1 | /* |
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2 | * static char *rcsid_object_h = |
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3 | * "$Id: object.h,v 1.13 2006/08/31 09:19:34 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
21 | |
16 | |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | 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 |
27 | */ |
22 | */ |
28 | |
23 | |
29 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
30 | #define OBJECT_H |
25 | #define OBJECT_H |
31 | |
26 | |
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27 | #include <bitset> |
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28 | |
32 | #include "cfperl.h" |
29 | #include "cfperl.h" |
33 | #include "shstr.h" |
30 | #include "shstr.h" |
34 | |
31 | |
35 | typedef uint32 tag_t; |
32 | typedef uint32 tag_t; |
36 | #define NUM_BODY_LOCATIONS 12 |
33 | #define NUM_BODY_LOCATIONS 12 |
37 | #define BODY_ARMS 1 |
34 | #define BODY_ARMS 1 |
38 | |
35 | |
39 | /* See common/item.c */ |
36 | /* See common/item.c */ |
40 | |
37 | |
41 | typedef struct Body_Locations { |
38 | typedef struct Body_Locations |
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39 | { |
42 | const char *save_name; /* Name used to load/save it to disk */ |
40 | const char *save_name; /* Name used to load/save it to disk */ |
43 | const char *use_name; /* Name used when describing an item we can use */ |
41 | const char *use_name; /* Name used when describing an item we can use */ |
44 | const char *nonuse_name; /* Name to describe objects we can't use */ |
42 | const char *nonuse_name; /* Name to describe objects we can't use */ |
45 | } Body_Locations; |
43 | } Body_Locations; |
46 | |
44 | |
47 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
45 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
48 | |
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49 | typedef struct _event |
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50 | { |
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51 | int type; |
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52 | const char *hook; |
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53 | const char *plugin; |
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54 | const char *options; |
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55 | struct _event *next; |
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56 | } event; |
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57 | |
46 | |
58 | /* |
47 | /* |
59 | * Each object (this also means archetypes!) could have a few of these |
48 | * Each object (this also means archetypes!) could have a few of these |
60 | * "dangling" from it; this could also end up containing 'parse errors'. |
49 | * "dangling" from it; this could also end up containing 'parse errors'. |
61 | * |
50 | * |
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… | |
63 | * |
52 | * |
64 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
53 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
65 | * accessing the list directly. |
54 | * accessing the list directly. |
66 | * Exception is if you want to walk this list for some reason. |
55 | * Exception is if you want to walk this list for some reason. |
67 | */ |
56 | */ |
68 | typedef struct _key_value { |
57 | struct key_value |
69 | const char * key; |
58 | { |
70 | const char * value; |
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71 | struct _key_value * next; |
59 | key_value *next; |
72 | } key_value; |
60 | shstr key, value; |
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61 | }; |
73 | |
62 | |
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63 | struct UUID |
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64 | { |
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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; } |
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71 | }; |
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72 | |
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73 | extern void init_uuid (); |
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74 | extern UUID gen_uuid (); |
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75 | extern const uint64 UUID_SKIP; |
74 | |
76 | |
75 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
77 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
76 | * sprinkled in the code. Note that some of these also replace fields |
78 | * sprinkled in the code. Note that some of these also replace fields |
77 | * that were in the can_apply area. What is the point of having both |
79 | * that were in the can_apply area. What is the point of having both |
78 | * can_apply and will_apply? |
80 | * can_apply and will_apply? |
79 | */ |
81 | */ |
80 | #define WILL_APPLY_HANDLE 0x1 |
82 | #define WILL_APPLY_HANDLE 0x01 |
81 | #define WILL_APPLY_TREASURE 0x2 |
83 | #define WILL_APPLY_TREASURE 0x02 |
82 | #define WILL_APPLY_EARTHWALL 0x4 |
84 | #define WILL_APPLY_EARTHWALL 0x04 |
83 | #define WILL_APPLY_DOOR 0x8 |
85 | #define WILL_APPLY_DOOR 0x08 |
84 | #define WILL_APPLY_FOOD 0x10 |
86 | #define WILL_APPLY_FOOD 0x10 |
85 | |
87 | |
86 | |
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87 | /* Note that the ordering of this structure is sort of relevent - |
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88 | * copy_object copies everything over beyond 'name' using memcpy. |
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89 | * Thus, values that need to be copied need to be located beyond that |
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90 | * point. |
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91 | * |
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92 | * 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 |
93 | * 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, |
94 | * e.g. copy-object |
90 | * e.g. ->copy_to () |
95 | * |
91 | */ |
96 | * I've tried to clean up this structure a bit (in terms of formatting) |
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97 | * by making it more consistent. I've also tried to locate some of the fields |
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98 | * more logically together (put the item related ones together, the monster |
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99 | * related ones, etc. |
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100 | * This structure is best viewed with about a 100 width screen. |
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101 | * MSW 2002-07-05 |
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102 | */ |
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103 | |
92 | |
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93 | INTERFACE_CLASS (object) |
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94 | // these are being copied |
104 | struct object_simple : attachable<object> { |
95 | struct object_copy : attachable |
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96 | { |
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97 | typedef bitset<NUM_FLAGS> flags_t; |
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98 | |
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99 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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100 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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101 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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102 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
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103 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
