… | |
… | |
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 |
|
|
26 | |
|
|
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; |
|
|
66 | |
|
|
67 | UUID () { } |
|
|
68 | UUID (uint64 seq) : seq(seq) { } |
|
|
69 | operator uint64() { return seq; } |
|
|
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; |
|
|
87 | typedef refptr<archetype> arch_ptr; |
|
|
88 | |
|
|
89 | // these are not being copied |
|
|
90 | ACC_CLASS (object) |
93 | ACC_CLASS (object) |
91 | struct object_keep : refcounted |
|
|
92 | { |
|
|
93 | /* These variables are not changed by ->copy_to */ |
|
|
94 | |
|
|
95 | tag_t ACC (RW, count); /* Generation count for this object */ |
|
|
96 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
|
|
97 | |
|
|
98 | player *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 */ |
|
|
100 | 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' */ |
|
|
102 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
|
|
103 | /* so that the entire object list does not */ |
|
|
104 | /* need to be gone through. */ |
|
|
105 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
|
|
106 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
|
|
107 | /* Note: stacked in the *same* environment */ |
|
|
108 | object *inv; /* Pointer to the first object in the inventory */ |
|
|
109 | object *ACC (RW, container); /* Current container being used. I think this |
|
|
110 | * is only used by the player right now. |
|
|
111 | */ |
|
|
112 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
113 | * This is typically the container that the object is in. |
|
|
114 | */ |
|
|
115 | 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 |
|
|
117 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
|
|
118 | }; |
|
|
119 | |
|
|
120 | // these are being copied |
94 | // these are being copied |
121 | struct object_copy : attachable<object> |
95 | struct object_copy |
122 | { |
96 | { |
|
|
97 | typedef bitset<NUM_FLAGS> flags_t; |
|
|
98 | |
123 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
99 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
124 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
100 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
125 | shstr ACC (RW, title); /* Of foo, etc */ |
101 | shstr ACC (RW, title); /* Of foo, etc */ |
126 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
102 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
127 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
103 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
… | |
137 | 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 */ |
138 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
114 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
139 | 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 */ |
140 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
116 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
141 | 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 */ |
142 | }; |
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 */ |
143 | |
120 | |
144 | // these are being copied and also cleared |
|
|
145 | struct object_pod |
|
|
146 | { |
|
|
147 | New_Face *ACC (RW, face); /* Face with colors */ |
121 | New_Face *ACC (RW, face); /* Face with colors */ |
148 | 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 */ |
149 | float ACC (RW, speed); /* The overall speed of this object */ |
123 | 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 */ |
124 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
151 | uint32 ACC (RW, nrof); /* How many of the objects */ |
125 | uint32 ACC (RW, nrof); /* How many of the objects */ |
… | |
… | |
154 | |
128 | |
155 | /* This next big block are basically used for monsters and equipment */ |
129 | /* This next big block are basically used for monsters and equipment */ |
156 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
157 | uint8 ACC (RW, subtype); /* subtype of object */ |
131 | uint8 ACC (RW, subtype); /* subtype of object */ |
158 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
132 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
159 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
133 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
160 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
161 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
162 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
163 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
137 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
164 | uint16 ACC (RW, material); /* What materials this object consist of */ |
138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
… | |
… | |
182 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
156 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
183 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
157 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
184 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
158 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
185 | uint32 ACC (RW, weapontype); /* type of weapon */ |
159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
186 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
