1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
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21 | The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
25 | #define OBJECT_H |
26 | |
26 | |
27 | #include <bitset> |
27 | #include <bitset> |
28 | |
28 | |
29 | #include "cfperl.h" |
29 | #include "cfperl.h" |
30 | #include "shstr.h" |
30 | #include "shstr.h" |
31 | |
31 | |
32 | typedef uint32 tag_t; |
32 | typedef int tag_t; |
33 | #define NUM_BODY_LOCATIONS 12 |
33 | |
34 | #define BODY_ARMS 1 |
34 | enum { |
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35 | body_skill, |
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36 | body_combat, |
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37 | body_range, |
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38 | body_shield, |
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39 | body_arm, |
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40 | body_torso, |
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41 | body_head, |
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42 | body_neck, |
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43 | body_finger, |
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44 | body_shoulder, |
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45 | body_foot, |
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46 | body_hand, |
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47 | body_wrist, |
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48 | body_waist, |
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49 | NUM_BODY_LOCATIONS |
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50 | }; |
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51 | |
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52 | enum slottype_t |
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53 | { |
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54 | slot_none, |
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55 | slot_combat, |
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56 | slot_ranged, |
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57 | }; |
35 | |
58 | |
36 | /* See common/item.c */ |
59 | /* See common/item.c */ |
37 | |
60 | |
38 | typedef struct Body_Locations |
61 | typedef struct Body_Locations |
39 | { |
62 | { |
40 | const char *save_name; /* Name used to load/save it to disk */ |
63 | keyword save_name; /* Name used to load/save it to disk */ |
41 | const char *use_name; /* Name used when describing an item we can use */ |
64 | const char *use_name; /* Name used when describing an item we can use */ |
42 | const char *nonuse_name; /* Name to describe objects we can't use */ |
65 | const char *nonuse_name; /* Name to describe objects we can't use */ |
43 | } Body_Locations; |
66 | } Body_Locations; |
44 | |
67 | |
45 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
68 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
… | |
… | |
83 | #define WILL_APPLY_TREASURE 0x02 |
106 | #define WILL_APPLY_TREASURE 0x02 |
84 | #define WILL_APPLY_EARTHWALL 0x04 |
107 | #define WILL_APPLY_EARTHWALL 0x04 |
85 | #define WILL_APPLY_DOOR 0x08 |
108 | #define WILL_APPLY_DOOR 0x08 |
86 | #define WILL_APPLY_FOOD 0x10 |
109 | #define WILL_APPLY_FOOD 0x10 |
87 | |
110 | |
88 | /* However, if you're keeping a pointer of some sort, you probably |
111 | struct body_slot |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
112 | { |
90 | * e.g. ->copy_to () |
113 | signed char info:4; /* body info as loaded from the file */ |
91 | */ |
114 | signed char used:4; /* Calculated value based on items equipped */ |
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115 | }; |
92 | |
116 | |
93 | ACC_CLASS (object) |
117 | INTERFACE_CLASS (object) |
94 | // these are being copied |
118 | // these are being copied |
95 | struct object_copy |
119 | struct object_copy : attachable |
96 | { |
120 | { |
97 | typedef bitset<NUM_FLAGS> flags_t; |
121 | typedef bitset<NUM_FLAGS> flags_t; |
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122 | |
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123 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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124 | |
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125 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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126 | uint8 ACC (RW, subtype); /* subtype of object */ |
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127 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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128 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
98 | |
129 | |
99 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
130 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
100 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
131 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
101 | shstr ACC (RW, title); /* Of foo, etc */ |
132 | shstr ACC (RW, title); /* Of foo, etc */ |
102 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
133 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
103 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
134 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
104 | /* If this is an exit, this is the filename */ |
135 | /* If this is an exit, this is the filename */ |
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136 | shstr ACC (RW, tag); // a tag used to tracking this object |
105 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
137 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
106 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
138 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
107 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
139 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
108 | /* To get put into books and the like. */ |
140 | /* To get put into books and the like. */ |