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104 | shstr ACC (RW, title); /* Of foo, etc */ |
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105 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
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106 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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107 | /* If this is an exit, this is the filename */ |
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108 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
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109 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
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110 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
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111 | /* To get put into books and the like. */ |
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112 | shstr ACC (RW, materialname); /* specific material name */ |
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113 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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114 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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115 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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116 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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117 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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118 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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119 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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120 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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121 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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122 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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123 | |
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124 | New_Face *ACC (RW, face); /* Face with colors */ |
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125 | float ACC (RW, speed); /* The overall speed of this object */ |
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126 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
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127 | uint32 ACC (RW, nrof); /* How many of the objects */ |
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128 | |
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129 | /* This next big block are basically used for monsters and equipment */ |
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130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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131 | uint8 ACC (RW, subtype); /* subtype of object */ |
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132 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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133 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
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135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
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136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
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137 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
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139 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
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140 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
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141 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
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142 | /* Note that the last_.. values are sometimes used for non obvious |
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143 | * meanings by some objects, eg, sp penalty, permanent exp. |
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144 | */ |
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145 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
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146 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
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147 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
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148 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
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149 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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150 | sint16 ACC (RW, level); /* Level of creature or object */ |
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151 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
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152 | sint8 ACC (RW, item_power); /* power rating of the object */ |
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153 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
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154 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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155 | sint32 ACC (RW, weight); /* Attributes of the object */ |
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156 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
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157 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
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158 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
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159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
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160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
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161 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
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162 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
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163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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164 | /* See the pod/objects.pod for more info about body locations */ |
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165 | |
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166 | /* Following mostly refers to fields only used for monsters */ |
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167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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168 | |
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169 | /* allows different movement patterns for attackers */ |
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170 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
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171 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
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172 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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173 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
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174 | /* races/classes can need less/more exp to gain levels */ |
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175 | |
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176 | /* Spell related information, may be useful elsewhere |
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177 | * Note that other fields are used - these files are basically |
