1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
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 2 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, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
26 | #define OBJECT_H |
26 | |
27 | |
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28 | #include <bitset> |
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29 | |
27 | #include "cfperl.h" |
30 | #include "cfperl.h" |
28 | #include "shstr.h" |
31 | #include "shstr.h" |
29 | |
32 | |
30 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
31 | #define NUM_BODY_LOCATIONS 12 |
34 | #define NUM_BODY_LOCATIONS 12 |
32 | #define BODY_ARMS 1 |
35 | #define BODY_ARMS 1 |
33 | |
36 | |
34 | /* See common/item.c */ |
37 | /* See common/item.c */ |
35 | |
38 | |
… | |
… | |
59 | }; |
62 | }; |
60 | |
63 | |
61 | struct UUID |
64 | struct UUID |
62 | { |
65 | { |
63 | uint64 seq; |
66 | uint64 seq; |
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67 | |
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68 | UUID () { } |
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69 | UUID (uint64 seq) : seq(seq) { } |
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70 | operator uint64() { return seq; } |
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71 | void operator =(uint64 seq) { this->seq = seq; } |
64 | }; |
72 | }; |
65 | |
73 | |
66 | extern void init_uuid (); |
74 | extern void init_uuid (); |
67 | extern UUID gen_uuid (); |
75 | extern UUID gen_uuid (); |
68 | extern const uint64 UUID_SKIP; |
76 | extern const uint64 UUID_SKIP; |
… | |
… | |
81 | /* However, if you're keeping a pointer of some sort, you probably |
89 | /* However, if you're keeping a pointer of some sort, you probably |
82 | * don't just want it copied, so you'll need to add to common/object.C, |
90 | * don't just want it copied, so you'll need to add to common/object.C, |
83 | * e.g. ->copy_to () |
91 | * e.g. ->copy_to () |
84 | */ |
92 | */ |
85 | |
93 | |
86 | typedef refptr<object> object_ptr; |
94 | INTERFACE_CLASS (object) |
87 | typedef refptr<archetype> arch_ptr; |
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88 | |
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89 | // these are not being copied |
95 | // these are being copied |
90 | ACC_CLASS (object) |
96 | struct object_copy : attachable |
91 | struct object_keep : refcounted |
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92 | { |
97 | { |
93 | /* These variables are not changed by ->copy_to */ |
98 | typedef bitset<NUM_FLAGS> flags_t; |
94 | |
99 | |
95 | tag_t ACC (RW, count); /* Generation count for this object */ |
100 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
96 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
97 | |
102 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
98 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
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99 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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100 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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101 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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102 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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103 | /* so that the entire object list does not */ |
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104 | /* need to be gone through. */ |
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105 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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106 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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107 | /* Note: stacked in the *same* environment */ |
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108 | object *inv; /* Pointer to the first object in the inventory */ |
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109 | object *ACC (RW, container); /* Current container being used. I think this |
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110 | * is only used by the player right now. |
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111 | */ |
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112 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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113 | * This is typically the container that the object is in. |
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114 | */ |
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115 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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116 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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117 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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118 | }; |
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119 | |
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120 | // these are being copied |
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121 | struct object_copy : attachable<object> |
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122 | { |
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123 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
124 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
125 | shstr ACC (RW, title); /* Of foo, etc */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
126 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
127 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
128 | /* If this is an exit, this is the filename */ |
108 | /* If this is an exit, this is the filename */ |
129 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
109 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
130 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
131 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
132 | /* To get put into books and the like. */ |
112 | /* To get put into books and the like. */ |
133 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
134 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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115 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
135 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
136 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
137 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
138 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
139 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
140 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
141 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
142 | }; |
123 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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124 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
143 | |
125 | |
144 | // these are being copied and also cleared |
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145 | struct object_pod |
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146 | { |
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147 | New_Face *ACC (RW, face); /* Face with colors */ |
126 | facetile *ACC (RW, face); /* Face with colors */ |
148 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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149 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed); /* The overall speed of this object */ |
150 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
151 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | uint32 ACC (RW, nrof); /* How many of the objects */ |
