1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer Online RPG |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
26 | #define OBJECT_H |
25 | #define OBJECT_H |
27 | |
26 | |
… | |
… | |
29 | |
28 | |
30 | #include "cfperl.h" |
29 | #include "cfperl.h" |
31 | #include "shstr.h" |
30 | #include "shstr.h" |
32 | |
31 | |
33 | typedef int tag_t; |
32 | typedef int tag_t; |
34 | #define NUM_BODY_LOCATIONS 12 |
33 | |
35 | #define BODY_ARMS 1 |
34 | enum { |
|
|
35 | body_skill, |
|
|
36 | body_combat, |
|
|
37 | body_range, |
|
|
38 | body_shield, |
|
|
39 | body_arm, |
|
|
40 | body_torso, |
|
|
41 | body_head, |
|
|
42 | body_neck, |
|
|
43 | body_finger, |
|
|
44 | body_shoulder, |
|
|
45 | body_foot, |
|
|
46 | body_hand, |
|
|
47 | body_wrist, |
|
|
48 | body_waist, |
|
|
49 | NUM_BODY_LOCATIONS |
|
|
50 | }; |
|
|
51 | |
|
|
52 | enum slottype_t |
|
|
53 | { |
|
|
54 | slot_none, |
|
|
55 | slot_combat, |
|
|
56 | slot_ranged, |
|
|
57 | }; |
36 | |
58 | |
37 | /* See common/item.c */ |
59 | /* See common/item.c */ |
38 | |
60 | |
39 | typedef struct Body_Locations |
61 | typedef struct Body_Locations |
40 | { |
62 | { |
41 | const char *save_name; /* Name used to load/save it to disk */ |
63 | keyword save_name; /* Name used to load/save it to disk */ |
42 | const char *use_name; /* Name used when describing an item we can use */ |
64 | const char *use_name; /* Name used when describing an item we can use */ |
43 | const char *nonuse_name; /* Name to describe objects we can't use */ |
65 | const char *nonuse_name; /* Name to describe objects we can't use */ |
44 | } Body_Locations; |
66 | } Body_Locations; |
45 | |
67 | |
46 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
68 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
… | |
… | |
84 | #define WILL_APPLY_TREASURE 0x02 |
106 | #define WILL_APPLY_TREASURE 0x02 |
85 | #define WILL_APPLY_EARTHWALL 0x04 |
107 | #define WILL_APPLY_EARTHWALL 0x04 |
86 | #define WILL_APPLY_DOOR 0x08 |
108 | #define WILL_APPLY_DOOR 0x08 |
87 | #define WILL_APPLY_FOOD 0x10 |
109 | #define WILL_APPLY_FOOD 0x10 |
88 | |
110 | |
89 | /* However, if you're keeping a pointer of some sort, you probably |
111 | struct body_slot |
90 | * don't just want it copied, so you'll need to add to common/object.C, |
112 | { |
91 | * e.g. ->copy_to () |
113 | signed char info:4; /* body info as loaded from the file */ |
92 | */ |
114 | signed char used:4; /* Calculated value based on items equipped */ |
|
|
115 | }; |
93 | |
116 | |
94 | INTERFACE_CLASS (object) |
117 | INTERFACE_CLASS (object) |
95 | // these are being copied |
118 | // these are being copied |
96 | struct object_copy : attachable |
119 | struct object_copy : attachable |
97 | { |
120 | { |
98 | typedef bitset<NUM_FLAGS> flags_t; |
121 | typedef bitset<NUM_FLAGS> flags_t; |
99 | |
122 | |
100 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
123 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
|
|
124 | |
|
|
125 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
|
|
126 | uint8 ACC (RW, subtype); /* subtype of object */ |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
127 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
102 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
128 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
|
|
129 | |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
130 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
131 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
132 | shstr ACC (RW, title); /* Of foo, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
133 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
134 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
… | |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
137 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
138 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
139 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
140 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
141 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
|
|
142 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
115 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
143 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
144 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
145 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
146 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
147 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
148 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
149 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