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178 | * only used in spells. |
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179 | */ |
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180 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
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181 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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182 | uint16 ACC (RW, start_holding); |
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183 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
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184 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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185 | sint8 ACC (RW, range); /* Range of the spell */ |
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186 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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187 | |
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188 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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189 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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190 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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191 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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192 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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193 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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194 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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195 | |
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196 | char *ACC (RW, spellarg); |
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197 | |
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198 | /* Following are values used by any object */ |
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199 | /* this objects turns into or what this object creates */ |
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200 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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201 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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202 | flags_t flag; /* various flags */ |
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203 | #if FOR_PERL |
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204 | bool ACC (RW, flag[NUM_FLAGS]); |
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205 | #endif |
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206 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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207 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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208 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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209 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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210 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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211 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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212 | }; |
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213 | |
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214 | struct object : zero_initialised, object_copy |
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215 | { |
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216 | typedef unordered_vector<object *> vector; |
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217 | |
105 | /* These variables are not changed by copy_object() */ |
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 */ |
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220 | |
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221 | tag_t ACC (RW, count); /* Generation count for this object */ |
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222 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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223 | |
106 | struct pl *contr; /* Pointer to the player which control this object */ |
224 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
107 | struct object *next; /* Pointer to the next object in the free/used list */ |
225 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
108 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
226 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
109 | struct object *active_next; /* Next & previous object in the 'active' */ |
227 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
110 | struct object *active_prev; /* List. This is used in process_events */ |
228 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
111 | /* so that the entire object list does not */ |
229 | /* so that the entire object list does not */ |
112 | /* need to be gone through. */ |
230 | /* need to be gone through. */ |
113 | struct object *below; /* Pointer to the object stacked below this one */ |
231 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
114 | struct object *above; /* Pointer to the object stacked above this one */ |
232 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
115 | /* Note: stacked in the *same* environment*/ |
233 | /* Note: stacked in the *same* environment */ |
116 | struct object *inv; /* Pointer to the first object in the inventory */ |
234 | object *inv; /* Pointer to the first object in the inventory */ |
117 | struct object *container; /* Current container being used. I think this |
235 | object *ACC (RW, container); /* Current container being used. I think this |
118 | * is only used by the player right now. |
236 | * is only used by the player right now. |
119 | */ |
237 | */ |
120 | struct object *env; /* Pointer to the object which is the environment. |
238 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
121 | * This is typically the container that the object is in. |
239 | * This is typically the container that the object is in. |
122 | */ |
240 | */ |
123 | struct object *more; /* Pointer to the rest of a large body of objects */ |
241 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
124 | struct object *head; /* Points to the main object of a large body */ |
242 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
125 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
243 | client_container *seen_by; // seen by which player/container currently? |
126 | |
244 | |
127 | tag_t count; /* Unique object number for this object */ |
245 | static vector active; // active objects, not yet used |
128 | uint16 refcount; /* How many objects points to this object */ |
246 | static vector objects; // not used yet, use first->next->... |
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247 | static object *first; // will be replaced by "objects" |
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248 | |
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249 | MTH static object *create (); |
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250 | MTH void copy_to (object *dst); |
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251 | MTH object *clone (); // create + copy_to |
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252 | void do_destroy (); |
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253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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254 | MTH void destroy (bool destroy_inventory = false); |
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255 | |