152 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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153 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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154 | |
130 | |
155 | /* This next big block are basically used for monsters and equipment */ |
131 | /* This next big block are basically used for monsters and equipment */ |
156 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
132 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
157 | uint8 ACC (RW, subtype); /* subtype of object */ |
133 | uint8 ACC (RW, subtype); /* subtype of object */ |
158 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
134 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
159 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
135 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
160 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
161 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
162 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
163 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
164 | uint16 ACC (RW, material); /* What materials this object consist of */ |
140 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
165 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
166 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
167 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
168 | /* Note that the last_.. values are sometimes used for non obvious |
144 | /* Note that the last_.. values are sometimes used for non obvious |
169 | * meanings by some objects, eg, sp penalty, permanent exp. |
145 | * meanings by some objects, eg, sp penalty, permanent exp. |
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182 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
183 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
184 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
185 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, weapontype); /* type of weapon */ |
186 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
187 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
163 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
188 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
164 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
189 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
190 | /* See the doc/Developers/objects for more info about body locations */ |
166 | /* See the pod/objects.pod for more info about body locations */ |
191 | |
167 | |
192 | /* Following mostly refers to fields only used for monsters */ |
168 | /* Following mostly refers to fields only used for monsters */ |
193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
169 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
194 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
170 | |
195 | /* allows different movement patterns for attackers */ |
171 | /* allows different movement patterns for attackers */ |
196 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
172 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
197 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
173 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
198 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
174 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
199 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
175 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
200 | /* races/classes can need less/more exp to gain levels */ |
176 | /* races/classes can need less/more exp to gain levels */ |
201 | |
177 | |
202 | /* Spell related information, may be useful elsewhere |
178 | /* Spell related information, may be useful elsewhere |
203 | * Note that other fields are used - these files are basically |
179 | * Note that other fields are used - these files are basically |
204 | * only used in spells. |
180 | * only used in spells. |
205 | */ |
181 | */ |
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208 | uint16 ACC (RW, start_holding); |
184 | uint16 ACC (RW, start_holding); |
209 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
210 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
186 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
211 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | sint8 ACC (RW, range); /* Range of the spell */ |
212 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
188 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
213 | char *ACC (RW, spellarg); |
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214 | |
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215 | /* Following are values used by any object */ |
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216 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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217 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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218 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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219 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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220 | /* this objects turns into or what this object creates */ |
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221 | uint32 flags[4]; /* various flags */ |
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222 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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223 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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224 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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225 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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226 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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227 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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228 | |
189 | |
229 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
230 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
191 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
231 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
232 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
193 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
233 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
194 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
234 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
195 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
235 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
196 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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197 | |
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198 | char *ACC (RW, spellarg); |
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199 | |
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200 | /* Following are values used by any object */ |
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201 | /* this objects turns into or what this object creates */ |
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202 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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203 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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204 | flags_t flag; /* various flags */ |
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205 | #if FOR_PERL |
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206 | bool ACC (RW, flag[NUM_FLAGS]); |