109 | shstr ACC (RW, materialname); /* specific material name */ |
141 | shstr ACC (RW, materialname); /* specific material name */ |
110 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
142 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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143 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
111 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
144 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
112 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
145 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
113 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
146 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
114 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
147 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
115 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
148 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
116 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
149 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
117 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
150 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
118 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
151 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
119 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
152 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
120 | |
153 | |
121 | New_Face *ACC (RW, face); /* Face with colors */ |
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122 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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123 | float ACC (RW, speed); /* The overall speed of this object */ |
154 | float ACC (RW, speed); /* The overall speed of this object */ |
124 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
155 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
125 | uint32 ACC (RW, nrof); /* How many of the objects */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
126 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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127 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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128 | |
157 | |
129 | /* This next big block are basically used for monsters and equipment */ |
158 | /* This next big block are basically used for monsters and equipment */ |
130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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131 | uint8 ACC (RW, subtype); /* subtype of object */ |
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132 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
159 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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160 | |
133 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
161 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
162 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
163 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
164 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
137 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
165 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
166 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
139 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
167 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
140 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
168 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
141 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
169 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
142 | /* Note that the last_.. values are sometimes used for non obvious |
170 | /* Note that the last_.. values are sometimes used for non obvious |
143 | * meanings by some objects, eg, sp penalty, permanent exp. |
171 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
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156 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
184 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
157 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
185 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
158 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
186 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
187 | uint32 ACC (RW, weapontype); /* type of weapon */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
188 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
189 | body_slot slot [NUM_BODY_LOCATIONS]; |
162 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
190 | faceidx ACC (RW, face); /* the graphical face */ |
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191 | faceidx ACC (RW, sound); /* the sound face */ |
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192 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
193 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
164 | /* See the doc/Developers/objects for more info about body locations */ |
194 | /* See the pod/objects.pod for more info about body locations */ |
165 | |
195 | |
166 | /* Following mostly refers to fields only used for monsters */ |
196 | /* Following mostly refers to fields only used for monsters */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
197 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
168 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
198 | |
169 | /* allows different movement patterns for attackers */ |
199 | /* allows different movement patterns for attackers */ |
170 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
200 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
171 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
201 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
172 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
202 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
173 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
203 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
