… | |
… | |
16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
25 | #define OBJECT_H |
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26 | |
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27 | #include <bitset> |
26 | |
28 | |
27 | #include "cfperl.h" |
29 | #include "cfperl.h" |
28 | #include "shstr.h" |
30 | #include "shstr.h" |
29 | |
31 | |
30 | typedef uint32 tag_t; |
32 | typedef uint32 tag_t; |
… | |
… | |
59 | }; |
61 | }; |
60 | |
62 | |
61 | struct UUID |
63 | struct UUID |
62 | { |
64 | { |
63 | uint64 seq; |
65 | uint64 seq; |
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66 | |
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67 | UUID () { } |
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68 | UUID (uint64 seq) : seq(seq) { } |
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69 | operator uint64() { return seq; } |
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70 | void operator =(uint64 seq) { this->seq = seq; } |
64 | }; |
71 | }; |
65 | |
72 | |
66 | extern void init_uuid (); |
73 | extern void init_uuid (); |
67 | extern UUID gen_uuid (); |
74 | extern UUID gen_uuid (); |
68 | extern const uint64 UUID_SKIP; |
75 | extern const uint64 UUID_SKIP; |
… | |
… | |
81 | /* 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 |
82 | * 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, |
83 | * e.g. ->copy_to () |
90 | * e.g. ->copy_to () |
84 | */ |
91 | */ |
85 | |
92 | |
86 | typedef refptr<object> object_ptr; |
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87 | typedef refptr<archetype> arch_ptr; |
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88 | |
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89 | // these are not being copied |
93 | // these are not being copied |
90 | ACC_CLASS (object) |
94 | ACC_CLASS (object) |
91 | struct object_keep : refcounted |
95 | struct object_keep : refcounted |
92 | { |
96 | { |
93 | /* These variables are not changed by ->copy_to */ |
97 | /* These variables are not changed by ->copy_to */ |
94 | |
98 | |
95 | tag_t ACC (RW, count); /* Generation count for this object */ |
99 | tag_t ACC (RW, count); /* Generation count for this object */ |
96 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
100 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
97 | |
101 | |
98 | 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 */ |
99 | 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 */ |
100 | 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 */ |
101 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
105 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
102 | 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 */ |
103 | /* so that the entire object list does not */ |
107 | /* so that the entire object list does not */ |
… | |
… | |
113 | * This is typically the container that the object is in. |
117 | * This is typically the container that the object is in. |
114 | */ |
118 | */ |
115 | 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 */ |
116 | 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 |
117 | 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? |
118 | }; |
123 | }; |
119 | |
124 | |
120 | // these are being copied |
125 | // these are being copied |
121 | struct object_copy : attachable<object> |
126 | struct object_copy : attachable<object> |
122 | { |
127 | { |
… | |
… | |
137 | 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 */ |
138 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
143 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
139 | 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 */ |
140 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
145 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
141 | 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 */ |
142 | }; |
149 | }; |
143 | |
150 | |
144 | // these are being copied and also cleared |
151 | // these are being copied and also cleared |
145 | struct object_pod |
152 | struct object_pod |
146 | { |
153 | { |
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154 | typedef bitset<NUM_FLAGS> flags_t; |
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155 | |
147 | New_Face *ACC (RW, face); /* Face with colors */ |
156 | New_Face *ACC (RW, face); /* Face with colors */ |
148 | 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 */ |
149 | float ACC (RW, speed); /* The overall speed of this object */ |
158 | 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 */ |
159 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
151 | uint32 ACC (RW, nrof); /* How many of the objects */ |
160 | uint32 ACC (RW, nrof); /* How many of the objects */ |
… | |
… | |
211 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | sint8 ACC (RW, range); /* Range of the spell */ |
212 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
221 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
213 | char *ACC (RW, spellarg); |
222 | char *ACC (RW, spellarg); |
214 | |
223 | |
215 | /* Following are values used by any object */ |
224 | /* Following are values used by any object */ |
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225 | /* this objects turns into or what this object creates */ |
216 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
226 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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. */ |
227 | key_value *key_values; /* Fields not explictly known by the loader. */ |
220 | /* this objects turns into or what this object creates */ |
228 | object_pod::flags_t flags; /* various flags */ |
221 | uint32 flags[4]; /* various flags */ |
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222 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
229 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
223 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
230 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
224 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
231 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
225 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
232 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
226 | 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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235 | 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 */ |
236 | }; |
243 | }; |
237 | |
244 | |
238 | struct object : zero_initialised, object_keep, object_copy, object_pod |
245 | struct object : zero_initialised, object_keep, object_copy, object_pod |
239 | { |
246 | { |
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247 | typedef object_pod::flags_t flags_t; |
240 | typedef unordered_vector<object *> vector; |
248 | typedef unordered_vector<object *> vector; |
241 | |
249 | |
242 | static vector mortals; |
250 | static vector mortals; |