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207 | #endif |
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208 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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209 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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210 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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211 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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212 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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213 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
236 | }; |
214 | }; |
237 | |
215 | |
238 | struct object : zero_initialised, object_keep, object_copy, object_pod |
216 | struct object : zero_initialised, object_copy |
239 | { |
217 | { |
240 | typedef unordered_vector<object *> vector; |
218 | // These variables are not changed by ->copy_to |
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219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
241 | |
220 | |
242 | static vector mortals; |
221 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
243 | static vector active; // active objects, not yet used |
222 | int ACC (RO, count); |
244 | static vector objects; // not used yet, use first->next->... |
223 | int ACC (RO, index); // index into objects |
245 | static object *first; // will be replaced by "objects" |
224 | int ACC (RO, active); // index into actives |
246 | |
225 | |
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226 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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227 | |
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228 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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229 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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230 | /* Note: stacked in the *same* environment */ |
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231 | object *inv; /* Pointer to the first object in the inventory */ |
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232 | |
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233 | //TODO: container must move into client |
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234 | object_ptr ACC (RW, container); /* Current container being used. I think this |
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235 | * is only used by the player right now. |
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236 | */ |
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237 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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238 | * This is typically the container that the object is in. |
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239 | */ |
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240 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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241 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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242 | client_container *seen_by; // seen by which player/container currently? |
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243 | |
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244 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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245 | static object *read (object_thawer &f); |
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246 | bool write (object_freezer &f); |
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247 | |
247 | static object *create (); |
248 | MTH static object *create (); |
248 | void copy_to (object *dst); |
249 | MTH void copy_to (object *dst); |
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250 | MTH object *clone (); // create + copy_to |
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251 | void do_destroy (); |
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252 | void gather_callbacks (AV *&callbacks, event_type event) const; |
249 | void destroy (bool destroy_inventory = false); |
253 | MTH void destroy (bool destroy_inventory = false); |
250 | void remove (); |
254 | |
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255 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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256 | MTH void destroy_inv (bool drop_to_ground = false); |
251 | object *insert (object *item); // insert into inventory |
257 | MTH object *insert (object *item); // insert into inventory |
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258 | void do_remove (); |
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259 | MTH void remove () |
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260 | { |
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261 | if (!flag [FLAG_REMOVED]) |
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262 | do_remove (); |
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263 | } |
252 | |
264 | |
253 | static void free_mortals (); |
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254 | static bool can_merge (object *op1, object *op2); |
265 | static bool can_merge_slow (object *op1, object *op2); |
255 | |
266 | |
256 | void clear (); |
267 | // this is often used in time-critical code, so optimise |
257 | |
268 | MTH static bool can_merge (object *op1, object *op2) |
258 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
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259 | |
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260 | void instantiate () |
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261 | { |
269 | { |
262 | if (!uuid.seq) // HACK |
270 | return op1->value == op2->value |
263 | uuid = gen_uuid (); |
271 | && op1->name == op2->name |
264 | |
272 | && can_merge_slow (op1, op2); |
265 | attachable<object>::instantiate (); |
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266 | } |
273 | } |
267 | |
274 | |
268 | void set_owner (object *owner); |
275 | MTH void set_owner (object *owner); |
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276 | MTH void set_speed (float speed); |
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277 | |
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278 | MTH void open_container (object *new_container); |
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279 | MTH void close_container () |
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280 | { |
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281 | open_container (0); |
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282 | } |
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283 | |
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284 | MTH void instantiate (); |
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285 | |
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286 | // recalculate all stats |
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287 | MTH void update_stats (); |
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288 | MTH void roll_stats (); |
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289 | MTH void swap_stats (int a, int b); |
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290 | MTH void add_statbonus (); |
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291 | MTH void remove_statbonus (); |
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292 | MTH void drain_stat (); |