174 | /* races/classes can need less/more exp to gain levels */ |
204 | /* races/classes can need less/more exp to gain levels */ |
175 | |
205 | |
176 | /* Spell related information, may be useful elsewhere |
206 | /* Spell related information, may be useful elsewhere |
177 | * Note that other fields are used - these files are basically |
207 | * Note that other fields are used - these files are basically |
178 | * only used in spells. |
208 | * only used in spells. |
179 | */ |
209 | */ |
180 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
210 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
181 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
211 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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212 | |
182 | uint16 ACC (RW, start_holding); |
213 | uint16 ACC (RW, start_holding); |
183 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
214 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
184 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
215 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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216 | |
185 | sint8 ACC (RW, range); /* Range of the spell */ |
217 | sint8 ACC (RW, range); /* Range of the spell */ |
186 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
218 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
187 | char *ACC (RW, spellarg); |
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188 | |
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189 | /* Following are values used by any object */ |
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190 | /* this objects turns into or what this object creates */ |
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191 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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192 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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193 | flags_t flags; /* various flags */ |
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194 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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195 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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196 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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197 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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198 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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199 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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200 | |
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201 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
219 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
202 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
220 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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221 | |
203 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
222 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
204 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
223 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
205 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
224 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
206 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
225 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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226 | |
207 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
227 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
208 | }; |
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209 | |
228 | |
210 | struct object : zero_initialised, refcounted, attachable<object>, object_copy |
229 | char *ACC (RW, spellarg); |
211 | { |
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212 | typedef unordered_vector<object *> vector; |
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213 | |
230 | |
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231 | /* Following are values used by any object */ |
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232 | /* this objects turns into or what this object creates */ |
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233 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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234 | flags_t flag; /* various flags */ |
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235 | #if FOR_PERL |
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236 | bool ACC (RW, flag[NUM_FLAGS]); |
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237 | #endif |
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238 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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239 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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240 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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241 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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242 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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243 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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244 | }; |
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245 | |
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246 | struct object : zero_initialised, object_copy |
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247 | { |
214 | // These variables are not changed by ->copy_to |
248 | // These variables are not changed by ->copy_to |
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249 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