150 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
151 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
152 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
|
|
126 | float ACC (RW, speed); /* The overall speed of this object */ |
153 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
154 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
155 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
156 | |
130 | /* This next big block are basically used for monsters and equipment */ |
157 | /* This next big block are basically used for monsters and equipment */ |
131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
|
|
132 | uint8 ACC (RW, subtype); /* subtype of object */ |
|
|
133 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
158 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
|
|
159 | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
160 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
161 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
162 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
163 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
164 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
165 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
166 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
167 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
168 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
169 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
170 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
157 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
183 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
184 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
185 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
186 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
187 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
188 | body_slot slot [NUM_BODY_LOCATIONS]; |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
189 | faceidx ACC (RW, face); /* the graphical face */ |
|
|
190 | faceidx ACC (RW, sound); /* the sound face */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
191 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
192 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
193 | |
167 | /* Following mostly refers to fields only used for monsters */ |
194 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
195 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
… | |
… | |
178 | * Note that other fields are used - these files are basically |
205 | * Note that other fields are used - these files are basically |
179 | * only used in spells. |
206 | * only used in spells. |
180 | */ |
207 | */ |
181 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
208 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
182 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
209 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
|
|
210 | |
183 | uint16 ACC (RW, start_holding); |
211 | uint16 ACC (RW, start_holding); |
184 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
212 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
213 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
|
|
214 | |
186 | sint8 ACC (RW, range); /* Range of the spell */ |
215 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
216 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
188 | |
|
|
189 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
217 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
218 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
|
|
219 | |
191 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
220 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
193 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
222 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
194 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
|
|
224 | |
195 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
225 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
196 | |
226 | |
197 | char *ACC (RW, spellarg); |
227 | char *ACC (RW, spellarg); |
198 | |
228 | |
199 | /* Following are values used by any object */ |
229 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
230 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
231 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
|
|
203 | flags_t flag; /* various flags */ |
232 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
233 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
234 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
235 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
236 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