187 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
161 | 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 */ |
162 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
189 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
190 | /* See the doc/Developers/objects for more info about body locations */ |
164 | /* See the doc/Developers/objects for more info about body locations */ |
191 | |
165 | |
192 | /* Following mostly refers to fields only used for monsters */ |
166 | /* Following mostly refers to fields only used for monsters */ |
193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
… | |
… | |
211 | sint8 ACC (RW, range); /* Range of the spell */ |
185 | sint8 ACC (RW, range); /* Range of the spell */ |
212 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
186 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
213 | char *ACC (RW, spellarg); |
187 | char *ACC (RW, spellarg); |
214 | |
188 | |
215 | /* Following are values used by any object */ |
189 | /* Following are values used by any object */ |
|
|
190 | /* this objects turns into or what this object creates */ |
216 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
191 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
217 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
|
|
218 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
|
|
219 | key_value *key_values; /* Fields not explictly known by the loader. */ |
192 | key_value *key_values; /* Fields not explictly known by the loader. */ |
220 | /* this objects turns into or what this object creates */ |
193 | flags_t flag; /* various flags */ |
221 | uint32 flags[4]; /* various flags */ |
194 | #if FOR_PERL |
|
|
195 | bool ACC (RW, flag[NUM_FLAGS]); |
|
|
196 | #endif |
222 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
197 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
223 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
198 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
224 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
199 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
225 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
200 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
226 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
201 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
… | |
… | |
233 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
208 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
234 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
209 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
235 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
210 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
236 | }; |
211 | }; |
237 | |
212 | |
238 | struct object : zero_initialised, object_keep, object_copy, object_pod |
213 | struct object : zero_initialised, refcounted, attachable<object>, object_copy |
239 | { |
214 | { |
240 | typedef unordered_vector<object *> vector; |
215 | typedef unordered_vector<object *> vector; |
|
|
216 | |
|
|
217 | // These variables are not changed by ->copy_to |
|
|
218 | |
|
|
219 | tag_t ACC (RW, count); /* Generation count for this object */ |
|
|
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
|
|
221 | |
|
|
222 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
|
|
223 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
|
|
224 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
|
|
225 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
|
|
226 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
|
|
227 | /* so that the entire object list does not */ |
|
|
228 | /* need to be gone through. */ |
|
|
229 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
|
|
230 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
|
|
231 | /* Note: stacked in the *same* environment */ |
|
|
232 | object *inv; /* Pointer to the first object in the inventory */ |
|
|
233 | object *ACC (RW, container); /* Current container being used. I think this |
|
|
234 | * is only used by the player right now. |
|
|
235 | */ |
|
|
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
237 | * This is typically the container that the object is in. |
|
|
238 | */ |
|
|
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
|
|
240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
|
|
241 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
|
|
242 | client_container *seen_by; // seen by which player/container currently? |
241 | |
243 | |
242 | static vector mortals; |
244 | static vector mortals; |
243 | static vector active; // active objects, not yet used |
245 | static vector active; // active objects, not yet used |
244 | static vector objects; // not used yet, use first->next->... |
246 | static vector objects; // not used yet, use first->next->... |
245 | static object *first; // will be replaced by "objects" |
247 | static object *first; // will be replaced by "objects" |
246 | |
248 | |
247 | static object *create (); |
249 | static object *create (); |
248 | void copy_to (object *dst); |
250 | void copy_to (object *dst); |
|
|
251 | object *clone (); // create + copy_to |
