1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
26 | #define OBJECT_H |
26 | #define OBJECT_H |
27 | |
27 | |
28 | #include <bitset> |
28 | #include <bitset> |
29 | |
29 | |
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; |
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34 | |
34 | #define NUM_BODY_LOCATIONS 12 |
35 | #define NUM_BODY_LOCATIONS 14 |
35 | #define BODY_ARMS 1 |
36 | #define BODY_ARMS 1 |
36 | |
37 | |
37 | /* See common/item.c */ |
38 | /* See common/item.c */ |
38 | |
39 | |
39 | typedef struct Body_Locations |
40 | typedef struct Body_Locations |
… | |
… | |
88 | |
89 | |
89 | /* 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 |
90 | * 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, |
91 | * e.g. ->copy_to () |
92 | * e.g. ->copy_to () |
92 | */ |
93 | */ |
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94 | |
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95 | struct body_slot |
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96 | { |
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97 | sint8 info:4; /* body info as loaded from the file */ |
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98 | sint8 used:4; /* Calculated value based on items equipped */ |
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99 | }; |
93 | |
100 | |
94 | INTERFACE_CLASS (object) |
101 | INTERFACE_CLASS (object) |
95 | // these are being copied |
102 | // these are being copied |
96 | struct object_copy : attachable |
103 | struct object_copy : attachable |
97 | { |
104 | { |
… | |
… | |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
117 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
118 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
119 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
120 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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 */ |
115 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
123 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
124 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
125 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
126 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
127 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
128 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
129 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
130 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
131 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
132 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
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126 | float ACC (RW, speed); /* The overall speed of this object */ |
133 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, 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 */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
135 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
136 | |
130 | /* This next big block are basically used for monsters and equipment */ |
137 | /* This next big block are basically used for monsters and equipment */ |
… | |
… | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
141 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
142 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
143 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
144 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
145 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
146 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
147 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
148 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
149 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
150 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
151 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
157 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
164 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
165 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
166 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
167 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
168 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
169 | body_slot slot [NUM_BODY_LOCATIONS]; |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
170 | faceidx ACC (RW, face); /* Face with colors */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
171 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
172 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
173 | |
167 | /* Following mostly refers to fields only used for monsters */ |
174 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
175 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
… | |
… | |
197 | char *ACC (RW, spellarg); |
204 | char *ACC (RW, spellarg); |
198 | |
205 | |
199 | /* Following are values used by any object */ |
206 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
207 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
208 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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203 | flags_t flag; /* various flags */ |
209 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
210 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
211 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
212 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
213 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
… | |
… | |
216 | { |
222 | { |
217 | // These variables are not changed by ->copy_to |
223 | // These variables are not changed by ->copy_to |
218 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
224 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
219 | |
225 | |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
226 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
221 | int ACC (RO, count); // index into objects |
227 | int ACC (RO, count); |
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228 | int ACC (RO, index); // index into objects |
222 | int ACC (RO, active); // index into actives |
229 | int ACC (RO, active); // index into actives |
223 | |
230 | |
224 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
231 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
225 | |
232 | |
226 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
233 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
227 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
234 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
228 | /* Note: stacked in the *same* environment */ |
235 | /* Note: stacked in the *same* environment */ |
229 | object *inv; /* Pointer to the first object in the inventory */ |
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 |
230 | object *ACC (RW, container); /* Current container being used. I think this |