… | |
… | |
217 | // These variables are not changed by ->copy_to |
246 | // These variables are not changed by ->copy_to |
218 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
247 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
219 | |
248 | |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
249 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
221 | int ACC (RO, count); |
250 | int ACC (RO, count); |
222 | int ACC (RO, index); // index into objects |
251 | object_vector_index ACC (RO, index); // index into objects |
223 | int ACC (RO, active); // index into actives |
252 | object_vector_index ACC (RO, active); // index into actives |
224 | |
253 | |
225 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
254 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
226 | |
255 | |
227 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
256 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
257 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | /* Note: stacked in the *same* environment */ |
258 | /* Note: stacked in the *same* environment */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
259 | object *inv; /* Pointer to the first object in the inventory */ |
231 | |
260 | |
232 | //TODO: container must move into client |
261 | //TODO: container must move into client |
233 | object *ACC (RW, container); /* Current container being used. I think this |
262 | object_ptr ACC (RW, container); /* Current container being used. I think this |
234 | * is only used by the player right now. |
263 | * is only used by the player right now. |
235 | */ |
264 | */ |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
265 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | * This is typically the container that the object is in. |
266 | * This is typically the container that the object is in. |
238 | */ |
267 | */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
268 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
269 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
241 | client_container *seen_by; // seen by which player/container currently? |
270 | client_container *seen_by; // seen by which player/container currently? |
|
|
271 | key_value *key_values; /* Fields not explictly known by the loader. */ |
242 | |
272 | |
|
|
273 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
|
|
274 | void post_load_check (); // do some adjustments after parsing |
|
|
275 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
|
|
276 | bool write (object_freezer &f); |
|
|
277 | |
|
|
278 | MTH int slottype () const; |
243 | MTH static object *create (); |
279 | MTH static object *create (); |
|
|
280 | object &operator =(const object &src); |
244 | MTH void copy_to (object *dst); |
281 | MTH void copy_to (object *dst); |
245 | MTH object *clone (); // create + copy_to |
282 | MTH object *clone (); // create + copy_to |
246 | void do_destroy (); |
283 | void do_destroy (); |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
284 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | MTH void destroy (bool destroy_inventory = false); |
285 | MTH void destroy (bool destroy_inventory = false); |
249 | |
286 | |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
287 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
288 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | MTH void remove (); |
|
|
253 | MTH object *insert (object *item); // insert into inventory |
289 | MTH object *insert (object *item); // insert into inventory |
|
|
290 | MTH void play_sound (faceidx sound) const; |
|
|
291 | |
|
|
292 | void do_remove (); |
|
|
293 | MTH void remove () |
|
|
294 | { |
|
|
295 | if (!flag [FLAG_REMOVED]) |
|
|
296 | do_remove (); |
|
|
297 | } |
254 | |
298 | |
255 | static bool can_merge_slow (object *op1, object *op2); |
299 | static bool can_merge_slow (object *op1, object *op2); |
256 | |
300 | |
257 | // this is often used in time-critical code, so optimise |
301 | // this is often used in time-critical code, so optimise |
258 | MTH static bool can_merge (object *op1, object *op2) |
302 | MTH static bool can_merge (object *op1, object *op2) |
… | |
… | |
262 | && can_merge_slow (op1, op2); |
306 | && can_merge_slow (op1, op2); |
263 | } |
307 | } |
264 | |
308 | |
265 | MTH void set_owner (object *owner); |
309 | MTH void set_owner (object *owner); |
266 | MTH void set_speed (float speed); |
310 | MTH void set_speed (float speed); |
|
|
311 | MTH bool change_weapon (object *ob); |
|
|
312 | MTH bool change_skill (object *ob); |
267 | |
313 | |
|
|
