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. |
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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 | |
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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 { |
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35 | body_skill, |
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36 | body_combat, |
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37 | body_range, |
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38 | body_shield, |
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39 | body_arm, |
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40 | body_torso, |
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41 | body_head, |
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42 | body_neck, |
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43 | body_finger, |
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44 | body_shoulder, |
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45 | body_foot, |
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46 | body_hand, |
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47 | body_wrist, |
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48 | body_waist, |
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49 | NUM_BODY_LOCATIONS |
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50 | }; |
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51 | |
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52 | enum slottype_t |
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53 | { |
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54 | slot_none, |
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55 | slot_combat, |
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56 | slot_ranged, |
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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]; |
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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 */ |
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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 */ |
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124 | |
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125 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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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. */ |
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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 */ |
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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 */ |
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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 | facetile *ACC (RW, face); /* Face with colors */ |
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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 */ |
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132 | uint8 ACC (RW, subtype); /* subtype of object */ |
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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 */ |
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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. |
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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 */ |
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190 | faceidx ACC (RW, sound); /* the sound face */ |
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191 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
192 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
193 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
194 | |
167 | /* Following mostly refers to fields only used for monsters */ |
195 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
196 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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178 | * Note that other fields are used - these files are basically |
206 | * Note that other fields are used - these files are basically |
179 | * only used in spells. |
207 | * only used in spells. |
180 | */ |
208 | */ |
181 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
209 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
182 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
210 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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211 | |
183 | uint16 ACC (RW, start_holding); |
212 | uint16 ACC (RW, start_holding); |
184 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
213 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
214 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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215 | |
186 | sint8 ACC (RW, range); /* Range of the spell */ |
216 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
217 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
188 | |
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189 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
218 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
219 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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220 | |
191 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
221 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
222 | 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 */ |
223 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
194 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
224 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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225 | |
195 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
226 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
196 | |
227 | |
197 | char *ACC (RW, spellarg); |
228 | char *ACC (RW, spellarg); |
198 | |
229 | |
199 | /* Following are values used by any object */ |
230 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
231 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
232 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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203 | flags_t flag; /* various flags */ |
233 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
234 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
235 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
236 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
237 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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217 | // These variables are not changed by ->copy_to |
247 | // These variables are not changed by ->copy_to |
218 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
248 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
219 | |
249 | |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
250 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
221 | int ACC (RO, count); |
251 | int ACC (RO, count); |
222 | int ACC (RO, index); // index into objects |
252 | object_vector_index ACC (RO, index); // index into objects |
223 | int ACC (RO, active); // index into actives |
253 | object_vector_index ACC (RO, active); // index into actives |
224 | |
254 | |
225 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
255 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
226 | |
256 | |
227 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
257 | 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 */ |
258 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | /* Note: stacked in the *same* environment */ |
259 | /* Note: stacked in the *same* environment */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
260 | object *inv; /* Pointer to the first object in the inventory */ |
231 | |
261 | |
232 | //TODO: container must move into client |
262 | //TODO: container must move into client |
