000 : 1) |
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328 | / dominant_material ()->density; |
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329 | } |
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330 | |
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331 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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332 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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333 | || type == CLOAK || type == BOOTS || type == GLOVES |
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334 | || type == BRACERS || type == GIRDLE; } |
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335 | MTH bool is_alive () const { return (type == PLAYER |
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336 | || flag [FLAG_MONSTER] |
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337 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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338 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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339 | MTH bool is_arrow () const { return type == ARROW |
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340 | || (type == SPELL_EFFECT |
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341 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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342 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
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343 | |
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344 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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345 | |
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346 | // temporary: wether the object can be saved in a map file |
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347 | // contr => is a player |
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348 | // head => only save head of a multitile object |
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349 | // owner => can not reference owner yet |
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350 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
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351 | |
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352 | /* This return true if object has still randomitems which |
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353 | * could be expanded. |
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354 | */ |
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355 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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356 | |
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357 | // returns the player that has this object in his inventory, or 0 |
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358 | MTH object *in_player () const |
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359 | { |
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360 | for (object *op = env; op; op = op->env) |
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361 | if (op->type == PLAYER) |
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362 | return op; |
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363 | |
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364 | return 0; |
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365 | } |
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366 | |
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367 | // "temporary" helper function |
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368 | MTH object *head_ () |
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369 | { |
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370 | return head ? head : this; |
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371 | } |
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372 | |
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373 | MTH std::string long_desc (object *who = 0); |
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374 | MTH std::string describe_monster (object *who = 0); |
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375 | MTH std::string describe_item (object *who = 0); |
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376 | MTH std::string describe (object *who = 0); |
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377 | |
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378 | // If this object has no extra parts but should have them, |
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379 | // add them, effectively expanding heads into multipart |
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380 | // objects. This method only works on objects not inserted |
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381 | // anywhere. |
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382 | MTH void expand_tail (); |
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383 | |
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384 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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385 | |
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386 | // insert object at same map position as 'where' |
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387 | // handles both inventory and map "positions" |
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388 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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389 | |
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390 | MTH void activate (); |
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391 | MTH void deactivate (); |
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392 | MTH void activate_recursive (); |
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393 | MTH void deactivate_recursive (); |
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394 | |
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395 | // set the givne flag on all objects in the inventory recursively |
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396 | MTH void set_flag_inv (int flag, int value = 1); |
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397 | |
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398 | void enter_exit (object *exit);//Perl |
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399 | MTH void enter_map (maptile *newmap, int x, int y); |
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400 | |
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401 | // returns the mapspace this object is in |
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402 | mapspace &ms () const; |
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403 | |
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404 | // fully recursive iterator |
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405 | struct iterator_base |
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406 | { |
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407 | object *item; |
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408 | |
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409 | iterator_base (object *container) |
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410 | : item (container) |
235 | { |
411 | { |
236 | destination->attach = attach; |
412 | } |
237 | |
413 | |
238 | if (self || cb) |
414 | operator object *() const { return item; } |
239 | INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
415 | |
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416 | object *operator ->() const { return item; } |
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417 | object &operator * () const { return *item; } |
240 | } |
418 | }; |
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419 | |
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420 | MTH unsigned int random_seed () const |
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421 | { |
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422 | return (unsigned int)uuid.seq; |
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423 | } |
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424 | |
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|
425 | // depth-first recursive iterator |
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426 | struct depth_iterator : iterator_base |
|
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427 | { |
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428 | depth_iterator (object *container); |
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429 | void next (); |
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430 | object *operator ++( ) { next (); return item; } |
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431 | object *operator ++(int) { object *i = item; next (); return i; } |