243 | static vector active; // active objects, not yet used |
251 | static vector active; // active objects, not yet used |
244 | static vector objects; // not used yet, use first->next->... |
252 | static vector objects; // not used yet, use first->next->... |
245 | static object *first; // will be replaced by "objects" |
253 | static object *first; // will be replaced by "objects" |
246 | |
254 | |
247 | static object *create (); |
255 | static object *create (); |
248 | void copy_to (object *dst); |
256 | void copy_to (object *dst); |
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257 | object *clone (); // create + copy_to |
249 | void destroy (bool destroy_inventory = false); |
258 | void destroy (bool destroy_inventory = false); |
250 | void remove (); |
259 | void remove (); |
251 | object *insert (object *item); // insert into inventory |
260 | object *insert (object *item); // insert into inventory |
252 | |
261 | |
253 | static void free_mortals (); |
262 | static void free_mortals (); |
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263 | static bool can_merge_slow (object *op1, object *op2); |
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264 | |
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265 | // this is often used in time-critical code, so optimise |
254 | static bool can_merge (object *op1, object *op2); |
266 | static bool can_merge (object *op1, object *op2) |
255 | |
267 | { |
256 | void clear (); |
268 | return op1->value == op2->value |
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269 | && op1->name == op2->name |
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270 | && can_merge_slow (op1, op2); |
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271 | } |
257 | |
272 | |
258 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
273 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
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274 | |
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275 | void set_owner (object *owner); |
259 | |
276 | |
260 | void instantiate () |
277 | void instantiate () |
261 | { |
278 | { |
262 | if (!uuid.seq) // HACK |
279 | if (!uuid.seq) // HACK |
263 | uuid = gen_uuid (); |
280 | uuid = gen_uuid (); |
264 | |
281 | |
265 | attachable<object>::instantiate (); |
282 | attachable<object>::instantiate (); |
266 | } |
283 | } |
267 | |
284 | |
268 | void set_owner (object *owner); |
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); |
269 | |
294 | |
270 | // info must hold 256 * 3 bytes currently |
295 | // info must hold 256 * 3 bytes currently |
271 | const char *debug_desc (char *info) const; |
296 | const char *debug_desc (char *info) const; |
272 | const char *debug_desc () const; |
297 | const char *debug_desc () const; |
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298 | |
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299 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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300 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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301 | || type == CLOAK || type == BOOTS || type == GLOVES |
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302 | || type == BRACERS || type == GIRDLE; } |
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303 | bool is_alive () const { return (type == PLAYER |
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304 | || flags [FLAG_MONSTER] |
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305 | || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) |
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306 | && !flags [FLAG_IS_A_TEMPLATE]; } |
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307 | bool is_arrow () const { return type == ARROW |
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308 | || (type == SPELL_EFFECT |
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309 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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310 | |
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311 | /* This return true if object has still randomitems which |
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312 | * could be expanded. |
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313 | */ |
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314 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
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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; |
273 | |
328 | |
274 | // fully recursive iterator |
329 | // fully recursive iterator |
275 | struct iterator_base |
330 | struct iterator_base |
276 | { |
331 | { |
277 | object *item; |
332 | object *item; |
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313 | void unlink (); |
368 | void unlink (); |
314 | |
369 | |
315 | object (); |
370 | object (); |
316 | ~object (); |
371 | ~object (); |
317 | }; |
372 | }; |
318 | |
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319 | // compatibility functions/macros |
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320 | #define clear_owner(op) (op)->owner = 0 |
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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 | |
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325 | static inline void |
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326 | set_owner (object *op, object *owner) |
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327 | { |
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328 | op->set_owner (owner); |
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329 | } |
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330 | |
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331 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
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332 | |
373 | |
333 | typedef struct oblnk |
374 | typedef struct oblnk |
334 | { /* Used to link together several objects */ |
375 | { /* Used to link together several objects */ |
335 | object_ptr ob; |
376 | object_ptr ob; |
336 | struct oblnk *next; |
377 | struct oblnk *next; |
… | |
… | |
380 | extern int nrofallocobjects; |
421 | extern int nrofallocobjects; |
381 | |
422 | |
382 | /* This returns TRUE if the object is something that |
423 | /* This returns TRUE if the object is something that |
383 | * should be displayed in the look window |
424 | * should be displayed in the look window |
384 | */ |
425 | */ |
385 | #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) |
386 | |
427 | |
387 | /* 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 |
388 | * being added or removed. |
429 | * being added or removed. |
389 | */ |
430 | */ |
390 | #define UP_OBJ_INSERT 1 |
431 | #define UP_OBJ_INSERT 1 |