233 | object *ACC (RW, container); /* Current container being used. I think this |
263 | object_ptr ACC (RW, container); /* Current container being used. I think this |
234 | * is only used by the player right now. |
264 | * is only used by the player right now. |
235 | */ |
265 | */ |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
266 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | * This is typically the container that the object is in. |
267 | * This is typically the container that the object is in. |
238 | */ |
268 | */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
269 | 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 |
270 | 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? |
271 | client_container *seen_by; // seen by which player/container currently? |
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272 | key_value *key_values; /* Fields not explictly known by the loader. */ |
242 | |
273 | |
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274 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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275 | void post_load_check (); // do some adjustments after parsing |
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276 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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277 | bool write (object_freezer &f); |
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278 | |
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279 | MTH int slottype () const; |
243 | MTH static object *create (); |
280 | MTH static object *create (); |
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281 | object &operator =(const object &src); |
244 | MTH void copy_to (object *dst); |
282 | MTH void copy_to (object *dst); |
245 | MTH object *clone (); // create + copy_to |
283 | MTH object *clone (); // create + copy_to |
246 | void do_destroy (); |
284 | void do_destroy (); |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
285 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | MTH void destroy (bool destroy_inventory = false); |
286 | MTH void destroy (bool destroy_inventory = false); |
249 | |
287 | |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
288 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
289 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | MTH object *insert (object *item); // insert into inventory |
290 | MTH object *insert (object *item); // insert into inventory |
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291 | MTH void play_sound (faceidx sound) const; |
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292 | |
253 | void remove_slow (); |
293 | void do_remove (); |
254 | MTH void remove () |
294 | MTH void remove () |
255 | { |
295 | { |
256 | if (!flag [FLAG_REMOVED]) |
296 | if (!flag [FLAG_REMOVED]) |
257 | remove_slow (); |
297 | do_remove (); |
258 | } |
298 | } |
259 | |
299 | |
260 | static bool can_merge_slow (object *op1, object *op2); |
300 | static bool can_merge_slow (object *op1, object *op2); |
261 | |
301 | |
262 | // this is often used in time-critical code, so optimise |
302 | // this is often used in time-critical code, so optimise |
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267 | && can_merge_slow (op1, op2); |
307 | && can_merge_slow (op1, op2); |
268 | } |
308 | } |
269 | |
309 | |
270 | MTH void set_owner (object *owner); |
310 | MTH void set_owner (object *owner); |
271 | MTH void set_speed (float speed); |
311 | MTH void set_speed (float speed); |
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312 | MTH bool change_weapon (object *ob); |
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313 | MTH bool change_skill (object *ob); |
272 | |
314 | |
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315 | MTH void open_container (object *new_container); |
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316 | MTH void close_container () |
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317 | { |
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318 | open_container (0); |
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319 | } |
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320 | |
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321 | MTH object *force_find (const shstr name); |
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322 | MTH void force_add (const shstr name, int duration = 0); |
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323 | |
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324 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
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325 | bool should_invoke (event_type event) |
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326 | { |
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327 | return ev_want_event [event] || ev_want_type [type] || cb; |
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328 | } |
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329 | |
273 | MTH void instantiate () |
330 | MTH void instantiate (); |
274 | { |
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275 | if (!uuid.seq) // HACK |
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276 | uuid = gen_uuid (); |
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277 | |
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278 | attachable::instantiate (); |
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279 | } |
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280 | |
331 | |
281 | // recalculate all stats |
332 | // recalculate all stats |
282 | MTH void update_stats (); |
333 | MTH void update_stats (); |
283 | MTH void roll_stats (); |
334 | MTH void roll_stats (); |
284 | MTH void swap_stats (int a, int b); |
335 | MTH void swap_stats (int a, int b); |
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288 | MTH void drain_specific_stat (int deplete_stats); |
339 | MTH void drain_specific_stat (int deplete_stats); |
289 | MTH void change_luck (int value); |
340 | MTH void change_luck (int value); |
290 | |
341 | |
291 | // info must hold 256 * 3 bytes currently |
342 | // info must hold 256 * 3 bytes currently |
292 | const char *debug_desc (char *info) const; |
343 | const char *debug_desc (char *info) const; |
293 | MTH const char *debug_desc () const; |
344 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
294 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
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295 | const char *flag_desc (char *desc, int len) const; |
345 | const char *flag_desc (char *desc, int len) const; |
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346 | |
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347 | int number_of () const |
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348 | { |
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349 | return nrof ? nrof : 1; |
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350 | } |
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351 | |
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352 | uint64 total_weight () const |
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353 | { |
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354 | return weight * number_of (); |
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355 | } |
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356 | |
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357 | // return the dominant material of this item, always return something |
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358 | const materialtype_t *dominant_material () const; |
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359 | |
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360 | // return the volume of this object in cm³ |
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361 | uint64 volume () const |
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362 | { |