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432 | }; |
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433 | |
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434 | object *begin () |
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435 | { |
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436 | return this; |
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437 | } |
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438 | |
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439 | object *end () |
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440 | { |
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441 | return this; |
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442 | } |
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443 | |
|
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444 | /* This returns TRUE if the object is something that |
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445 | * should be displayed in the floorbox/inventory window |
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446 | */ |
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447 | MTH bool client_visible () const |
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448 | { |
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449 | return !invisible && type != PLAYER; |
|
|
450 | } |
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451 | |
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452 | MTH struct region *region () const; |
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453 | |
|
|
454 | protected: |
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|
455 | friend struct archetype; |
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456 | |
|
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457 | void link (); |
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458 | void unlink (); |
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459 | |
|
|
460 | object (); |
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|
461 | ~object (); |
241 | }; |
462 | }; |
242 | |
463 | |
|
|
464 | typedef object_vector<object, &object::index > objectvec; |
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465 | typedef object_vector<object, &object::active> activevec; |
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466 | |
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467 | extern objectvec objects; |
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|
468 | extern activevec actives; |
|
|
469 | |
|
|
470 | #define for_all_objects(var) \ |
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471 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
472 | declvar (object *, var, objects [_i]) |
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473 | |
|
|
474 | #define for_all_actives(var) \ |
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|
475 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
|
|
476 | declvar (object *, var, actives [_i]) |
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|
477 | |
|
|
478 | typedef struct oblnk |
243 | typedef struct oblnk { /* Used to link together several objects */ |
479 | { /* Used to link together several objects */ |
244 | object *ob; |
480 | object_ptr ob; |
245 | struct oblnk *next; |
481 | struct oblnk *next; |
246 | tag_t id; |
|
|
247 | } objectlink; |
482 | } objectlink; |
248 | |
483 | |
249 | typedef struct oblinkpt { /* Used to link together several object links */ |
484 | typedef struct oblinkpt |
|
|
485 | { /* Used to link together several object links */ |
250 | struct oblnk *link; |
486 | struct oblnk *link; |
251 | long value; /* Used as connected value in buttons/gates */ |
487 | long value; /* Used as connected value in buttons/gates */ |
252 | struct oblinkpt *next; |
488 | struct oblinkpt *next; |
253 | } oblinkpt; |
489 | } oblinkpt; |
254 | |
490 | |
255 | /* |
491 | /* |
256 | * The archetype structure is a set of rules on how to generate and manipulate |
492 | * The archetype structure is a set of rules on how to generate and manipulate |
… | |
… | |
259 | * be much left in the archetype - all it really is is a holder for the |
495 | * be much left in the archetype - all it really is is a holder for the |
260 | * object and pointers. This structure should get removed, and just replaced |
496 | * object and pointers. This structure should get removed, and just replaced |
261 | * by the object structure |
497 | * by the object structure |
262 | */ |
498 | */ |
263 | |
499 | |
264 | typedef struct archt : zero_initialised |
500 | INTERFACE_CLASS (archetype) |
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|
501 | struct archetype : zero_initialised, attachable |
265 | { |
502 | { |
|
|
503 | archetype (); |
|
|
504 | ~archetype (); |
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|
505 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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|
506 | |
|
|
507 | static archetype *read (object_thawer &f); |
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|
508 | static archetype *get (const char *name); // find or create |
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|
509 | static archetype *find (const char *name); |
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|
510 | |
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|
511 | void hash_add (); // add to hashtable |
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|
512 | void hash_del (); // remove from hashtable |
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513 | |
266 | shstr name; /* More definite name, like "generate_kobold" */ |
514 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
267 | struct archt *next; /* Next archetype in a linked list */ |
515 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
268 | struct archt *head; /* The main part of a linked object */ |
516 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
269 | struct archt *more; /* Next part of a linked object */ |
517 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
270 | object clone; /* An object from which to do copy_object() */ |
518 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
271 | uint32 editable; /* editable flags (mainly for editor) */ |
519 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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|
520 | bool ACC (RW, linked); // linked into list of heads |
272 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
521 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
273 | * in comparison to the head. |
522 | * in comparison to the head. |
274 | */ |
523 | */ |
275 | } archetype; |
524 | }; |
276 | |
|
|
277 | extern object *objects; |
|
|
278 | extern object *active_objects; |
|
|
279 | extern object *free_objects; |
|
|
280 | extern object objarray[STARTMAX]; |
|
|
281 | |
|
|
282 | extern int nrofallocobjects; |
|
|
283 | extern int nroffreeobjects; |
|
|
284 | |
|
|
285 | /* This returns TRUE if the object is something that |
|
|
286 | * should be displayed in the look window |
|
|
287 | */ |
|
|
288 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
|
|
289 | |
525 | |
290 | /* Used by update_object to know if the object being passed is |
526 | /* Used by update_object to know if the object being passed is |
291 | * being added or removed. |
527 | * being added or removed. |
292 | */ |
528 | */ |
293 | #define UP_OBJ_INSERT 1 |
529 | #define UP_OBJ_INSERT 1 |
294 | #define UP_OBJ_REMOVE 2 |
530 | #define UP_OBJ_REMOVE 2 |
295 | #define UP_OBJ_CHANGE 3 |
531 | #define UP_OBJ_CHANGE 3 |
296 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
532 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
297 | |
533 | |
298 | /* These are flags passed to insert_ob_in_map and |
534 | /* These are flags passed to insert_ob_in_map and |
299 | * insert_ob_in_ob. Note that all flags may not be meaningful |
535 | * insert_ob_in_ob. Note that all flags may not be meaningful |
300 | * for both functions. |
536 | * for both functions. |
301 | * Most are fairly explanatory: |
537 | * Most are fairly explanatory: |
… | |
… | |
328 | #define INS_ON_TOP 0x0008 |
564 | #define INS_ON_TOP 0x0008 |
329 | #define INS_BELOW_ORIGINATOR 0x0010 |
565 | #define INS_BELOW_ORIGINATOR 0x0010 |
330 | #define INS_MAP_LOAD 0x0020 |
566 | #define INS_MAP_LOAD 0x0020 |
331 | |
567 | |
332 | #define ARCH_SINGULARITY "singularity" |
568 | #define ARCH_SINGULARITY "singularity" |
333 | #define ARCH_SINGULARITY_LEN 11 |
|
|
334 | #define ARCH_DETECT_MAGIC "detect_magic" |
569 | #define ARCH_DETECT_MAGIC "detect_magic" |
335 | #define ARCH_DEPLETION "depletion" |
570 | #define ARCH_DEPLETION "depletion" |
336 | #define ARCH_SYMPTOM "symptom" |
571 | #define ARCH_SYMPTOM "symptom" |
337 | |
572 | |
338 | #endif |
573 | #endif |
|
|
574 | |