215 | |
250 | |
216 | tag_t ACC (RW, count); /* Generation count for this object */ |
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217 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
251 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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252 | int ACC (RO, count); |
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253 | object_vector_index ACC (RO, index); // index into objects |
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254 | object_vector_index ACC (RO, active); // index into actives |
218 | |
255 | |
219 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
256 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
220 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
257 | |
221 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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222 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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223 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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224 | /* so that the entire object list does not */ |
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225 | /* need to be gone through. */ |
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226 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
258 | 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 */ |
259 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
228 | /* Note: stacked in the *same* environment */ |
260 | /* Note: stacked in the *same* environment */ |
229 | object *inv; /* Pointer to the first object in the inventory */ |
261 | object *inv; /* Pointer to the first object in the inventory */ |
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262 | |
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263 | //TODO: container must move into client |
230 | object *ACC (RW, container); /* Current container being used. I think this |
264 | object_ptr ACC (RW, container); /* Current container being used. I think this |
231 | * is only used by the player right now. |
265 | * is only used by the player right now. |
232 | */ |
266 | */ |
233 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
267 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
234 | * This is typically the container that the object is in. |
268 | * This is typically the container that the object is in. |
235 | */ |
269 | */ |
236 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
270 | 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 |
271 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
238 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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239 | client_container *seen_by; // seen by which player/container currently? |
272 | client_container *seen_by; // seen by which player/container currently? |
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273 | key_value *key_values; /* Fields not explictly known by the loader. */ |
240 | |
274 | |
241 | static vector mortals; |
275 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
242 | static vector active; // active objects, not yet used |
276 | MTH void post_load_check (); // do some adjustments after parsing |
243 | static vector objects; // not used yet, use first->next->... |
277 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
244 | static object *first; // will be replaced by "objects" |
278 | bool write (object_freezer &f); |
245 | |
279 | |
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280 | MTH int slottype () const; |
246 | static object *create (); |
281 | MTH static object *create (); |
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282 | const mapxy &operator =(const mapxy &pos); |
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283 | object &operator =(const object &src); |
247 | void copy_to (object *dst); |
284 | MTH void copy_to (object *dst); |
248 | object *clone (); // create + copy_to |
285 | MTH object *clone (); // create + copy_to |
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286 | void do_destroy (); |
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287 | void gather_callbacks (AV *&callbacks, event_type event) const; |
249 | void destroy (bool destroy_inventory = false); |
288 | MTH void destroy (bool destroy_inventory = false); |
250 | void remove (); |
289 | |
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290 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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291 | MTH void destroy_inv (bool drop_to_ground = false); |
251 | object *insert (object *item); // insert into inventory |
292 | MTH object *insert (object *item); // insert into inventory |
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293 | MTH void play_sound (faceidx sound) const; |
252 | |
294 | |
253 | static void free_mortals (); |
295 | void do_remove (); |
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296 | MTH void remove () |
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297 | { |
|
|
298 | if (!flag [FLAG_REMOVED]) |
|
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299 | do_remove (); |
|
|
300 | } |
|
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301 | |
|
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302 | MTH bool blocked (maptile *m, int x, int y) const; |
|
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303 | |
|
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304 | void move_to (const mapxy &pos) |
|
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305 | { |
|
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306 | remove (); |
|
|
307 | *this = pos; |
|
|
308 | insert_at (this, this); |
|
|
309 | } |
|
|
310 | |
254 | static bool can_merge_slow (object *op1, object *op2); |
311 | static bool can_merge_slow (object *op1, object *op2); |
255 | |
312 | |
