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62 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
62 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
63 | * sprinkled in the code. Note that some of these also replace fields |
63 | * sprinkled in the code. Note that some of these also replace fields |
64 | * that were in the can_apply area. What is the point of having both |
64 | * that were in the can_apply area. What is the point of having both |
65 | * can_apply and will_apply? |
65 | * can_apply and will_apply? |
66 | */ |
66 | */ |
67 | #define WILL_APPLY_HANDLE 0x1 |
67 | #define WILL_APPLY_HANDLE 0x01 |
68 | #define WILL_APPLY_TREASURE 0x2 |
68 | #define WILL_APPLY_TREASURE 0x02 |
69 | #define WILL_APPLY_EARTHWALL 0x4 |
69 | #define WILL_APPLY_EARTHWALL 0x04 |
70 | #define WILL_APPLY_DOOR 0x8 |
70 | #define WILL_APPLY_DOOR 0x08 |
71 | #define WILL_APPLY_FOOD 0x10 |
71 | #define WILL_APPLY_FOOD 0x10 |
72 | |
72 | |
73 | |
73 | |
74 | /* However, if you're keeping a pointer of some sort, you probably |
74 | /* However, if you're keeping a pointer of some sort, you probably |
75 | * don't just want it copied, so you'll need to add to common/object.C, |
75 | * don't just want it copied, so you'll need to add to common/object.C, |
76 | * e.g. copy_object. |
76 | * e.g. copy_object. |
77 | */ |
77 | */ |
78 | |
78 | |
79 | // these are not being copied |
79 | // these are not being copied |
80 | ACC_CLASS (object) |
80 | ACC_CLASS (object) |
81 | struct object_keep |
81 | struct object_keep : refcounted |
82 | { |
82 | { |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
84 | uint16 ACC (RW, refcount); /* How many objects points to this object */ |
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85 | |
84 | |
86 | /* These variables are not changed by copy_object() */ |
85 | /* These variables are not changed by copy_object() */ |
87 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
86 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
88 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
87 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
89 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
88 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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105 | struct object *ACC (RW, head); /* Points to the main object of a large body */ |
104 | struct object *ACC (RW, head); /* Points to the main object of a large body */ |
106 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
105 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
107 | }; |
106 | }; |
108 | |
107 | |
109 | // these are being copied |
108 | // these are being copied |
110 | struct object_copy:attachable<object> |
109 | struct object_copy : attachable<object> |
111 | { |
110 | { |
112 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
111 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
113 | * All fields beow this point are automatically copied by memcpy. If |
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114 | * adding something that needs a refcount updated, make sure you modify |
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115 | * copy_object to do so. Everything below here also gets cleared |
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116 | * by clear_object() |
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117 | */ |
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118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
112 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
113 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
114 | shstr ACC (RW, title); /* Of foo, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
115 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
116 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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151 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
145 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
152 | uint16 ACC (RW, material); /* What materials this object consist of */ |
146 | uint16 ACC (RW, material); /* What materials this object consist of */ |
153 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
147 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
154 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
148 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
155 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
149 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
156 | sint16 ACC (RW, level); /* Level of creature or object */ |
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157 | /* Note that the last_.. values are sometimes used for non obvious |
150 | /* Note that the last_.. values are sometimes used for non obvious |
158 | * meanings by some objects, eg, sp penalty, permanent exp. |
151 | * meanings by some objects, eg, sp penalty, permanent exp. |
159 | */ |
152 | */ |
160 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
153 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
161 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
154 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
162 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
155 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
163 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
156 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
164 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
157 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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158 | sint16 ACC (RW, level); /* Level of creature or object */ |
165 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
159 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
166 | sint8 ACC (RW, item_power); /* power rating of the object */ |
160 | sint8 ACC (RW, item_power); /* power rating of the object */ |
167 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
161 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
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162 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
168 | sint32 ACC (RW, weight); /* Attributes of the object */ |
163 | sint32 ACC (RW, weight); /* Attributes of the object */ |
169 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
164 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
170 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
165 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
171 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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172 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
166 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
173 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
167 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
174 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
168 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
175 | uint32 ACC (RW, weapontype); /* type of weapon */ |
169 | uint32 ACC (RW, weapontype); /* type of weapon */ |
176 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
170 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
177 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
171 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
178 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
172 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
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173 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
179 | /* See the doc/Developers/objects for more info about body locations */ |
174 | /* See the doc/Developers/objects for more info about body locations */ |
180 | |
175 | |
181 | /* Following mostly refers to fields only used for monsters */ |
176 | /* Following mostly refers to fields only used for monsters */ |
182 | struct object *ACC (RW, owner); /* Pointer to the object which controls this one */ |
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183 | /* Owner should not be referred to directly - */ |
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184 | /* get_owner should be used instead. */ |