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256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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257 | MTH void destroy_inv (bool drop_to_ground = false); |
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258 | MTH void remove (); |
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259 | MTH object *insert (object *item); // insert into inventory |
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260 | |
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261 | static bool can_merge_slow (object *op1, object *op2); |
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262 | |
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263 | // this is often used in time-critical code, so optimise |
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264 | MTH static bool can_merge (object *op1, object *op2) |
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265 | { |
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266 | return op1->value == op2->value |
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267 | && op1->name == op2->name |
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268 | && can_merge_slow (op1, op2); |
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269 | } |
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270 | |
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271 | MTH void set_owner (object *owner); |
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272 | MTH void set_speed (float speed); |
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273 | |
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274 | MTH void instantiate () |
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275 | { |
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276 | if (!uuid.seq) // HACK |
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277 | uuid = gen_uuid (); |
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278 | |
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279 | attachable::instantiate (); |
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280 | } |
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281 | |
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282 | // recalculate all stats |
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283 | MTH void update_stats (); |
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284 | MTH void roll_stats (); |
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285 | MTH void swap_stats (int a, int b); |
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286 | MTH void add_statbonus (); |
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287 | MTH void remove_statbonus (); |
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288 | MTH void drain_stat (); |
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289 | MTH void drain_specific_stat (int deplete_stats); |
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290 | MTH void change_luck (int value); |
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291 | |
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292 | // info must hold 256 * 3 bytes currently |
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293 | MTH const char *debug_desc (char *info) const; |
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294 | MTH const char *debug_desc () const; |
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295 | |
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296 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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297 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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298 | || type == CLOAK || type == BOOTS || type == GLOVES |
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299 | || type == BRACERS || type == GIRDLE; } |
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300 | MTH bool is_alive () const { return (type == PLAYER |
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301 | || flag [FLAG_MONSTER] |
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302 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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303 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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304 | MTH bool is_arrow () const { return type == ARROW |
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305 | || (type == SPELL_EFFECT |
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306 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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307 | |
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308 | /* This return true if object has still randomitems which |
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309 | * could be expanded. |
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310 | */ |
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311 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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312 | |
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313 | // returns the player that has this object in his inventory, or 0 |
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314 | MTH object *in_player () const |
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315 | { |
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316 | for (object *op = env; op; op = op->env) |
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317 | if (op->type == PLAYER) |
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318 | return op; |
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319 | |
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320 | return 0; |
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321 | } |
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322 | |
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323 | // returns the mapspace this object is in |
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324 | mapspace &ms () const; |
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325 | |
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326 | // fully recursive iterator |
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327 | struct iterator_base |
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328 | { |
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329 | object *item; |
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330 | |
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331 | iterator_base (object *container) |
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332 | : item (container) |
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333 | { |
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334 | } |
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335 | |
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336 | operator object *() const { return item; } |
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337 | |
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338 | object *operator ->() const { return item; } |
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339 | object &operator * () const { return *item; } |
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340 | }; |
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341 | |
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342 | // depth-first recursive iterator |
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343 | struct depth_iterator : iterator_base |
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344 | { |
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345 | depth_iterator (object *container); |