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293 | MTH void drain_specific_stat (int deplete_stats); |
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294 | MTH void change_luck (int value); |
269 | |
295 | |
270 | // info must hold 256 * 3 bytes currently |
296 | // info must hold 256 * 3 bytes currently |
271 | const char *debug_desc (char *info) const; |
297 | const char *debug_desc (char *info) const; |
272 | const char *debug_desc () const; |
298 | MTH const char *debug_desc () const; |
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299 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
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300 | const char *flag_desc (char *desc, int len) const; |
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301 | |
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302 | int number_of () const |
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303 | { |
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304 | return nrof ? nrof : 1; |
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305 | } |
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306 | |
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307 | uint64 total_weight () const |
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308 | { |
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309 | return weight * number_of (); |
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310 | } |
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311 | |
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312 | // return the dominant material of this item, always return something |
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313 | const materialtype_t *dominant_material () const; |
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314 | |
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315 | // return the volume of this object in cm³ |
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316 | uint64 volume () const |
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317 | { |
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318 | return total_weight () |
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319 | * 1000 |
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320 | * (type == CONTAINER ? 1000 : 1) |
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321 | / dominant_material ()->density; |
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322 | } |
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323 | |
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324 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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325 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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326 | || type == CLOAK || type == BOOTS || type == GLOVES |
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327 | || type == BRACERS || type == GIRDLE; } |
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328 | MTH bool is_alive () const { return (type == PLAYER |
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329 | || flag [FLAG_MONSTER] |
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330 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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331 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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332 | MTH bool is_arrow () const { return type == ARROW |
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333 | || (type == SPELL_EFFECT |
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334 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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335 | |
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336 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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337 | |
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338 | // temporary: wether the object can be saved in a map file |
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339 | // contr => is a player |
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340 | // head => only save head of a multitile object |
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341 | // owner => can not reference owner yet |
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342 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
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343 | |
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344 | /* This return true if object has still randomitems which |
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345 | * could be expanded. |
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346 | */ |
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347 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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348 | |
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349 | // returns the player that has this object in his inventory, or 0 |
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350 | MTH object *in_player () const |
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351 | { |
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352 | for (object *op = env; op; op = op->env) |
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353 | if (op->type == PLAYER) |
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354 | return op; |
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355 | |
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356 | return 0; |
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357 | } |
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358 | |
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359 | // "temporary" helper function |
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360 | MTH object *head_ () |
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361 | { |
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362 | return head ? head : this; |
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363 | } |
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364 | |
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365 | // insert object at same map position as 'where' |
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366 | // handles both inventory and map "positions" |
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367 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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368 | |
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369 | MTH void activate (); |
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370 | MTH void deactivate (); |
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371 | MTH void activate_recursive (); |
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372 | MTH void deactivate_recursive (); |
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373 | |
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374 | // set the givne flag on all objects in the inventory recursively |
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375 | MTH void set_flag_inv (int flag, int value = 1); |
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376 | |
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377 | void enter_exit (object *exit);//PERL |
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378 | MTH void enter_map (maptile *newmap, int x, int y); |
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379 | |
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380 | // returns the mapspace this object is in |