249 | void destroy (bool destroy_inventory = false); |
252 | void destroy (bool destroy_inventory = false); |
250 | void remove (); |
253 | void remove (); |
251 | object *insert (object *item); // insert into inventory |
254 | object *insert (object *item); // insert into inventory |
252 | |
255 | |
253 | static void free_mortals (); |
256 | static void free_mortals (); |
|
|
257 | static bool can_merge_slow (object *op1, object *op2); |
|
|
258 | |
|
|
259 | // this is often used in time-critical code, so optimise |
254 | static bool can_merge (object *op1, object *op2); |
260 | static bool can_merge (object *op1, object *op2) |
255 | |
261 | { |
256 | void clear (); |
262 | return op1->value == op2->value |
|
|
263 | && op1->name == op2->name |
|
|
264 | && can_merge_slow (op1, op2); |
|
|
265 | } |
257 | |
266 | |
258 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
267 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
|
|
268 | |
|
|
269 | void set_owner (object *owner); |
259 | |
270 | |
260 | void instantiate () |
271 | void instantiate () |
261 | { |
272 | { |
262 | if (!uuid.seq) // HACK |
273 | if (!uuid.seq) // HACK |
263 | uuid = gen_uuid (); |
274 | uuid = gen_uuid (); |
264 | |
275 | |
265 | attachable<object>::instantiate (); |
276 | attachable<object>::instantiate (); |
266 | } |
277 | } |
267 | |
278 | |
268 | void set_owner (object *owner); |
279 | // recalculate all stats |
|
|
280 | void update_stats (); |
|
|
281 | void roll_stats (); |
|
|
282 | void swap_stats (int a, int b); |
|
|
283 | void add_statbonus (); |
|
|
284 | void remove_statbonus (); |
|
|
285 | void drain_stat (); |
|
|
286 | void drain_specific_stat (int deplete_stats); |
|
|
287 | void change_luck (int value); |
269 | |
288 | |
270 | // info must hold 256 * 3 bytes currently |
289 | // info must hold 256 * 3 bytes currently |
271 | const char *debug_desc (char *info) const; |
290 | const char *debug_desc (char *info) const; |
272 | const char *debug_desc () const; |
291 | const char *debug_desc () const; |
|
|
292 | |
|
|
293 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
|
|
294 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
|
|
295 | || type == CLOAK || type == BOOTS || type == GLOVES |
|
|
296 | || type == BRACERS || type == GIRDLE; } |
|
|
297 | bool is_alive () const { return (type == PLAYER |
|
|
298 | || flag [FLAG_MONSTER] |
|
|
299 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
|
|
300 | && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
301 | bool is_arrow () const { return type == ARROW |
|
|
302 | || (type == SPELL_EFFECT |
|
|
303 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
304 | |
|
|
305 | /* This return true if object has still randomitems which |
|
|
306 | * could be expanded. |
|
|
307 | */ |
|
|
308 | bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
309 | |
|
|
310 | // returns the player that has this object in his inventory, or 0 |
|
|
311 | object *in_player () const |
|
|
312 | { |
|
|
313 | for (object *op = env; op; op = op->env) |
|
|
314 | if (op->type == PLAYER) |
|
|
315 | return op; |
|
|
316 | |
|
|
317 | return 0; |
|
|
318 | } |
|
|
319 | |
|
|
320 | // returns the mapspace this object is in |
|
|
321 | mapspace &ms () const; |
273 | |
322 | |
274 | // fully recursive iterator |
323 | // fully recursive iterator |
275 | struct iterator_base |
324 | struct iterator_base |
276 | { |
325 | { |
277 | object *item; |
326 | object *item; |
… | |
… | |
313 | void unlink (); |
362 | void unlink (); |
314 | |
363 | |
315 | object (); |
364 | object (); |
316 | ~object (); |
365 | ~object (); |
317 | }; |
366 | }; |
318 | |
|
|
319 | // compatibility functions/macros |
|
|
320 | #define clear_owner(op) (op)->owner = 0 |
|
|
321 | #define copy_owner(op,other) (op)->owner = (other)->owner |
|
|
322 | #define get_owner(op) (op)->owner |
|
|
323 | #define clear_object(op) (op)->clear () |
|
|
324 | |
|
|
325 | static inline void |
|
|
326 | set_owner (object *op, object *owner) |
|
|
327 | { |
|
|
328 | op->set_owner (owner); |
|
|
329 | } |
|
|
330 | |
|
|
331 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
|
|
332 | |
367 | |
333 | typedef struct oblnk |
368 | typedef struct oblnk |
334 | { /* Used to link together several objects */ |
369 | { /* Used to link together several objects */ |
335 | object_ptr ob; |
370 | object_ptr ob; |
336 | struct oblnk *next; |
371 | struct oblnk *next; |
… | |
… | |
380 | extern int nrofallocobjects; |
415 | extern int nrofallocobjects; |
381 | |
416 | |
382 | /* This returns TRUE if the object is something that |
417 | /* This returns TRUE if the object is something that |
383 | * should be displayed in the look window |
418 | * should be displayed in the look window |
384 | */ |
419 | */ |
385 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
420 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
386 | |
421 | |
387 | /* Used by update_object to know if the object being passed is |
422 | /* Used by update_object to know if the object being passed is |
388 | * being added or removed. |
423 | * being added or removed. |
389 | */ |
424 | */ |
390 | #define UP_OBJ_INSERT 1 |
425 | #define UP_OBJ_INSERT 1 |