239 | object_ptr ACC (RW, container); /* Current container being used. I think this |
231 | * is only used by the player right now. |
240 | * is only used by the player right now. |
232 | */ |
241 | */ |
233 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
242 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
234 | * This is typically the container that the object is in. |
243 | * This is typically the container that the object is in. |
235 | */ |
244 | */ |
236 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
245 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
237 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
246 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
238 | client_container *seen_by; // seen by which player/container currently? |
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. */ |
239 | |
249 | |
240 | //static vector active_list; // active objects, not yet used |
250 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
241 | //static vector object_list; // not used yet, use first->next->... |
251 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
242 | static object *first; // will be replaced by "objects" |
252 | bool write (object_freezer &f); |
243 | |
253 | |
244 | MTH static object *create (); |
254 | MTH static object *create (); |
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255 | object &operator =(const object &src); |
245 | MTH void copy_to (object *dst); |
256 | MTH void copy_to (object *dst); |
246 | MTH object *clone (); // create + copy_to |
257 | MTH object *clone (); // create + copy_to |
247 | void do_destroy (); |
258 | void do_destroy (); |
248 | void gather_callbacks (AV *&callbacks, event_type event) const; |
259 | void gather_callbacks (AV *&callbacks, event_type event) const; |
249 | MTH void destroy (bool destroy_inventory = false); |
260 | MTH void destroy (bool destroy_inventory = false); |
250 | |
261 | |
251 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
262 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
252 | MTH void destroy_inv (bool drop_to_ground = false); |
263 | MTH void destroy_inv (bool drop_to_ground = false); |
253 | MTH void remove (); |
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254 | MTH object *insert (object *item); // insert into inventory |
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 | } |
255 | |
271 | |
256 | static bool can_merge_slow (object *op1, object *op2); |
272 | static bool can_merge_slow (object *op1, object *op2); |
257 | |
273 | |
258 | // this is often used in time-critical code, so optimise |
274 | // this is often used in time-critical code, so optimise |
259 | MTH static bool can_merge (object *op1, object *op2) |
275 | MTH static bool can_merge (object *op1, object *op2) |
… | |
… | |
263 | && can_merge_slow (op1, op2); |
279 | && can_merge_slow (op1, op2); |
264 | } |
280 | } |
265 | |
281 | |
266 | MTH void set_owner (object *owner); |
282 | MTH void set_owner (object *owner); |
267 | MTH void set_speed (float speed); |
283 | MTH void set_speed (float speed); |
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284 | MTH void set_weapon (object *ob); |
268 | |
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 | |
269 | MTH void instantiate () |
292 | MTH void instantiate (); |
270 | { |
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271 | if (!uuid.seq) // HACK |
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272 | uuid = gen_uuid (); |
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273 | |
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274 | attachable::instantiate (); |
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275 | } |
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276 | |
293 | |
277 | // recalculate all stats |
294 | // recalculate all stats |
278 | MTH void update_stats (); |
295 | MTH void update_stats (); |
279 | MTH void roll_stats (); |
296 | MTH void roll_stats (); |
280 | MTH void swap_stats (int a, int b); |
297 | MTH void swap_stats (int a, int b); |
… | |
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284 | MTH void drain_specific_stat (int deplete_stats); |
301 | MTH void drain_specific_stat (int deplete_stats); |
285 | MTH void change_luck (int value); |
302 | MTH void change_luck (int value); |
286 | |
303 | |
287 | // info must hold 256 * 3 bytes currently |
304 | // info must hold 256 * 3 bytes currently |
288 | const char *debug_desc (char *info) const; |
305 | const char *debug_desc (char *info) const; |
289 | MTH const char *debug_desc () const; |
306 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
290 | const char *flag_desc (char *desc, int len) const; |
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 | } |
291 | |
330 | |
292 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
331 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
293 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
332 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
294 | || type == CLOAK || type == BOOTS || type == GLOVES |
333 | || type == CLOAK || type == BOOTS || type == GLOVES |
295 | || type == BRACERS || type == GIRDLE; } |
334 | || type == BRACERS || type == GIRDLE; } |
… | |
… | |
298 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
337 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
299 | && !flag [FLAG_IS_A_TEMPLATE]; } |
338 | && !flag [FLAG_IS_A_TEMPLATE]; } |
300 | MTH bool is_arrow () const { return type == ARROW |
339 | MTH bool is_arrow () const { return type == ARROW |
301 | || (type == SPELL_EFFECT |
340 | || (type == SPELL_EFFECT |
302 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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; } |
303 | |
343 | |
304 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
344 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
305 | |
345 | |
306 | // temporary: wether the object can be saved in a map file |
346 | // temporary: wether the object can be saved in a map file |
307 | // contr => is a player |
347 | // contr => is a player |
308 | // head => only save head of a multitile object |
348 | // head => only save head of a multitile object |
309 | // owner => can not reference owner yet |
349 | // owner => can not reference owner yet |
310 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
350 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
311 | |
351 | |
312 | /* This return true if object has still randomitems which |
352 | /* This return true if object has still randomitems which |
313 | * could be expanded. |
353 | * could be expanded. |
314 | */ |
354 | */ |
315 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
355 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