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381 | mapspace &ms () const; |
273 | |
382 | |
274 | // fully recursive iterator |
383 | // fully recursive iterator |
275 | struct iterator_base |
384 | struct iterator_base |
276 | { |
385 | { |
277 | object *item; |
386 | object *item; |
… | |
… | |
284 | operator object *() const { return item; } |
393 | operator object *() const { return item; } |
285 | |
394 | |
286 | object *operator ->() const { return item; } |
395 | object *operator ->() const { return item; } |
287 | object &operator * () const { return *item; } |
396 | object &operator * () const { return *item; } |
288 | }; |
397 | }; |
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398 | |
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399 | MTH unsigned int random_seed () const |
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400 | { |
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401 | return (unsigned int)uuid.seq; |
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402 | } |
289 | |
403 | |
290 | // depth-first recursive iterator |
404 | // depth-first recursive iterator |
291 | struct depth_iterator : iterator_base |
405 | struct depth_iterator : iterator_base |
292 | { |
406 | { |
293 | depth_iterator (object *container); |
407 | depth_iterator (object *container); |
… | |
… | |
304 | object *end () |
418 | object *end () |
305 | { |
419 | { |
306 | return this; |
420 | return this; |
307 | } |
421 | } |
308 | |
422 | |
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423 | /* This returns TRUE if the object is something that |
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424 | * should be displayed in the floorbox/inventory window |
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425 | */ |
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426 | MTH bool client_visible () const |
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427 | { |
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428 | return !invisible && type != PLAYER; |
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429 | } |
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430 | |
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431 | MTH struct region *region () const; |
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432 | |
309 | protected: |
433 | protected: |
310 | friend struct archetype; |
434 | friend struct archetype; |
311 | |
435 | |
312 | void link (); |
436 | void link (); |
313 | void unlink (); |
437 | void unlink (); |
314 | |
438 | |
315 | object (); |
439 | object (); |
316 | ~object (); |
440 | ~object (); |
317 | }; |
441 | }; |
318 | |
442 | |
319 | // compatibility functions/macros |
443 | typedef object_vector<object, &object::index > objectvec; |
320 | #define clear_owner(op) (op)->owner = 0 |
444 | typedef object_vector<object, &object::active> activevec; |
321 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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322 | #define get_owner(op) (op)->owner |
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323 | #define clear_object(op) (op)->clear () |
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324 | |
445 | |
325 | static inline void |
446 | extern objectvec objects; |
326 | set_owner (object *op, object *owner) |
447 | extern activevec actives; |
327 | { |
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328 | op->set_owner (owner); |
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329 | } |
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330 | |
448 | |
331 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
449 | #define for_all_objects(var) \ |
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450 | for (int _i = 0; _i < objects.size (); ++_i) \ |
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451 | declvar (object *, var, objects [_i]) |
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452 | |
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453 | #define for_all_actives(var) \ |
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454 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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455 | declvar (object *, var, actives [_i]) |
332 | |
456 | |
333 | typedef struct oblnk |
457 | typedef struct oblnk |
334 | { /* Used to link together several objects */ |
458 | { /* Used to link together several objects */ |
335 | object_ptr ob; |
459 | object_ptr ob; |
336 | struct oblnk *next; |
460 | struct oblnk *next; |
… | |
… | |
350 | * be much left in the archetype - all it really is is a holder for the |
474 | * be much left in the archetype - all it really is is a holder for the |
351 | * object and pointers. This structure should get removed, and just replaced |
475 | * object and pointers. This structure should get removed, and just replaced |
352 | * by the object structure |
476 | * by the object structure |
353 | */ |
477 | */ |
354 | |
478 | |
355 | ACC_CLASS (archetype) |
479 | INTERFACE_CLASS (archetype) |
356 | struct archetype : zero_initialised, refcounted |
480 | struct archetype : zero_initialised, attachable |
357 | { |
481 | { |
358 | archetype (); |
482 | archetype (); |
359 | ~archetype (); |
483 | ~archetype (); |
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484 | void gather_callbacks (AV *&callbacks, event_type event) const; |
360 | |
485 | |
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486 | static archetype *read (object_thawer &f); |
361 | static archetype *find (const char *arch); |
487 | static archetype *find (const char *name); |
362 | |
488 | |
363 | void hash_add (); // add to hastable |
489 | void hash_add (); // add to hashtable |
364 | void hash_del (); // remove from hashtable |
490 | void hash_del (); // remove from hashtable |
365 | |
491 | |
366 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
492 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
367 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
493 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
368 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
494 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
… | |
… | |
371 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
497 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
372 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
498 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
373 | * in comparison to the head. |
499 | * in comparison to the head. |
374 | */ |
500 | */ |
375 | }; |
501 | }; |
376 | |
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377 | extern object *objects; |
|
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378 | extern object *active_objects; |
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379 | |
|
|
380 | extern int nrofallocobjects; |
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381 | |
|
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382 | /* This returns TRUE if the object is something that |
|
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383 | * should be displayed in the look window |
|
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384 | */ |
|
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385 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
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386 | |
502 | |
387 | /* Used by update_object to know if the object being passed is |
503 | /* Used by update_object to know if the object being passed is |
388 | * being added or removed. |
504 | * being added or removed. |
389 | */ |
505 | */ |
390 | #define UP_OBJ_INSERT 1 |
506 | #define UP_OBJ_INSERT 1 |