… | |
… | |
56 | { |
56 | { |
57 | key_value *next; |
57 | key_value *next; |
58 | shstr key, value; |
58 | shstr key, value; |
59 | }; |
59 | }; |
60 | |
60 | |
|
|
61 | struct UUID |
|
|
62 | { |
|
|
63 | uint64 seq; |
|
|
64 | }; |
|
|
65 | |
|
|
66 | extern void init_uuid (); |
|
|
67 | extern UUID gen_uuid (); |
61 | |
68 | |
62 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
63 | * sprinkled in the code. Note that some of these also replace fields |
70 | * 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 |
71 | * that were in the can_apply area. What is the point of having both |
65 | * can_apply and will_apply? |
72 | * can_apply and will_apply? |
… | |
… | |
68 | #define WILL_APPLY_TREASURE 0x02 |
75 | #define WILL_APPLY_TREASURE 0x02 |
69 | #define WILL_APPLY_EARTHWALL 0x04 |
76 | #define WILL_APPLY_EARTHWALL 0x04 |
70 | #define WILL_APPLY_DOOR 0x08 |
77 | #define WILL_APPLY_DOOR 0x08 |
71 | #define WILL_APPLY_FOOD 0x10 |
78 | #define WILL_APPLY_FOOD 0x10 |
72 | |
79 | |
73 | |
|
|
74 | /* However, if you're keeping a pointer of some sort, you probably |
80 | /* 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, |
81 | * don't just want it copied, so you'll need to add to common/object.C, |
76 | * e.g. copy_object. |
82 | * e.g. copy_object. |
77 | */ |
83 | */ |
78 | |
84 | |
79 | // these are not being copied |
85 | // these are not being copied |
80 | ACC_CLASS (object) |
86 | ACC_CLASS (object) |
81 | struct object_keep : refcounted |
87 | struct object_keep : refcounted |
82 | { |
88 | { |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
89 | tag_t ACC (RW, count); /* Generation count for this object */ |
|
|
90 | UUID uuid; // Unique Identifier, survives saves etc. |
84 | |
91 | |
85 | /* These variables are not changed by copy_object() */ |
92 | /* These variables are not changed by copy_object() */ |
86 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
93 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
87 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
94 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
88 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
95 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
… | |
… | |
99 | */ |
106 | */ |
100 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
107 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
101 | * This is typically the container that the object is in. |
108 | * This is typically the container that the object is in. |
102 | */ |
109 | */ |
103 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
110 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
104 | struct object *ACC (RW, head); /* Points to the main object of a large body */ |
111 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
105 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
112 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
106 | }; |
113 | }; |
107 | |
114 | |
108 | // these are being copied |
115 | // these are being copied |
109 | struct object_copy : attachable<object> |
116 | struct object_copy : attachable<object> |
110 | { |
117 | { |
111 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
|
|
112 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
113 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
114 | shstr ACC (RW, title); /* Of foo, etc */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
115 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
116 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
… | |
119 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
125 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
120 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
126 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
121 | /* To get put into books and the like. */ |
127 | /* To get put into books and the like. */ |
122 | shstr ACC (RW, materialname); /* specific material name */ |
128 | shstr ACC (RW, materialname); /* specific material name */ |
123 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
129 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
|
|
130 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
|
|
131 | refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
|
|
132 | refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
|
|
133 | refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ |
|
|
134 | refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
|
|
135 | refptr<object> ACC (RW, spell); /* Spell that was being cast */ |
|
|
136 | refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
124 | }; |
137 | }; |
125 | |
138 | |
126 | // these are being copied and also cleared |
139 | // these are being copied and also cleared |
127 | struct object_pod |
140 | struct object_pod |
128 | { |
141 | { |
|
|
142 | New_Face *ACC (RW, face); /* Face with colors */ |
129 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
143 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
130 | float ACC (RW, speed); /* The overall speed of this object */ |
144 | float ACC (RW, speed); /* The overall speed of this object */ |
131 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
145 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
132 | uint32 ACC (RW, nrof); /* How many of the objects */ |
146 | uint32 ACC (RW, nrof); /* How many of the objects */ |
133 | New_Face *ACC (RW, face); /* Face with colors */ |
|
|
134 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
147 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
135 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
148 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
136 | |
149 | |
137 | /* This next big block are basically used for monsters and equipment */ |
150 | /* This next big block are basically used for monsters and equipment */ |
138 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
151 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
… | |
… | |
161 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
174 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
162 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
175 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
163 | sint32 ACC (RW, weight); /* Attributes of the object */ |
176 | sint32 ACC (RW, weight); /* Attributes of the object */ |
164 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
177 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
165 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
178 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
166 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
|
|
167 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
179 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
168 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
|
|
169 | uint32 ACC (RW, weapontype); /* type of weapon */ |
180 | uint32 ACC (RW, weapontype); /* type of weapon */ |
170 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
181 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
171 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
182 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
172 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
183 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
173 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
184 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
174 | /* See the doc/Developers/objects for more info about body locations */ |
185 | /* See the doc/Developers/objects for more info about body locations */ |
175 | |
186 | |
176 | /* Following mostly refers to fields only used for monsters */ |
187 | /* Following mostly refers to fields only used for monsters */ |
177 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
|
|
178 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
|
|
179 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
|
|