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346 | void next (); |
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347 | object *operator ++( ) { next (); return item; } |
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348 | object *operator ++(int) { object *i = item; next (); return i; } |
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349 | }; |
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350 | |
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351 | object *begin () |
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352 | { |
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353 | return this; |
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354 | } |
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355 | |
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356 | object *end () |
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357 | { |
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358 | return this; |
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359 | } |
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360 | |
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361 | protected: |
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362 | friend struct archetype; |
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363 | |
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364 | void link (); |
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365 | void unlink (); |
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366 | |
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367 | object (); |
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368 | ~object (); |
129 | }; |
369 | }; |
130 | |
370 | |
131 | struct object_special { |
371 | typedef struct oblnk |
132 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
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133 | * All fields beow this point are automatically copied by memcpy. If |
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134 | * adding something that needs a refcount updated, make sure you modify |
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135 | * copy_object to do so. Everything below here also gets cleared |
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136 | * by clear_object() |
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137 | */ |
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138 | const char *name; /* The name of the object, obviously... */ |
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139 | const char *name_pl; /* The plural name of the object */ |
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140 | const char *title; /* Of foo, etc */ |
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141 | const char *race; /* human, goblin, dragon, etc */ |
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142 | const char *slaying; /* Which race to do double damage to */ |
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143 | /* If this is an exit, this is the filename */ |
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144 | const char *skill; /* Name of the skill this object uses/grants */ |
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145 | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
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146 | const char *lore; /* Obscure information about this object, */ |
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147 | /* To get put into books and the like. */ |
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148 | |
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149 | sint16 x,y; /* Position in the map for this object */ |
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150 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
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151 | float speed; /* The overall speed of this object */ |
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152 | float speed_left; /* How much speed is left to spend this round */ |
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153 | uint32 nrof; /* How many of the objects */ |
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154 | New_Face *face; /* Face with colors */ |
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155 | sint8 direction; /* Means the object is moving that way. */ |
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156 | sint8 facing; /* Object is oriented/facing that way. */ |
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157 | |
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158 | /* This next big block are basically used for monsters and equipment */ |
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159 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
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160 | uint8 subtype; /* subtype of object */ |
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161 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
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162 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
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163 | uint32 attacktype; /* Bitmask of attacks this object does */ |
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164 | uint32 path_attuned; /* Paths the object is attuned to */ |
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165 | uint32 path_repelled; /* Paths the object is repelled from */ |
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166 | uint32 path_denied; /* Paths the object is denied access to */ |
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167 | uint16 material; /* What materials this object consist of */ |
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168 | const char *materialname; /* specific material name */ |
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169 | sint8 magic; /* Any magical bonuses to this item */ |
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170 | uint8 state; /* How the object was last drawn (animation) */ |
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171 | sint32 value; /* How much money it is worth (or contains) */ |
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172 | sint16 level; /* Level of creature or object */ |
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173 | /* Note that the last_.. values are sometimes used for non obvious |
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174 | * meanings by some objects, eg, sp penalty, permanent exp. |
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175 | */ |
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176 | sint32 last_heal; /* Last healed. Depends on constitution */ |
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177 | sint32 last_sp; /* As last_heal, but for spell points */ |
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178 | sint16 last_grace; /* as last_sp, except for grace */ |
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179 | sint16 last_eat; /* How long since we last ate */ |
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180 | sint16 invisible; /* How much longer the object will be invis */ |
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181 | uint8 pick_up; /* See crossfire.doc */ |
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182 | sint8 item_power; /* power rating of the object */ |
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183 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
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184 | sint32 weight; /* Attributes of the object */ |
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185 | sint32 weight_limit; /* Weight-limit of object */ |