314 | MTH void open_container (object *new_container); |
|
|
315 | MTH void close_container () |
|
|
316 | { |
|
|
317 | open_container (0); |
|
|
318 | } |
|
|
319 | |
|
|
320 | MTH object *force_find (const shstr name); |
|
|
321 | MTH void force_add (const shstr name, int duration = 0); |
|
|
322 | |
|
|
323 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
|
|
324 | bool should_invoke (event_type event) |
|
|
325 | { |
|
|
326 | return ev_want_event [event] || ev_want_type [type] || cb; |
|
|
327 | } |
|
|
328 | |
268 | MTH void instantiate () |
329 | MTH void instantiate (); |
269 | { |
|
|
270 | if (!uuid.seq) // HACK |
|
|
271 | uuid = gen_uuid (); |
|
|
272 | |
|
|
273 | attachable::instantiate (); |
|
|
274 | } |
|
|
275 | |
330 | |
276 | // recalculate all stats |
331 | // recalculate all stats |
277 | MTH void update_stats (); |
332 | MTH void update_stats (); |
278 | MTH void roll_stats (); |
333 | MTH void roll_stats (); |
279 | MTH void swap_stats (int a, int b); |
334 | MTH void swap_stats (int a, int b); |
… | |
… | |
283 | MTH void drain_specific_stat (int deplete_stats); |
338 | MTH void drain_specific_stat (int deplete_stats); |
284 | MTH void change_luck (int value); |
339 | MTH void change_luck (int value); |
285 | |
340 | |
286 | // info must hold 256 * 3 bytes currently |
341 | // info must hold 256 * 3 bytes currently |
287 | const char *debug_desc (char *info) const; |
342 | const char *debug_desc (char *info) const; |
288 | MTH const char *debug_desc () const; |
343 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
289 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
|
|
290 | const char *flag_desc (char *desc, int len) const; |
344 | const char *flag_desc (char *desc, int len) const; |
|
|
345 | |
|
|
346 | int number_of () const |
|
|
347 | { |
|
|
348 | return nrof ? nrof : 1; |
|
|
349 | } |
|
|
350 | |
|
|
351 | uint64 total_weight () const |
|
|
352 | { |
|
|
353 | return weight * number_of (); |
|
|
354 | } |
|
|
355 | |
|
|
356 | // return the dominant material of this item, always return something |
|
|
357 | const materialtype_t *dominant_material () const; |
|
|
358 | |
|
|
359 | // return the volume of this object in cm³ |
|
|
360 | uint64 volume () const |
|
|
361 | { |
|
|
362 | return total_weight () |
|
|
363 | * 1000 |
|
|
364 | * (type == CONTAINER ? 1000 : 1) |
|
|
365 | / dominant_material ()->density; |
|
|
366 | } |
291 | |
367 | |
292 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
368 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
293 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
369 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
294 | || type == CLOAK || type == BOOTS || type == GLOVES |
370 | || type == CLOAK || type == BOOTS || type == GLOVES |
295 | || type == BRACERS || type == GIRDLE; } |
371 | || type == BRACERS || type == GIRDLE; } |
… | |
… | |
298 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
374 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
299 | && !flag [FLAG_IS_A_TEMPLATE]; } |
375 | && !flag [FLAG_IS_A_TEMPLATE]; } |
300 | MTH bool is_arrow () const { return type == ARROW |
376 | MTH bool is_arrow () const { return type == ARROW |
301 | || (type == SPELL_EFFECT |
377 | || (type == SPELL_EFFECT |
302 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
378 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
379 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
303 | |
380 | |
304 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
381 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
305 | |
382 | |
306 | // temporary: wether the object can be saved in a map file |
383 | // temporary: wether the object can be saved in a map file |
307 | // contr => is a player |
384 | // contr => is a player |
308 | // head => only save head of a multitile object |
385 | // head => only save head of a multitile object |
309 | // owner => can not reference owner yet |
386 | // owner => can not reference owner yet |
310 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } |
387 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
311 | |
388 | |
312 | /* This return true if object has still randomitems which |
389 | /* This return true if object has still randomitems which |
313 | * could be expanded. |
390 | * could be expanded. |
314 | */ |
391 | */ |
315 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
392 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
… | |
… | |
328 | MTH object *head_ () |
405 | MTH object *head_ () |
329 | { |
406 | { |
330 | return head ? head : this; |
407 | return head ? head : this; |
331 | } |