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363 | return total_weight () |
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364 | * 1000 |
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365 | * (type == CONTAINER ? 1000 : 1) |
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366 | / dominant_material ()->density; |
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367 | } |
296 | |
368 | |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
369 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
298 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
370 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
371 | || type == CLOAK || type == BOOTS || type == GLOVES |
300 | || type == BRACERS || type == GIRDLE; } |
372 | || type == BRACERS || type == GIRDLE; } |
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303 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
375 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
304 | && !flag [FLAG_IS_A_TEMPLATE]; } |
376 | && !flag [FLAG_IS_A_TEMPLATE]; } |
305 | MTH bool is_arrow () const { return type == ARROW |
377 | MTH bool is_arrow () const { return type == ARROW |
306 | || (type == SPELL_EFFECT |
378 | || (type == SPELL_EFFECT |
307 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
379 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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380 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
308 | |
381 | |
309 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
382 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
310 | |
383 | |
311 | // temporary: wether the object can be saved in a map file |
384 | // temporary: wether the object can be saved in a map file |
312 | // contr => is a player |
385 | // contr => is a player |
313 | // head => only save head of a multitile object |
386 | // head => only save head of a multitile object |
314 | // owner => can not reference owner yet |
387 | // owner => can not reference owner yet |
315 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } |
388 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
316 | |
389 | |
317 | /* This return true if object has still randomitems which |
390 | /* This return true if object has still randomitems which |
318 | * could be expanded. |
391 | * could be expanded. |
319 | */ |
392 | */ |
320 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
393 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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333 | MTH object *head_ () |
406 | MTH object *head_ () |
334 | { |
407 | { |
335 | return head ? head : this; |
408 | return head ? head : this; |
336 | } |
409 | } |
337 | |
410 | |
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411 | MTH bool is_head () |
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412 | { |
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413 | return head_ () == this; |
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414 | } |
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415 | |
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416 | MTH std::string long_desc (object *who = 0); |
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417 | MTH std::string describe_monster (object *who = 0); |
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418 | MTH std::string describe_item (object *who = 0); |
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419 | MTH std::string describe (object *who = 0); |
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420 | |
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421 | // If this object has no extra parts but should have them, |
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422 | // add them, effectively expanding heads into multipart |
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423 | // objects. This method only works on objects not inserted |
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424 | // anywhere. |
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425 | MTH void expand_tail (); |
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426 | |
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427 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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428 | |
338 | // insert object at same map position as 'where' |
429 | // insert object at same map position as 'where' |
339 | // handles both inventory and map "positions" |
430 | // handles both inventory and map "positions" |
340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
431 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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432 | MTH void drop_unpaid_items (); |
341 | |
433 | |
342 | MTH void activate (); |
434 | MTH void activate (); |
343 | MTH void deactivate (); |
435 | MTH void deactivate (); |
344 | MTH void activate_recursive (); |
436 | MTH void activate_recursive (); |
345 | MTH void deactivate_recursive (); |
437 | MTH void deactivate_recursive (); |
346 | |
438 | |
347 | // set the givne flag on all objects in the inventory recursively |
439 | // set the givne flag on all objects in the inventory recursively |
348 | MTH void set_flag_inv (int flag, int value = 1); |
440 | MTH void set_flag_inv (int flag, int value = 1); |
349 | |
441 | |
350 | void enter_exit (object *exit);//PERL |
442 | void enter_exit (object *exit);//Perl |
351 | MTH void enter_map (maptile *newmap, int x, int y); |
443 | MTH void enter_map (maptile *newmap, int x, int y); |
352 | |
444 | |
353 | // returns the mapspace this object is in |
445 | // returns the mapspace this object is in |
354 | mapspace &ms () const; |
446 | mapspace &ms () const; |
355 | |
447 | |
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399 | MTH bool client_visible () const |
491 | MTH bool client_visible () const |
400 | { |
492 | { |
401 | return !invisible && type != PLAYER; |
493 | return !invisible && type != PLAYER; |
402 | } |
494 | } |
403 | |
495 | |
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496 | MTH struct region *region () const; |
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497 | |
404 | protected: |
498 | protected: |
405 | friend struct archetype; |
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406 | |
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407 | void link (); |
499 | void link (); |
408 | void unlink (); |
500 | void unlink (); |
409 | |
501 | |
410 | object (); |
502 | object (); |
411 | ~object (); |
503 | ~object (); |
412 | }; |
504 | }; |
413 | |
505 | |
414 | typedef object_vector<object, &object::index > objectvec; |
506 | // move this object to the top of its env's inventory to speed up |
415 | typedef object_vector<object, &object::active> activevec; |
507 | // searches for it. |
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508 | static object * |
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509 | splay (object *ob) |
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510 | { |
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511 | if (ob->env && ob->env->inv != ob) |
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512 | { |
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513 | if (ob->above) ob->above->below = ob->below; |
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514 | if (ob->below) ob->below->above = ob->above; |
416 | |
515 | |
417 | extern objectvec objects; |
516 | ob->above = 0; |
418 | extern activevec actives; |
517 | ob->below = ob->env->inv; |
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518 | ob->below->above = ob; |
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519 | ob->env->inv = ob; |
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520 | } |
419 | |
521 | |
420 | #define for_all_objects(var) \ |
522 | return ob; |
421 | for (int _i = 0; _i < objects.size (); ++_i) \ |
523 | } |