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186 | sint32 carrying; /* How much weight this object contains */ |
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187 | sint8 glow_radius; /* indicates the glow radius of the object */ |
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188 | living stats; /* Str, Con, Dex, etc */ |
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189 | sint64 perm_exp; /* Permanent exp */ |
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190 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
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191 | uint32 weapontype; /* type of weapon */ |
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192 | uint32 tooltype; /* type of tool or build facility */ |
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193 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
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194 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
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195 | /* See the doc/Developers/objects for more info about body locations */ |
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196 | |
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197 | /* Following mostly refers to fields only used for monsters */ |
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198 | struct object *owner; /* Pointer to the object which controls this one */ |
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199 | /* Owner should not be referred to directly - */ |
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200 | /* get_owner should be used instead. */ |
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201 | tag_t ownercount; /* What count the owner had (in case owner */ |
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202 | /* has been freed) */ |
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203 | struct object *enemy; /* Monster/player to follow even if not closest */ |
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204 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
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205 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
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206 | struct treasureliststruct *randomitems; /* Items to be generated */ |
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207 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
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208 | struct object *chosen_skill; /* the skill chosen to use */ |
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209 | uint32 hide; /* The object is hidden, not invisible */ |
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210 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
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211 | /* allows different movement patterns for attackers */ |
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212 | sint32 move_status; /* What stage in attack mode */ |
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213 | uint16 attack_movement;/* What kind of attack movement */ |
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214 | uint8 will_apply; /* See crossfire.doc */ |
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215 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
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216 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
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217 | /* races/classes can need less/more exp to gain levels */ |
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218 | |
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219 | /* Spell related information, may be useful elsewhere |
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220 | * Note that other fields are used - these files are basically |
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221 | * only used in spells. |
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222 | */ |
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223 | sint16 duration; /* How long the spell lasts */ |
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224 | uint8 duration_modifier; /* how level modifies duration */ |
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225 | sint16 casting_time; /* time left before spell goes off */ |
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226 | struct object *spell; /* Spell that was being cast */ |
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227 | uint16 start_holding; |
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228 | char *spellarg; |
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229 | uint8 dam_modifier; /* How going up in level effects damage */ |
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230 | sint8 range; /* Range of the spell */ |
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231 | uint8 range_modifier; /* How going up in level effects range */ |
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232 | |
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233 | /* Following are values used by any object */ |
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234 | struct archt *arch; /* Pointer to archetype */ |
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235 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
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236 | /* this objects turns into or what this object creates */ |
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237 | uint32 flags[4]; /* various flags */ |
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238 | uint16 animation_id; /* An index into the animation array */ |
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239 | uint8 anim_speed; /* ticks between animation-frames */ |
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240 | uint8 last_anim; /* last sequence used to draw face */ |
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241 | sint32 elevation; /* elevation of this terrain - not currently used */ |
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242 | uint8 smoothlevel; /* how to smooth this square around*/ |
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243 | |
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244 | MoveType move_type; /* Type of movement this object uses */ |
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245 | MoveType move_block; /* What movement types this blocks */ |
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246 | MoveType move_allow; /* What movement types explicitly allowd */ |
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247 | MoveType move_on; /* Move types affected moving on to this space */ |
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248 | MoveType move_off; /* Move types affected moving off this space */ |
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249 | MoveType move_slow; /* Movement types this slows down */ |
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250 | float move_slow_penalty; /* How much this slows down the object */ |
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251 | |
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252 | event *events; |
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253 | |
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254 | const char *custom_name; /* Custom name assigned by player */ |
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255 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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256 | }; |
|
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257 | |
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258 | struct object : object_special, object_simple { |