408 | } |
332 | |
409 | |
|
|
410 | MTH bool is_head () |
|
|
411 | { |
|
|
412 | return head_ () == this; |
|
|
413 | } |
|
|
414 | |
|
|
415 | MTH std::string long_desc (object *who = 0); |
|
|
416 | MTH std::string describe_monster (object *who = 0); |
|
|
417 | MTH std::string describe_item (object *who = 0); |
|
|
418 | MTH std::string describe (object *who = 0); |
|
|
419 | |
|
|
420 | // If this object has no extra parts but should have them, |
|
|
421 | // add them, effectively expanding heads into multipart |
|
|
422 | // objects. This method only works on objects not inserted |
|
|
423 | // anywhere. |
|
|
424 | MTH void expand_tail (); |
|
|
425 | |
|
|
426 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
427 | |
333 | // insert object at same map position as 'where' |
428 | // insert object at same map position as 'where' |
334 | // handles both inventory and map "positions" |
429 | // handles both inventory and map "positions" |
335 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
430 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
431 | MTH void drop_unpaid_items (); |
336 | |
432 | |
337 | MTH void activate (); |
433 | MTH void activate (); |
338 | MTH void deactivate (); |
434 | MTH void deactivate (); |
339 | MTH void activate_recursive (); |
435 | MTH void activate_recursive (); |
340 | MTH void deactivate_recursive (); |
436 | MTH void deactivate_recursive (); |
341 | |
437 | |
342 | // set the givne flag on all objects in the inventory recursively |
438 | // set the givne flag on all objects in the inventory recursively |
343 | MTH void set_flag_inv (int flag, int value = 1); |
439 | MTH void set_flag_inv (int flag, int value = 1); |
344 | |
440 | |
345 | void enter_exit (object *exit);//PERL |
441 | void enter_exit (object *exit);//Perl |
346 | MTH void enter_map (maptile *newmap, int x, int y); |
442 | MTH void enter_map (maptile *newmap, int x, int y); |
347 | |
443 | |
348 | // returns the mapspace this object is in |
444 | // returns the mapspace this object is in |
349 | mapspace &ms () const; |
445 | mapspace &ms () const; |
350 | |
446 | |
… | |
… | |
394 | MTH bool client_visible () const |
490 | MTH bool client_visible () const |
395 | { |
491 | { |
396 | return !invisible && type != PLAYER; |
492 | return !invisible && type != PLAYER; |
397 | } |
493 | } |
398 | |
494 | |
|
|
495 | MTH struct region *region () const; |
|
|
496 | |
399 | protected: |
497 | protected: |
400 | friend struct archetype; |
|
|
401 | |
|
|
402 | void link (); |
498 | void link (); |
403 | void unlink (); |
499 | void unlink (); |
404 | |
500 | |
405 | object (); |
501 | object (); |
406 | ~object (); |
502 | ~object (); |
407 | }; |
503 | }; |
408 | |
504 | |
409 | typedef object_vector<object, &object::index > objectvec; |
505 | // move this object to the top of its env's inventory to speed up |
410 | typedef object_vector<object, &object::active> activevec; |
506 | // searches for it. |
|
|
507 | static object * |
|
|
508 | splay (object *ob) |
|
|
509 | { |
|
|
510 | if (ob->env && ob->env->inv != ob) |
|
|
511 | { |
|
|
512 | if (ob->above) ob->above->below = ob->below; |
|
|
513 | if (ob->below) ob->below->above = ob->above; |
411 | |
514 | |
412 | extern objectvec objects; |
515 | ob->above = 0; |
413 | extern activevec actives; |
516 | ob->below = ob->env->inv; |
|
|
517 | ob->below->above = ob; |
|
|
518 | ob->env->inv = ob; |
|
|
519 | } |
414 | |
520 | |
415 | #define for_all_objects(var) \ |
521 | return ob; |
416 | for (int _i = 0; _i < objects.size (); ++_i) \ |
522 | } |
417 | declvar (object *, var, objects [_i]) |
|
|
418 | |
|
|
419 | #define for_all_actives(var) \ |
|
|
420 | for (int _i = 0; _i < actives.size (); ++_i) \ |
|
|
421 | declvar (object *, var, actives [_i]) |
|
|
422 | |
523 | |
423 | typedef struct oblnk |
524 | typedef struct oblnk |
424 | { /* Used to link together several objects */ |
525 | { /* Used to link together several objects */ |
425 | object_ptr ob; |
526 | object_ptr ob; |
426 | struct oblnk *next; |
527 | struct oblnk *next; |
… | |
… | |
430 | { /* Used to link together several object links */ |
531 | { /* Used to link together several object links */ |
431 | struct oblnk *link; |
532 | struct oblnk *link; |
432 | long value; /* Used as connected value in buttons/gates */ |
533 | long value; /* Used as connected value in buttons/gates */ |
433 | struct oblinkpt *next; |
534 | struct oblinkpt *next; |
434 | } oblinkpt; |
535 | } oblinkpt; |
|
|
536 | |
|
|
537 | object *find_skill_by_name (object *who, const char *name); |
|
|
