… | |
… | |
88 | /* However, if you're keeping a pointer of some sort, you probably |
88 | /* However, if you're keeping a pointer of some sort, you probably |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
90 | * e.g. ->copy_to () |
90 | * e.g. ->copy_to () |
91 | */ |
91 | */ |
92 | |
92 | |
93 | typedef refptr<object> object_ptr; |
|
|
94 | typedef refptr<archetype> arch_ptr; |
|
|
95 | |
|
|
96 | // these are not being copied |
|
|
97 | ACC_CLASS (object) |
93 | ACC_CLASS (object) |
98 | struct object_keep : refcounted |
|
|
99 | { |
|
|
100 | /* These variables are not changed by ->copy_to */ |
|
|
101 | |
|
|
102 | tag_t ACC (RW, count); /* Generation count for this object */ |
|
|
103 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
|
|
104 | |
|
|
105 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
|
|
106 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
|
|
107 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
|
|
108 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
|
|
109 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
|
|
110 | /* so that the entire object list does not */ |
|
|
111 | /* need to be gone through. */ |
|
|
112 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
|
|
113 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
|
|
114 | /* Note: stacked in the *same* environment */ |
|
|
115 | object *inv; /* Pointer to the first object in the inventory */ |
|
|
116 | object *ACC (RW, container); /* Current container being used. I think this |
|
|
117 | * is only used by the player right now. |
|
|
118 | */ |
|
|
119 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
120 | * This is typically the container that the object is in. |
|
|
121 | */ |
|
|
122 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
|
|
123 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
|
|
124 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
|
|
125 | client_container *seen_by; // seen by which player/container currently? |
|
|
126 | }; |
|
|
127 | |
|
|
128 | // these are being copied |
94 | // these are being copied |
129 | struct object_copy : attachable<object> |
95 | struct object_copy |
130 | { |
96 | { |
|
|
97 | typedef bitset<NUM_FLAGS> flags_t; |
|
|
98 | |
131 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
99 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
132 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
100 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
133 | shstr ACC (RW, title); /* Of foo, etc */ |
101 | shstr ACC (RW, title); /* Of foo, etc */ |
134 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
102 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
135 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
103 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
… | |
145 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
113 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
146 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
114 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
147 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
115 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
148 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
116 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
149 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
117 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
150 | }; |
118 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
|
|
119 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
151 | |
120 | |
152 | // these are being copied and also cleared |
|
|
153 | struct object_pod |
|
|
154 | { |
|
|
155 | New_Face *ACC (RW, face); /* Face with colors */ |
121 | New_Face *ACC (RW, face); /* Face with colors */ |
156 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
122 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
157 | float ACC (RW, speed); /* The overall speed of this object */ |
123 | float ACC (RW, speed); /* The overall speed of this object */ |
158 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
124 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
159 | uint32 ACC (RW, nrof); /* How many of the objects */ |
125 | uint32 ACC (RW, nrof); /* How many of the objects */ |
… | |
… | |
221 | char *ACC (RW, spellarg); |
187 | char *ACC (RW, spellarg); |
222 | |
188 | |
223 | /* Following are values used by any object */ |
189 | /* Following are values used by any object */ |
224 | /* this objects turns into or what this object creates */ |
190 | /* this objects turns into or what this object creates */ |
225 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
191 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
226 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
|
|
227 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
|
|
228 | key_value *key_values; /* Fields not explictly known by the loader. */ |
192 | key_value *key_values; /* Fields not explictly known by the loader. */ |
229 | std::bitset<NUM_FLAGS> flags; /* various flags */ |
193 | flags_t flags; /* various flags */ |
230 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
194 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
231 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
195 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
232 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
196 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
233 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
197 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
234 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
198 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
… | |
… | |
241 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
205 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
242 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
206 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
243 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
207 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
244 | }; |
208 | }; |
245 | |
209 | |
246 | struct object : zero_initialised, object_keep, object_copy, object_pod |
210 | struct object : zero_initialised, refcounted, attachable<object>, object_copy |
247 | { |
211 | { |
248 | typedef unordered_vector<object *> vector; |
212 | typedef unordered_vector<object *> vector; |
|
|
213 | |
|
|
214 | // These variables are not changed by ->copy_to |
|
|
215 | |
|
|
216 | tag_t ACC (RW, count); /* Generation count for this object */ |
|
|
217 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
|
|
218 | |
|
|
219 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
|
|
220 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
|
|
221 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
|
|
222 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
|
|
223 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
|
|
224 | /* so that the entire object list does not */ |
|
|
225 | /* need to be gone through. */ |
|
|
226 | 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 */ |
|
|
228 | /* Note: stacked in the *same* environment */ |
|
|
229 | object *inv; /* Pointer to the first object in the inventory */ |
|
|
230 | object *ACC (RW, container); /* Current container being used. I think this |
|
|
231 | * is only used by the player right now. |
|
|
232 | */ |
|
|
233 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
234 | * This is typically the container that the object is in. |
|
|
235 | */ |
|
|
236 | 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 |
|
|
238 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
|
|
239 | client_container *seen_by; // seen by which player/container currently? |
249 | |
240 | |
250 | static vector mortals; |
241 | static vector mortals; |
251 | static vector active; // active objects, not yet used |
242 | static vector active; // active objects, not yet used |
252 | static vector objects; // not used yet, use first->next->... |
243 | static vector objects; // not used yet, use first->next->... |
253 | static object *first; // will be replaced by "objects" |
244 | static object *first; // will be replaced by "objects" |
… | |
… | |
268 | return op1->value == op2->value |
259 | return op1->value == op2->value |
269 | && op1->name == op2->name |
260 | && op1->name == op2->name |
270 | && can_merge_slow (op1, op2); |
261 | && can_merge_slow (op1, op2); |
271 | } |
262 | } |
272 | |
263 | |
273 | void clear (); |
|
|
274 | |
|
|
275 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
264 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
276 | |
265 | |
277 | void set_owner (object *owner); |
266 | void set_owner (object *owner); |
278 | |
267 | |
279 | void instantiate () |
268 | void instantiate () |
… | |
… | |
281 | if (!uuid.seq) // HACK |
270 | if (!uuid.seq) // HACK |
282 | uuid = gen_uuid (); |
271 | uuid = gen_uuid (); |
283 | |
272 | |
284 | attachable<object>::instantiate (); |
273 | attachable<object>::instantiate (); |
285 | } |
274 | } |
|
|
275 | |
|
|
276 | // recalculate all stats |
|
|
277 | void update_stats (); |
|
|
278 | void roll_stats (); |
|
|
279 | void swap_stats (int a, int b); |
|
|
280 | void add_statbonus (); |
|
|
281 | void remove_statbonus (); |
|
|
282 | void drain_stat (); |
|
|
283 | void drain_specific_stat (int deplete_stats); |
|
|
284 | void change_luck (int value); |
286 | |
285 | |
287 | // info must hold 256 * 3 bytes currently |
286 | // info must hold 256 * 3 bytes currently |
288 | const char *debug_desc (char *info) const; |
287 | const char *debug_desc (char *info) const; |
289 | const char *debug_desc () const; |
288 | const char *debug_desc () const; |
290 | |
289 | |