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259 | void clone (object *destination) |
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260 | { |
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261 | if (attach) |
|
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262 | destination->attach = add_refcount (attach); |
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263 | |
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264 | if (self || cb) |
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265 | INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
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266 | } |
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267 | }; |
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268 | |
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269 | typedef struct oblnk { /* Used to link together several objects */ |
372 | { /* Used to link together several objects */ |
270 | object *ob; |
373 | object_ptr ob; |
271 | struct oblnk *next; |
374 | struct oblnk *next; |
272 | tag_t id; |
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273 | } objectlink; |
375 | } objectlink; |
274 | |
376 | |
275 | typedef struct oblinkpt { /* Used to link together several object links */ |
377 | typedef struct oblinkpt |
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378 | { /* Used to link together several object links */ |
276 | struct oblnk *link; |
379 | struct oblnk *link; |
277 | long value; /* Used as connected value in buttons/gates */ |
380 | long value; /* Used as connected value in buttons/gates */ |
278 | struct oblinkpt *next; |
381 | struct oblinkpt *next; |
279 | } oblinkpt; |
382 | } oblinkpt; |
280 | |
383 | |
281 | /* |
384 | /* |
282 | * The archetype structure is a set of rules on how to generate and manipulate |
385 | * The archetype structure is a set of rules on how to generate and manipulate |
… | |
… | |
285 | * be much left in the archetype - all it really is is a holder for the |
388 | * be much left in the archetype - all it really is is a holder for the |
286 | * object and pointers. This structure should get removed, and just replaced |
389 | * object and pointers. This structure should get removed, and just replaced |
287 | * by the object structure |
390 | * by the object structure |
288 | */ |
391 | */ |
289 | |
392 | |
290 | typedef struct archt { |
393 | INTERFACE_CLASS (archetype) |
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394 | struct archetype : zero_initialised, attachable |
|
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395 | { |
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396 | archetype (); |
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397 | ~archetype (); |
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398 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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399 | |
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400 | static archetype *find (const char *arch); |
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401 | |
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|
402 | void hash_add (); // add to hashtable |
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403 | void hash_del (); // remove from hashtable |
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404 | |
291 | const char *name; /* More definite name, like "generate_kobold" */ |
405 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
292 | struct archt *next; /* Next archetype in a linked list */ |
406 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
293 | struct archt *head; /* The main part of a linked object */ |
407 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
294 | struct archt *more; /* Next part of a linked object */ |
408 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
295 | object clone; /* An object from which to do copy_object() */ |
409 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
296 | uint32 editable; /* editable flags (mainly for editor) */ |
410 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
297 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
411 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
298 | * in comparison to the head. |
412 | * in comparison to the head. |
299 | */ |
413 | */ |
300 | } archetype; |
414 | }; |
301 | |
415 | |
302 | extern object *objects; |
416 | extern object *objects; |
303 | extern object *active_objects; |
417 | extern object *active_objects; |
304 | extern object *free_objects; |
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|
305 | extern object objarray[STARTMAX]; |
|
|
306 | |
418 | |
307 | extern int nrofallocobjects; |
419 | extern int nrofallocobjects; |
308 | extern int nroffreeobjects; |
|
|
309 | |
420 | |
310 | /* This returns TRUE if the object is somethign that |
421 | /* This returns TRUE if the object is something that |
311 | * should be displayed in the look window |
422 | * should be displayed in the look window |
312 | */ |
423 | */ |
313 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
424 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
314 | |
425 | |
315 | /* Used by update_object to know if the object being passed is |
426 | /* Used by update_object to know if the object being passed is |
316 | * being added or removed. |
427 | * being added or removed. |
317 | */ |
428 | */ |
318 | #define UP_OBJ_INSERT 1 |
429 | #define UP_OBJ_INSERT 1 |
319 | #define UP_OBJ_REMOVE 2 |
430 | #define UP_OBJ_REMOVE 2 |
320 | #define UP_OBJ_CHANGE 3 |
431 | #define UP_OBJ_CHANGE 3 |
321 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
432 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
322 | |
433 | |
323 | /* These are flags passed to insert_ob_in_map and |
434 | /* These are flags passed to insert_ob_in_map and |
324 | * insert_ob_in_ob. Note that all flags may not be meaningful |
435 | * insert_ob_in_ob. Note that all flags may not be meaningful |
325 | * for both functions. |
436 | * for both functions. |
326 | * Most are fairly explanatory: |
437 | * Most are fairly explanatory: |
… | |
… | |
345 | * are mutually exclusive. The behaviour for passing more than one |
456 | * are mutually exclusive. The behaviour for passing more than one |
346 | * should be considered undefined - while you may notice what happens |
457 | * should be considered undefined - while you may notice what happens |
347 | * right now if you pass more than one, that could very well change |
458 | * right now if you pass more than one, that could very well change |
348 | * in future revisions of the code. |
459 | * in future revisions of the code. |
349 | */ |
460 | */ |
350 | #define INS_NO_MERGE 0x0001 |
461 | #define INS_NO_MERGE 0x0001 |
351 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
462 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
352 | #define INS_NO_WALK_ON 0x0004 |
463 | #define INS_NO_WALK_ON 0x0004 |
353 | #define INS_ON_TOP 0x0008 |
464 | #define INS_ON_TOP 0x0008 |
354 | #define INS_BELOW_ORIGINATOR 0x0010 |
465 | #define INS_BELOW_ORIGINATOR 0x0010 |
355 | #define INS_MAP_LOAD 0x0020 |
466 | #define INS_MAP_LOAD 0x0020 |
356 | |
467 | |
357 | #define ARCH_SINGULARITY "singularity" |
468 | #define ARCH_SINGULARITY "singularity" |
358 | #define ARCH_SINGULARITY_LEN 11 |
469 | #define ARCH_SINGULARITY_LEN 11 |
359 | #define ARCH_DETECT_MAGIC "detect_magic" |
470 | #define ARCH_DETECT_MAGIC "detect_magic" |
360 | #define ARCH_DEPLETION "depletion" |
471 | #define ARCH_DEPLETION "depletion" |
361 | #define ARCH_SYMPTOM "symptom" |
472 | #define ARCH_SYMPTOM "symptom" |
362 | |
473 | |
363 | #endif |
474 | #endif |
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475 | |