256 | // this is often used in time-critical code, so optimise |
313 | // this is often used in time-critical code, so optimise |
257 | static bool can_merge (object *op1, object *op2) |
314 | MTH static bool can_merge (object *op1, object *op2) |
258 | { |
315 | { |
259 | return op1->value == op2->value |
316 | return op1->value == op2->value |
260 | && op1->name == op2->name |
317 | && op1->name == op2->name |
261 | && can_merge_slow (op1, op2); |
318 | && can_merge_slow (op1, op2); |
262 | } |
319 | } |
263 | |
320 | |
264 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
|
|
265 | |
|
|
266 | void set_owner (object *owner); |
321 | MTH void set_owner (object *owner); |
|
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322 | MTH void set_speed (float speed); |
|
|
323 | MTH bool change_weapon (object *ob); |
|
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324 | MTH bool change_skill (object *ob); |
267 | |
325 | |
|
|
326 | MTH void open_container (object *new_container); |
|
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327 | MTH void close_container () |
|
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328 | { |
|
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329 | open_container (0); |
|
|
330 | } |
|
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331 | |
|
|
332 | MTH object *force_find (const shstr name); |
|
|
333 | MTH void force_add (const shstr name, int duration = 0); |
|
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334 | |
|
|
335 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
|
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336 | bool should_invoke (event_type event) |
|
|
337 | { |
|
|
338 | return ev_want_event [event] || ev_want_type [type] || cb; |
|
|
339 | } |
|
|
340 | |
268 | void instantiate () |
341 | MTH void instantiate (); |
269 | { |
|
|
270 | if (!uuid.seq) // HACK |
|
|
271 | uuid = gen_uuid (); |
|
|
272 | |
|
|
273 | attachable<object>::instantiate (); |
|
|
274 | } |
|
|
275 | |
342 | |
276 | // recalculate all stats |
343 | // recalculate all stats |
277 | void update_stats (); |
344 | MTH void update_stats (); |
278 | void roll_stats (); |
345 | MTH void roll_stats (); |
279 | void swap_stats (int a, int b); |
346 | MTH void swap_stats (int a, int b); |
280 | void add_statbonus (); |
347 | MTH void add_statbonus (); |
281 | void remove_statbonus (); |
348 | MTH void remove_statbonus (); |
282 | void drain_stat (); |
349 | MTH void drain_stat (); |
283 | void drain_specific_stat (int deplete_stats); |
350 | MTH void drain_specific_stat (int deplete_stats); |
284 | void change_luck (int value); |
351 | MTH void change_luck (int value); |
285 | |
352 | |
286 | // info must hold 256 * 3 bytes currently |
353 | // info must hold 256 * 3 bytes currently |
287 | const char *debug_desc (char *info) const; |
354 | const char *debug_desc (char *info) const; |
288 | const char *debug_desc () const; |
355 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
|
|
356 | const char *flag_desc (char *desc, int len) const; |
289 | |
357 | |
|
|
358 | int number_of () const |
|
|
359 | { |
|
|
360 | return nrof ? nrof : 1; |
|
|
361 | } |
|
|
362 | |
|
|
363 | uint64 total_weight () const |
|
|
364 | { |
|
|
365 | return weight * number_of (); |
|
|
366 | } |
|
|
367 | |
|
|
368 | // return the dominant material of this item, always return something |
|
|
369 | const materialtype_t *dominant_material () const; |
|
|
370 | |
|
|
371 | // return the volume of this object in cm³ |
|
|
372 | uint64 volume () const |
|
|
373 | { |
|
|
374 | return total_weight () |
|
|
375 | * 1000 |
|
|
376 | * (type == CONTAINER ? 1000 : 1) |
|
|
377 | / dominant_material ()->density; |
|
|
378 | } |
|
|
379 | |
290 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
380 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
291 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
381 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
292 | || type == CLOAK || type == BOOTS || type == GLOVES |
382 | || type == CLOAK || type == BOOTS || type == GLOVES |
293 | || type == BRACERS || type == GIRDLE; } |
383 | || type == BRACERS || type == GIRDLE; } |
294 | bool is_alive () const { return (type == PLAYER |
384 | MTH bool is_alive () const { return (type == PLAYER |
295 | || flags [FLAG_MONSTER] |
385 | || flag [FLAG_MONSTER] |
296 | || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) |
386 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
297 | && !flags [FLAG_IS_A_TEMPLATE]; } |
387 | && !flag [FLAG_IS_A_TEMPLATE]; } |
298 | bool is_arrow () const { return type == ARROW |
388 | MTH bool is_arrow () const { return type == ARROW |
299 | || (type == SPELL_EFFECT |
389 | || (type == SPELL_EFFECT |
300 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
390 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
391 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
|
|
392 | |
|
|
393 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
|
|
394 | |
|
|
395 | // temporary: wether the object can be saved in a map file |
|
|
396 | // contr => is a player |
|
|
397 | // head => only save head of a multitile object |
|
|
398 | // owner => can not reference owner yet |
|
|
399 | MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
301 | |
400 | |
302 | /* This return true if object has still randomitems which |
401 | /* This return true if object has still randomitems which |
303 | * could be expanded. |
402 | * could be expanded. |
304 | */ |
403 | */ |
305 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
404 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
306 | |
405 | |
307 | // returns the player that has this object in his inventory, or 0 |
406 | // returns the player that has this object in his inventory, or 0 |
308 | object *in_player () const |
407 | MTH object *in_player () const |
309 | { |
408 | { |
310 | for (object *op = env; op; op = op->env) |