422 | declvar (object *, var, objects [_i]) |
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423 | |
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424 | #define for_all_actives(var) \ |
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425 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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426 | declvar (object *, var, actives [_i]) |
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427 | |
524 | |
428 | typedef struct oblnk |
525 | typedef struct oblnk |
429 | { /* Used to link together several objects */ |
526 | { /* Used to link together several objects */ |
430 | object_ptr ob; |
527 | object_ptr ob; |
431 | struct oblnk *next; |
528 | struct oblnk *next; |
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435 | { /* Used to link together several object links */ |
532 | { /* Used to link together several object links */ |
436 | struct oblnk *link; |
533 | struct oblnk *link; |
437 | long value; /* Used as connected value in buttons/gates */ |
534 | long value; /* Used as connected value in buttons/gates */ |
438 | struct oblinkpt *next; |
535 | struct oblinkpt *next; |
439 | } oblinkpt; |
536 | } oblinkpt; |
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537 | |
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538 | object *find_skill_by_name (object *who, const char *name); |
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539 | object *find_skill_by_name (object *who, const shstr &sh); |
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540 | object *find_skill_by_number (object *who, int skillno); |
440 | |
541 | |
441 | /* |
542 | /* |
442 | * The archetype structure is a set of rules on how to generate and manipulate |
543 | * The archetype structure is a set of rules on how to generate and manipulate |
443 | * objects which point to archetypes. |
544 | * objects which point to archetypes. |
444 | * This probably belongs in arch.h, but there really doesn't appear to |
545 | * This probably belongs in arch.h, but there really doesn't appear to |
… | |
… | |
446 | * object and pointers. This structure should get removed, and just replaced |
547 | * object and pointers. This structure should get removed, and just replaced |
447 | * by the object structure |
548 | * by the object structure |
448 | */ |
549 | */ |
449 | |
550 | |
450 | INTERFACE_CLASS (archetype) |
551 | INTERFACE_CLASS (archetype) |
451 | struct archetype : zero_initialised, attachable |
552 | struct archetype : object |
452 | { |
553 | { |
453 | archetype (); |
554 | archetype (const char *name); |
454 | ~archetype (); |
555 | ~archetype (); |
455 | void gather_callbacks (AV *&callbacks, event_type event) const; |
556 | void gather_callbacks (AV *&callbacks, event_type event) const; |
456 | |
557 | |
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558 | static archetype *read (object_thawer &f); |
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559 | static archetype *get (const char *name); // find or create |
457 | static archetype *find (const char *arch); |
560 | static archetype *find (const char *name); |
458 | |
561 | |
459 | void hash_add (); // add to hashtable |
562 | void link (); |
460 | void hash_del (); // remove from hashtable |
563 | void unlink (); |
461 | |
564 | |
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565 | object_vector_index ACC (RW, archid); // index in archvector |
462 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
566 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
463 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
567 | bool ACC (RW, stub); // if true, this is an invalid archetype |
464 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
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465 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
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466 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
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467 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
568 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
468 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
569 | |
469 | * in comparison to the head. |
570 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
470 | */ |
571 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
471 | }; |
572 | }; |
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573 | |
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574 | inline void |
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575 | object_freezer::put (keyword k, archetype *v) |
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576 | { |
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577 | put (k, v ? &v->archname : (const char *)0); |
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578 | } |
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579 | |
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580 | typedef object_vector<object, &object::index > objectvec; |
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581 | typedef object_vector<object, &object::active> activevec; |
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582 | typedef object_vector<archetype, &archetype::archid> archvec; |
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583 | |
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584 | extern objectvec objects; |
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585 | extern activevec actives; |
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586 | extern archvec archetypes; |
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587 | |
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588 | #define for_all_objects(var) \ |
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589 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
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590 | statementvar (object *, var, objects [_i]) |
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591 | |
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592 | #define for_all_actives(var) \ |
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593 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
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594 | statementvar (object *, var, actives [_i]) |
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595 | |
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596 | #define for_all_archetypes(var) \ |
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597 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
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598 | statementvar (archetype *, var, archetypes [_i]) |
472 | |
599 | |
473 | /* Used by update_object to know if the object being passed is |
600 | /* Used by update_object to know if the object being passed is |
474 | * being added or removed. |
601 | * being added or removed. |
475 | */ |
602 | */ |
476 | #define UP_OBJ_INSERT 1 |
603 | #define UP_OBJ_INSERT 1 |
… | |
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510 | #define INS_NO_WALK_ON 0x0004 |
637 | #define INS_NO_WALK_ON 0x0004 |
511 | #define INS_ON_TOP 0x0008 |
638 | #define INS_ON_TOP 0x0008 |
512 | #define INS_BELOW_ORIGINATOR 0x0010 |
639 | #define INS_BELOW_ORIGINATOR 0x0010 |
513 | #define INS_MAP_LOAD 0x0020 |
640 | #define INS_MAP_LOAD 0x0020 |
514 | |
641 | |
515 | #define ARCH_SINGULARITY "singularity" |
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516 | #define ARCH_SINGULARITY_LEN 11 |
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517 | #define ARCH_DETECT_MAGIC "detect_magic" |
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518 | #define ARCH_DEPLETION "depletion" |
642 | #define ARCH_DEPLETION "depletion" |
519 | #define ARCH_SYMPTOM "symptom" |
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520 | |
643 | |
521 | #endif |
644 | #endif |
522 | |
645 | |