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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; |
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94 | typedef refptr<archetype> arch_ptr; |
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95 | |
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96 | // these are not being copied |
93 | // these are not being copied |
97 | ACC_CLASS (object) |
94 | ACC_CLASS (object) |
98 | struct object_keep : refcounted |
95 | struct object_keep : refcounted |
99 | { |
96 | { |
100 | /* These variables are not changed by ->copy_to */ |
97 | /* These variables are not changed by ->copy_to */ |
101 | |
98 | |
102 | tag_t ACC (RW, count); /* Generation count for this object */ |
99 | tag_t ACC (RW, count); /* Generation count for this object */ |
103 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
100 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
104 | |
101 | |
105 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
102 | player_ptr 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 */ |
103 | 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 */ |
104 | 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' */ |
105 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
109 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
106 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
110 | /* so that the entire object list does not */ |
107 | /* so that the entire object list does not */ |
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120 | * This is typically the container that the object is in. |
117 | * This is typically the container that the object is in. |
121 | */ |
118 | */ |
122 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
119 | 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 |
120 | 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 */ |
121 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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122 | client_container *seen_by; // seen by which player/container currently? |
125 | }; |
123 | }; |
126 | |
124 | |
127 | // these are being copied |
125 | // these are being copied |
128 | struct object_copy : attachable<object> |
126 | struct object_copy : attachable<object> |
129 | { |
127 | { |
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144 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
142 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
145 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
143 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
146 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
144 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
147 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
145 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
148 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
146 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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147 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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148 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
149 | }; |
149 | }; |
150 | |
150 | |
151 | // these are being copied and also cleared |
151 | // these are being copied and also cleared |
152 | struct object_pod |
152 | struct object_pod |
153 | { |
153 | { |
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154 | typedef bitset<NUM_FLAGS> flags_t; |
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155 | |
154 | New_Face *ACC (RW, face); /* Face with colors */ |
156 | New_Face *ACC (RW, face); /* Face with colors */ |
155 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
157 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
156 | float ACC (RW, speed); /* The overall speed of this object */ |
158 | float ACC (RW, speed); /* The overall speed of this object */ |
157 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
159 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
158 | uint32 ACC (RW, nrof); /* How many of the objects */ |
160 | uint32 ACC (RW, nrof); /* How many of the objects */ |
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220 | char *ACC (RW, spellarg); |
222 | char *ACC (RW, spellarg); |
221 | |
223 | |
222 | /* Following are values used by any object */ |
224 | /* Following are values used by any object */ |
223 | /* this objects turns into or what this object creates */ |
225 | /* this objects turns into or what this object creates */ |
224 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
226 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
225 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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226 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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227 | key_value *key_values; /* Fields not explictly known by the loader. */ |
227 | key_value *key_values; /* Fields not explictly known by the loader. */ |
228 | std::bitset<NUM_FLAGS> flags; /* various flags */ |
228 | object_pod::flags_t flags; /* various flags */ |
229 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
229 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
230 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
230 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
231 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
231 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
232 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
232 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
233 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
233 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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242 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
242 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
243 | }; |
243 | }; |
244 | |
244 | |
245 | struct object : zero_initialised, object_keep, object_copy, object_pod |
245 | struct object : zero_initialised, object_keep, object_copy, object_pod |
246 | { |
246 | { |
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247 | typedef object_pod::flags_t flags_t; |
247 | typedef unordered_vector<object *> vector; |
248 | typedef unordered_vector<object *> vector; |
248 | |
249 | |
249 | static vector mortals; |
250 | static vector mortals; |
250 | static vector active; // active objects, not yet used |
251 | static vector active; // active objects, not yet used |
251 | static vector objects; // not used yet, use first->next->... |
252 | static vector objects; // not used yet, use first->next->... |
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267 | return op1->value == op2->value |
268 | return op1->value == op2->value |
268 | && op1->name == op2->name |
269 | && op1->name == op2->name |
269 | && can_merge_slow (op1, op2); |
270 | && can_merge_slow (op1, op2); |
270 | } |
271 | } |
271 | |
272 | |
272 | void clear (); |
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273 | |
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274 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
273 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
275 | |
274 | |
276 | void set_owner (object *owner); |
275 | void set_owner (object *owner); |
277 | |
276 | |
278 | void instantiate () |
277 | void instantiate () |
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280 | if (!uuid.seq) // HACK |
279 | if (!uuid.seq) // HACK |
281 | uuid = gen_uuid (); |
280 | uuid = gen_uuid (); |
282 | |
281 | |
283 | attachable<object>::instantiate (); |
282 | attachable<object>::instantiate (); |
284 | } |
283 | } |
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284 | |
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285 | // recalculate all stats |
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286 | void update_stats (); |
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287 | void roll_stats (); |
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288 | void swap_stats (int a, int b); |
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289 | void add_statbonus (); |
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290 | void remove_statbonus (); |
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291 | void drain_stat (); |
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292 | void drain_specific_stat (int deplete_stats); |
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293 | void change_luck (int value); |
285 | |
294 | |
286 | // info must hold 256 * 3 bytes currently |
295 | // info must hold 256 * 3 bytes currently |
287 | const char *debug_desc (char *info) const; |
296 | const char *debug_desc (char *info) const; |
288 | const char *debug_desc () const; |
297 | const char *debug_desc () const; |
289 | |
298 | |
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302 | /* This return true if object has still randomitems which |
311 | /* This return true if object has still randomitems which |
303 | * could be expanded. |
312 | * could be expanded. |
304 | */ |
313 | */ |
305 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
314 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
306 | |
315 | |
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316 | // returns the player that has this object in his inventory, or 0 |
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317 | object *in_player () const |
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318 | { |
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319 | for (object *op = env; op; op = op->env) |
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320 | if (op->type == PLAYER) |
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321 | return op; |
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322 | |
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323 | return 0; |
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324 | } |
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325 | |
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326 | // returns the mapspace this object is in |
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327 | mapspace &ms () const; |
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328 | |
307 | // fully recursive iterator |
329 | // fully recursive iterator |
308 | struct iterator_base |
330 | struct iterator_base |
309 | { |
331 | { |
310 | object *item; |
332 | object *item; |
311 | |
333 | |
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399 | extern int nrofallocobjects; |
421 | extern int nrofallocobjects; |
400 | |
422 | |
401 | /* This returns TRUE if the object is something that |
423 | /* This returns TRUE if the object is something that |
402 | * should be displayed in the look window |
424 | * should be displayed in the look window |
403 | */ |
425 | */ |
404 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
426 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
405 | |
427 | |
406 | /* Used by update_object to know if the object being passed is |
428 | /* Used by update_object to know if the object being passed is |
407 | * being added or removed. |
429 | * being added or removed. |
408 | */ |
430 | */ |
409 | #define UP_OBJ_INSERT 1 |
431 | #define UP_OBJ_INSERT 1 |