538 | object *find_skill_by_name (object *who, const shstr &sh); |
|
|
539 | object *find_skill_by_number (object *who, int skillno); |
435 | |
540 | |
436 | /* |
541 | /* |
437 | * The archetype structure is a set of rules on how to generate and manipulate |
542 | * The archetype structure is a set of rules on how to generate and manipulate |
438 | * objects which point to archetypes. |
543 | * objects which point to archetypes. |
439 | * This probably belongs in arch.h, but there really doesn't appear to |
544 | * This probably belongs in arch.h, but there really doesn't appear to |
… | |
… | |
441 | * object and pointers. This structure should get removed, and just replaced |
546 | * object and pointers. This structure should get removed, and just replaced |
442 | * by the object structure |
547 | * by the object structure |
443 | */ |
548 | */ |
444 | |
549 | |
445 | INTERFACE_CLASS (archetype) |
550 | INTERFACE_CLASS (archetype) |
446 | struct archetype : zero_initialised, attachable |
551 | struct archetype : object |
447 | { |
552 | { |
448 | archetype (); |
553 | archetype (const char *name); |
449 | ~archetype (); |
554 | ~archetype (); |
450 | void gather_callbacks (AV *&callbacks, event_type event) const; |
555 | void gather_callbacks (AV *&callbacks, event_type event) const; |
451 | |
556 | |
|
|
557 | static archetype *read (object_thawer &f); |
|
|
558 | static archetype *get (const char *name); // find or create |
452 | static archetype *find (const char *arch); |
559 | static archetype *find (const char *name); |
453 | |
560 | |
454 | void hash_add (); // add to hashtable |
561 | void link (); |
455 | void hash_del (); // remove from hashtable |
562 | void unlink (); |
456 | |
563 | |
|
|
564 | object_vector_index ACC (RW, archid); // index in archvector |
457 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
565 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
458 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
566 | bool ACC (RW, stub); // if true, this is an invalid archetype |
459 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
|
|
460 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
|
|
461 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
|
|
462 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
567 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
463 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
568 | |
464 | * in comparison to the head. |
569 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
465 | */ |
570 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
466 | }; |
571 | }; |
|
|
572 | |
|
|
573 | inline void |
|
|
574 | object_freezer::put (keyword k, archetype *v) |
|
|
575 | { |
|
|
576 | put (k, v ? &v->archname : (const char *)0); |
|
|
577 | } |
|
|
578 | |
|
|
579 | typedef object_vector<object, &object::index > objectvec; |
|
|
580 | typedef object_vector<object, &object::active> activevec; |
|
|
581 | typedef object_vector<archetype, &archetype::archid> archvec; |
|
|
582 | |
|
|
583 | extern objectvec objects; |
|
|
584 | extern activevec actives; |
|
|
585 | extern archvec archetypes; |
|
|
586 | |
|
|
587 | #define for_all_objects(var) \ |
|
|
588 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
589 | statementvar (object *, var, objects [_i]) |
|
|
590 | |
|
|
591 | #define for_all_actives(var) \ |
|
|
592 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
|
|
593 | statementvar (object *, var, actives [_i]) |
|
|
594 | |
|
|
595 | #define for_all_archetypes(var) \ |
|
|
596 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
|
|
597 | statementvar (archetype *, var, archetypes [_i]) |
467 | |
598 | |
468 | /* Used by update_object to know if the object being passed is |
599 | /* Used by update_object to know if the object being passed is |
469 | * being added or removed. |
600 | * being added or removed. |
470 | */ |
601 | */ |
471 | #define UP_OBJ_INSERT 1 |
602 | #define UP_OBJ_INSERT 1 |
… | |
… | |
505 | #define INS_NO_WALK_ON 0x0004 |
636 | #define INS_NO_WALK_ON 0x0004 |
506 | #define INS_ON_TOP 0x0008 |
637 | #define INS_ON_TOP 0x0008 |
507 | #define INS_BELOW_ORIGINATOR 0x0010 |
638 | #define INS_BELOW_ORIGINATOR 0x0010 |
508 | #define INS_MAP_LOAD 0x0020 |
639 | #define INS_MAP_LOAD 0x0020 |
509 | |
640 | |
510 | #define ARCH_SINGULARITY "singularity" |
|
|
511 | #define ARCH_SINGULARITY_LEN 11 |
|
|
512 | #define ARCH_DETECT_MAGIC "detect_magic" |
|
|
513 | #define ARCH_DEPLETION "depletion" |
641 | #define ARCH_DEPLETION "depletion" |
514 | #define ARCH_SYMPTOM "symptom" |
|
|
515 | |
642 | |
516 | #endif |
643 | #endif |
517 | |
644 | |