… | |
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328 | MTH object *head_ () |
368 | MTH object *head_ () |
329 | { |
369 | { |
330 | return head ? head : this; |
370 | return head ? head : this; |
331 | } |
371 | } |
332 | |
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 | |
333 | // insert object at same map position as 'where' |
386 | // insert object at same map position as 'where' |
334 | // handles both inventory and map "positions" |
387 | // handles both inventory and map "positions" |
335 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
388 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
336 | |
389 | |
337 | MTH void activate (); |
390 | MTH void activate (); |
… | |
… | |
340 | MTH void deactivate_recursive (); |
393 | MTH void deactivate_recursive (); |
341 | |
394 | |
342 | // set the givne flag on all objects in the inventory recursively |
395 | // set the givne flag on all objects in the inventory recursively |
343 | MTH void set_flag_inv (int flag, int value = 1); |
396 | MTH void set_flag_inv (int flag, int value = 1); |
344 | |
397 | |
345 | void enter_exit (object *exit);//PERL |
398 | void enter_exit (object *exit);//Perl |
346 | MTH void enter_map (maptile *newmap, int x, int y); |
399 | MTH void enter_map (maptile *newmap, int x, int y); |
347 | |
400 | |
348 | // returns the mapspace this object is in |
401 | // returns the mapspace this object is in |
349 | mapspace &ms () const; |
402 | mapspace &ms () const; |
350 | |
403 | |
… | |
… | |
386 | object *end () |
439 | object *end () |
387 | { |
440 | { |
388 | return this; |
441 | return this; |
389 | } |
442 | } |
390 | |
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; |
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450 | } |
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451 | |
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452 | MTH struct region *region () const; |
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453 | |
391 | protected: |
454 | protected: |
392 | friend struct archetype; |
455 | friend struct archetype; |
393 | |
456 | |
394 | void link (); |
457 | void link (); |
395 | void unlink (); |
458 | void unlink (); |
396 | |
459 | |
397 | object (); |
460 | object (); |
398 | ~object (); |
461 | ~object (); |
399 | }; |
462 | }; |
400 | |
463 | |
401 | typedef object_vector<object, &object::count > objectvec; |
464 | typedef object_vector<object, &object::index > objectvec; |
402 | typedef object_vector<object, &object::active> activevec; |
465 | typedef object_vector<object, &object::active> activevec; |
403 | |
466 | |
404 | extern objectvec objects; |
467 | extern objectvec objects; |
405 | extern activevec actives; |
468 | extern activevec actives; |
406 | |
469 | |
407 | #define for_all_objects(var) \ |
470 | #define for_all_objects(var) \ |
408 | for (int _i = 0; _i < objects.size (); ++_i) \ |
471 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
409 | declvar (object *, var, objects [_i]) |
472 | declvar (object *, var, objects [_i]) |
410 | |
473 | |
411 | #define for_all_actives(var) \ |
474 | #define for_all_actives(var) \ |
412 | for (int _i = 0; _i < actives.size (); ++_i) \ |
475 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
413 | declvar (object *, var, actives [_i]) |
476 | declvar (object *, var, actives [_i]) |
414 | |
477 | |
415 | typedef struct oblnk |
478 | typedef struct oblnk |
416 | { /* Used to link together several objects */ |
479 | { /* Used to link together several objects */ |
417 | object_ptr ob; |
480 | object_ptr ob; |
… | |
… | |
439 | { |
502 | { |
440 | archetype (); |
503 | archetype (); |
441 | ~archetype (); |
504 | ~archetype (); |
442 | void gather_callbacks (AV *&callbacks, event_type event) const; |
505 | void gather_callbacks (AV *&callbacks, event_type event) const; |
443 | |
506 | |
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507 | static archetype *read (object_thawer &f); |
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508 | static archetype *get (const char *name); // find or create |
444 | static archetype *find (const char *arch); |
509 | static archetype *find (const char *name); |
445 | |
510 | |
446 | void hash_add (); // add to hashtable |
511 | void hash_add (); // add to hashtable |
447 | void hash_del (); // remove from hashtable |
512 | void hash_del (); // remove from hashtable |
448 | |
513 | |
449 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
514 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
450 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
515 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
451 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
516 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
452 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
517 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
453 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
518 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
454 | uint32 ACC (RW, 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 |
455 | sint8 ACC (RW, tail_x), ACC (RW, 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 |
456 | * in comparison to the head. |
522 | * in comparison to the head. |
457 | */ |
523 | */ |
458 | }; |
524 | }; |
459 | |
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460 | /* This returns TRUE if the object is something that |
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461 | * should be displayed in the floorbox window |
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462 | */ |
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463 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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464 | |
525 | |
465 | /* 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 |
466 | * being added or removed. |
527 | * being added or removed. |
467 | */ |
528 | */ |
468 | #define UP_OBJ_INSERT 1 |
529 | #define UP_OBJ_INSERT 1 |
… | |
… | |
503 | #define INS_ON_TOP 0x0008 |
564 | #define INS_ON_TOP 0x0008 |
504 | #define INS_BELOW_ORIGINATOR 0x0010 |
565 | #define INS_BELOW_ORIGINATOR 0x0010 |
505 | #define INS_MAP_LOAD 0x0020 |
566 | #define INS_MAP_LOAD 0x0020 |
506 | |
567 | |
507 | #define ARCH_SINGULARITY "singularity" |
568 | #define ARCH_SINGULARITY "singularity" |
508 | #define ARCH_SINGULARITY_LEN 11 |
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509 | #define ARCH_DETECT_MAGIC "detect_magic" |
569 | #define ARCH_DETECT_MAGIC "detect_magic" |
510 | #define ARCH_DEPLETION "depletion" |
570 | #define ARCH_DEPLETION "depletion" |
511 | #define ARCH_SYMPTOM "symptom" |
571 | #define ARCH_SYMPTOM "symptom" |
512 | |
572 | |
513 | #endif |
573 | #endif |