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185 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */ |
177 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
186 | /* has been freed) */ |
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187 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
178 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
188 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
179 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
189 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
180 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
190 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
181 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
191 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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192 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
182 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
183 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
194 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
184 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
195 | /* allows different movement patterns for attackers */ |
185 | /* allows different movement patterns for attackers */ |
196 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
186 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
197 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
187 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
198 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
188 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
199 | struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
189 | struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
200 | double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
190 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
201 | /* races/classes can need less/more exp to gain levels */ |
191 | /* races/classes can need less/more exp to gain levels */ |
202 | |
192 | |
203 | /* Spell related information, may be useful elsewhere |
193 | /* Spell related information, may be useful elsewhere |
204 | * Note that other fields are used - these files are basically |
194 | * Note that other fields are used - these files are basically |
205 | * only used in spells. |
195 | * only used in spells. |
206 | */ |
196 | */ |
207 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
197 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
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198 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
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199 | uint16 ACC (RW, start_holding); |
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200 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
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201 | char *ACC (RW, spellarg); |
208 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
202 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
209 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
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210 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
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211 | uint16 ACC (RW, start_holding); |
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212 | char *ACC (RW, spellarg); |
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213 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
203 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
214 | sint8 ACC (RW, range); /* Range of the spell */ |
204 | sint8 ACC (RW, range); /* Range of the spell */ |
215 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
205 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
216 | |
206 | |
217 | /* Following are values used by any object */ |
207 | /* Following are values used by any object */ |
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235 | key_value *key_values; /* Fields not explictly known by the loader. */ |
225 | key_value *key_values; /* Fields not explictly known by the loader. */ |
236 | }; |
226 | }; |
237 | |
227 | |
238 | struct object : zero_initialised, object_keep, object_copy, object_pod |
228 | struct object : zero_initialised, object_keep, object_copy, object_pod |
239 | { |
229 | { |
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230 | static object *create (); |
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231 | void free (bool free_inventory = false); |
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232 | |
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233 | static void free_mortals (); |
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234 | static bool can_merge (object *op1, object *op2); |
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235 | |
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236 | void clear (); |
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237 | void clone (object *destination); |
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238 | |
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239 | void set_owner (object *owner); |
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240 | object *get_owner (); |
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241 | |
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242 | protected: |
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243 | friend struct archetype; |
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244 | |
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245 | void link (); |
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246 | void unlink (); |
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247 | |
240 | object (); |
248 | object (); |
241 | ~object (); |
249 | ~object (); |
242 | |
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243 | static bool can_merge (object * op1, object * op2); |
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244 | |
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245 | void clear (); |
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246 | void clone (object * destination); |
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247 | }; |
250 | }; |
248 | |
251 | |
249 | #define get_object() (new object) // compatibility, but please keep for a while |
252 | #define get_object() object::create () |
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253 | #define free_object(op) (op)->free (0) |
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254 | #define free_object2(op, free_inv) (op)->free (free_inv) |
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255 | #define clear_owner(op) (op)->owner = 0 |
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256 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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257 | #define clear_object(op) (op)->clear () |
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258 | |
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259 | static inline object * |
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260 | get_owner (object *op) |
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261 | { |
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262 | return op->get_owner (); |
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263 | } |
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264 | |
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265 | static inline void |
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266 | set_owner (object *op, object *owner) |
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267 | { |
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268 | op->set_owner (owner); |
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269 | } |
250 | |
270 | |
251 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
271 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
252 | |
272 | |
253 | typedef struct oblnk |
273 | typedef struct oblnk |
254 | { /* Used to link together several objects */ |
274 | { /* Used to link together several objects */ |