180 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
|
|
181 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
|
|
182 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
|
|
183 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
188 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
184 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
189 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
185 | /* allows different movement patterns for attackers */ |
190 | /* allows different movement patterns for attackers */ |
186 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
191 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
187 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
192 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
188 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
193 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
189 | struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
|
|
190 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
194 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
191 | /* races/classes can need less/more exp to gain levels */ |
195 | /* races/classes can need less/more exp to gain levels */ |
192 | |
196 | |
193 | /* Spell related information, may be useful elsewhere |
197 | /* Spell related information, may be useful elsewhere |
194 | * Note that other fields are used - these files are basically |
198 | * Note that other fields are used - these files are basically |
195 | * only used in spells. |
199 | * only used in spells. |
196 | */ |
200 | */ |
197 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
201 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
198 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
202 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
199 | uint16 ACC (RW, start_holding); |
203 | uint16 ACC (RW, start_holding); |
200 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
|
|
201 | char *ACC (RW, spellarg); |
|
|
202 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
204 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
203 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
205 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
204 | sint8 ACC (RW, range); /* Range of the spell */ |
206 | sint8 ACC (RW, range); /* Range of the spell */ |
205 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
207 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
|
|
208 | char *ACC (RW, spellarg); |
206 | |
209 | |
207 | /* Following are values used by any object */ |
210 | /* Following are values used by any object */ |
|
|
211 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
208 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
212 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
209 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
213 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
|
|
214 | key_value *key_values; /* Fields not explictly known by the loader. */ |
210 | /* this objects turns into or what this object creates */ |
215 | /* this objects turns into or what this object creates */ |
211 | uint32 flags[4]; /* various flags */ |
216 | uint32 flags[4]; /* various flags */ |
212 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
217 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
213 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
218 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
214 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
219 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
215 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
220 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
216 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
221 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
|
|
222 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
217 | |
223 | |
218 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
224 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
219 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
225 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
220 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
226 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
227 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
222 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
228 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
229 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
224 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
225 | key_value *key_values; /* Fields not explictly known by the loader. */ |
|
|
226 | }; |
231 | }; |
227 | |
232 | |
228 | struct object : zero_initialised, object_keep, object_copy, object_pod |
233 | struct object : zero_initialised, object_keep, object_copy, object_pod |
229 | { |
234 | { |
230 | static object *create (); |
235 | static object *create (); |
… | |
… | |
234 | static bool can_merge (object *op1, object *op2); |
239 | static bool can_merge (object *op1, object *op2); |
235 | |
240 | |
236 | void clear (); |
241 | void clear (); |
237 | void clone (object *destination); |
242 | void clone (object *destination); |
238 | |
243 | |
|
|
244 | void instantiate () |
|
|
245 | { |
|
|
246 | if (!uuid.seq) // HACK |
|
|
247 | uuid = gen_uuid (); |
|
|
248 | |
|
|
249 | attachable<object>::instantiate (); |
|
|
250 | } |
|
|
251 | |
239 | void set_owner (object *owner); |
252 | void set_owner (object *owner); |
|
|
253 | |
|
|
254 | // info must hold 256 * 3 bytes currently |
|
|
255 | const char *debug_desc (char *info) const; |
|
|
256 | const char *debug_desc () const; |
|
|
257 | |
|
|
258 | // fully recursive iterator |
|
|
259 | struct iterator_base |
|
|
260 | { |
|
|
261 | object *item; |
|
|
262 | |
|
|
263 | iterator_base (object *container) |
|
|
264 | : item (container) |
|
|
265 | { |
|
|
266 | } |
|
|
267 | |
|
|
268 | operator object *() const { return item; } |
|
|
269 | |
|
|
270 | object *operator ->() const { return item; } |
|
|
271 | object &operator * () const { return *item; } |
|
|
272 | }; |
|
|
273 | |
|
|
274 | // depth-first recursive iterator |
|
|
275 | struct depth_iterator : iterator_base |
|
|
276 | { |
|
|
277 | depth_iterator (object *container); |
|
|
278 | void next (); |
|
|
279 | object *operator ++( ) { next (); return item; } |
|
|
280 | object *operator ++(int) { object *i = item; next (); return i; } |
|
|
281 | }; |
|
|
282 | |
|
|
283 | object *begin () |
|
|
284 | { |
|
|
285 | return this; |
|
|
286 | } |
|
|
287 | |
240 | object *get_owner (); |
288 | object *end () |
|
|
289 | { |
|
|
290 | return this; |
|
|
291 | } |
241 | |
292 | |
242 | protected: |
293 | protected: |
243 | friend struct archetype; |
294 | friend struct archetype; |
244 | |
295 | |
245 | void link (); |
296 | void link (); |
… | |
… | |
252 | #define get_object() object::create () |
303 | #define get_object() object::create () |
253 | #define free_object(op) (op)->free (0) |
304 | #define free_object(op) (op)->free (0) |
254 | #define free_object2(op, free_inv) (op)->free (free_inv) |
305 | #define free_object2(op, free_inv) (op)->free (free_inv) |
255 | #define clear_owner(op) (op)->owner = 0 |
306 | #define clear_owner(op) (op)->owner = 0 |
256 | #define copy_owner(op,other) (op)->owner = (other)->owner |
307 | #define copy_owner(op,other) (op)->owner = (other)->owner |
|
|
308 | #define get_owner(op) (op)->owner |
257 | #define clear_object(op) (op)->clear () |
309 | #define clear_object(op) (op)->clear () |
258 | |
|
|
259 | static inline object * |
|
|
260 | get_owner (object *op) |
|
|
261 | { |
|
|
262 | return op->get_owner (); |
|
|
263 | } |
|
|
264 | |
310 | |
265 | static inline void |
311 | static inline void |
266 | set_owner (object *op, object *owner) |
312 | set_owner (object *op, object *owner) |
267 | { |
313 | { |
268 | op->set_owner (owner); |
314 | op->set_owner (owner); |