409 | for (object *op = env; op; op = op->env) |
311 | if (op->type == PLAYER) |
410 | if (op->type == PLAYER) |
312 | return op; |
411 | return op; |
313 | |
412 | |
314 | return 0; |
413 | return 0; |
315 | } |
414 | } |
|
|
415 | |
|
|
416 | // "temporary" helper function |
|
|
417 | MTH object *head_ () |
|
|
418 | { |
|
|
419 | return head ? head : this; |
|
|
420 | } |
|
|
421 | |
|
|
422 | MTH bool is_head () |
|
|
423 | { |
|
|
424 | return head_ () == this; |
|
|
425 | } |
|
|
426 | |
|
|
427 | MTH std::string long_desc (object *who = 0); |
|
|
428 | MTH std::string describe_monster (object *who = 0); |
|
|
429 | MTH std::string describe_item (object *who = 0); |
|
|
430 | MTH std::string describe (object *who = 0); |
|
|
431 | |
|
|
432 | // If this object has no extra parts but should have them, |
|
|
433 | // add them, effectively expanding heads into multipart |
|
|
434 | // objects. This method only works on objects not inserted |
|
|
435 | // anywhere. |
|
|
436 | MTH void expand_tail (); |
|
|
437 | |
|
|
438 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
439 | |
|
|
440 | // insert object at same map position as 'where' |
|
|
441 | // handles both inventory and map "positions" |
|
|
442 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
443 | MTH void drop_unpaid_items (); |
|
|
444 | |
|
|
445 | MTH void activate (); |
|
|
446 | MTH void deactivate (); |
|
|
447 | MTH void activate_recursive (); |
|
|
448 | MTH void deactivate_recursive (); |
|
|
449 | |
|
|
450 | // set the givne flag on all objects in the inventory recursively |
|
|
451 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
452 | |
|
|
453 | void enter_exit (object *exit);//Perl |
|
|
454 | MTH void enter_map (maptile *newmap, int x, int y); |
316 | |
455 | |
317 | // returns the mapspace this object is in |
456 | // returns the mapspace this object is in |
318 | mapspace &ms () const; |
457 | mapspace &ms () const; |
319 | |
458 | |
320 | // fully recursive iterator |
459 | // fully recursive iterator |
… | |
… | |
330 | operator object *() const { return item; } |
469 | operator object *() const { return item; } |
331 | |
470 | |
332 | object *operator ->() const { return item; } |
471 | object *operator ->() const { return item; } |
333 | object &operator * () const { return *item; } |
472 | object &operator * () const { return *item; } |
334 | }; |
473 | }; |
|
|
474 | |
|
|
475 | MTH unsigned int random_seed () const |
|
|
476 | { |
|
|
477 | return (unsigned int)uuid.seq; |
|
|
478 | } |
335 | |
479 | |
336 | // depth-first recursive iterator |
480 | // depth-first recursive iterator |
337 | struct depth_iterator : iterator_base |
481 | struct depth_iterator : iterator_base |
338 | { |
482 | { |
339 | depth_iterator (object *container); |
483 | depth_iterator (object *container); |
… | |
… | |
350 | object *end () |
494 | object *end () |
351 | { |
495 | { |
352 | return this; |
496 | return this; |
353 | } |
497 | } |
354 | |
498 | |
|
|
499 | /* This returns TRUE if the object is something that |
|
|
500 | * should be displayed in the floorbox/inventory window |
|
|
501 | */ |
|
|
502 | MTH bool client_visible () const |
|
|
503 | { |
|
|
504 | return !invisible && type != PLAYER; |
|
|
505 | } |
|
|
506 | |
|
|
507 | MTH struct region *region () const; |
|
|
508 | |
|
|
509 | void statusmsg (const char *msg, int color = NDI_BLACK); |
|
|
510 | void failmsg (const char *msg, int color = NDI_RED); |
|
|
511 | |
|
|
512 | const char *query_inventory (object *who = 0, const char *indent = ""); |
|
|
513 | |
|
|
514 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
|
|
515 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
|
|
516 | |
355 | protected: |
517 | protected: |
356 | friend struct archetype; |
|
|
357 | |
|
|
358 | void link (); |
518 | void link (); |
359 | void unlink (); |
519 | void unlink (); |
360 | |
520 | |
361 | object (); |
521 | object (); |
362 | ~object (); |
522 | ~object (); |
363 | }; |
523 | }; |
|
|
524 | |
|
|
525 | // move this object to the top of its env's inventory to speed up |
|
|
526 | // searches for it. |
|
|
527 | static object * |
|
|
528 | splay (object *ob) |
|
|
529 | { |
|
|
530 | if (ob->env && ob->env->inv != ob) |
|
|
531 | { |
|
|
532 | if (ob->above) ob->above->below = ob->below; |
|
|
533 | if (ob->below) ob->below->above = ob->above; |
|
|
534 | |
|
|
535 | ob->above = 0; |
|
|
536 | ob->below = ob->env->inv; |
|
|
537 | ob->below->above = ob; |
|
|
538 | ob->env->inv = ob; |
|
|
539 | } |
|
|
540 | |
|
|
541 | return ob; |
|
|
542 | } |
364 | |
543 | |
365 | typedef struct oblnk |
544 | typedef struct oblnk |
366 | { /* Used to link together several objects */ |
545 | { /* Used to link together several objects */ |
367 | object_ptr ob; |
546 | object_ptr ob; |
368 | struct oblnk *next; |
547 | struct oblnk *next; |
… | |
… | |
372 | { /* Used to link together several object links */ |
551 | { /* Used to link together several object links */ |
373 | struct oblnk *link; |
552 | struct oblnk *link; |
374 | long value; /* Used as connected value in buttons/gates */ |
553 | long value; /* Used as connected value in buttons/gates */ |
375 | struct oblinkpt *next; |
554 | struct oblinkpt *next; |
376 | } oblinkpt; |
555 | } oblinkpt; |
|
|
556 | |
|
|
557 | object *find_skill_by_name (object *who, const char *name); |
|
|
558 | object *find_skill_by_name (object *who, const shstr &sh); |
|
|
559 | object *find_skill_by_number (object *who, int skillno); |
377 | |
560 | |
378 | /* |
561 | /* |
379 | * The archetype structure is a set of rules on how to generate and manipulate |
562 | * The archetype structure is a set of rules on how to generate and manipulate |
380 | * objects which point to archetypes. |
563 | * objects which point to archetypes. |
381 | * This probably belongs in arch.h, but there really doesn't appear to |
564 | * This probably belongs in arch.h, but there really doesn't appear to |
382 | * be much left in the archetype - all it really is is a holder for the |
565 | * be much left in the archetype - all it really is is a holder for the |
383 | * object and pointers. This structure should get removed, and just replaced |
566 | * object and pointers. This structure should get removed, and just replaced |
384 | * by the object structure |
567 | * by the object structure |
385 | */ |
568 | */ |
386 | |
569 | |
387 | ACC_CLASS (archetype) |
570 | INTERFACE_CLASS (archetype) |
388 | struct archetype : zero_initialised, refcounted |
571 | struct archetype : object |
389 | { |
572 | { |
390 | archetype (); |
573 | archetype (const char *name); |
391 | ~archetype (); |
574 | ~archetype (); |
|
|
575 | void gather_callbacks (AV *&callbacks, event_type event) const; |
392 | |
576 | |
393 | static archetype *find (const char *arch); |
577 | static archetype *read (object_thawer &f); |
394 | |
578 | |
395 | void hash_add (); // add to hastable |
579 | MTH static archetype *get (const_utf8_string name); // find or create |
396 | void hash_del (); // remove from hashtable |
580 | MTH static archetype *find (const_utf8_string name); |
397 | |
581 | |
|
|
582 | MTH void link (); |
|
|
583 | MTH void unlink (); |
|
|
584 | |
|
|
585 | object_vector_index ACC (RW, archid); // index in archvector |
398 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
586 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
399 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
587 | bool ACC (RW, stub); // if true, this is an invalid archetype |
400 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
|
|
401 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
|
|
402 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
|
|
403 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
|
|
404 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
|
|
405 | * in comparison to the head. |
|
|
406 | */ |
|
|
407 | }; |
|
|
408 | |
588 | |
|
|
589 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
|
|
590 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
|
|
591 | }; |
|
|
592 | |
|
|
593 | inline void |
|
|
594 | object_freezer::put (keyword k, archetype *v) |
|
|
595 | { |
|
|
596 | put (k, v ? &v->archname : (const char *)0); |
|
|
597 | } |
|
|
598 | |
|
|
599 | typedef object_vector<object, &object::index > objectvec; |
|
|
600 | typedef object_vector<object, &object::active> activevec; |
|
|
601 | typedef object_vector<archetype, &archetype::archid> archvec; |
|
|
602 | |
409 | extern object *objects; |
603 | extern objectvec objects; |
410 | extern object *active_objects; |
604 | extern activevec actives; |
|
|
605 | extern archvec archetypes; |
411 | |
606 | |
412 | extern int nrofallocobjects; |
607 | #define for_all_objects(var) \ |
|
|
608 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
609 | statementvar (object *, var, objects [_i]) |
413 | |
610 | |
414 | /* This returns TRUE if the object is something that |
611 | #define for_all_actives(var) \ |
415 | * should be displayed in the look window |
612 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
416 | */ |
613 | statementvar (object *, var, actives [_i]) |
417 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
614 | |
|
|
615 | #define for_all_archetypes(var) \ |
|
|
616 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
|
|
617 | statementvar (archetype *, var, archetypes [_i]) |
418 | |
618 | |
419 | /* Used by update_object to know if the object being passed is |
619 | /* Used by update_object to know if the object being passed is |
420 | * being added or removed. |
620 | * being added or removed. |
421 | */ |
621 | */ |
422 | #define UP_OBJ_INSERT 1 |
622 | #define UP_OBJ_INSERT 1 |
… | |
… | |
439 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
639 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
440 | * Use for treasure chests so the new object is the highest thing |
640 | * Use for treasure chests so the new object is the highest thing |
441 | * beneath the player, but not actually above it. Note - the |
641 | * beneath the player, but not actually above it. Note - the |
442 | * map and x,y coordinates for the object to be inserted must |
642 | * map and x,y coordinates for the object to be inserted must |
443 | * match the originator. |
643 | * match the originator. |
444 | * INS_MAP_LOAD: disable lots of checkings done at insertion to |
|
|
445 | * speed up map loading process, as we assume the ordering in |
|
|
446 | * loaded map is correct. |
|
|
447 | * |
644 | * |
448 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
645 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
449 | * are mutually exclusive. The behaviour for passing more than one |
646 | * are mutually exclusive. The behaviour for passing more than one |
450 | * should be considered undefined - while you may notice what happens |
647 | * should be considered undefined - while you may notice what happens |
451 | * right now if you pass more than one, that could very well change |
648 | * right now if you pass more than one, that could very well change |
… | |
… | |
454 | #define INS_NO_MERGE 0x0001 |
651 | #define INS_NO_MERGE 0x0001 |
455 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
652 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
456 | #define INS_NO_WALK_ON 0x0004 |
653 | #define INS_NO_WALK_ON 0x0004 |
457 | #define INS_ON_TOP 0x0008 |
654 | #define INS_ON_TOP 0x0008 |
458 | #define INS_BELOW_ORIGINATOR 0x0010 |
655 | #define INS_BELOW_ORIGINATOR 0x0010 |
459 | #define INS_MAP_LOAD 0x0020 |
|
|
460 | |
656 | |
461 | #define ARCH_SINGULARITY "singularity" |
|
|
462 | #define ARCH_SINGULARITY_LEN 11 |
|
|
463 | #define ARCH_DETECT_MAGIC "detect_magic" |
|
|
464 | #define ARCH_DEPLETION "depletion" |
657 | #define ARCH_DEPLETION "depletion" |
465 | #define ARCH_SYMPTOM "symptom" |
|
|
466 | |
658 | |
467 | #endif |
659 | #endif |
468 | |
660 | |