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88 | /* However, if you're keeping a pointer of some sort, you probably |
88 | /* However, if you're keeping a pointer of some sort, you probably |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
90 | * e.g. ->copy_to () |
90 | * e.g. ->copy_to () |
91 | */ |
91 | */ |
92 | |
92 | |
93 | typedef refptr<object> object_ptr; |
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94 | typedef refptr<archetype> arch_ptr; |
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95 | |
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96 | // these are not being copied |
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97 | ACC_CLASS (object) |
93 | ACC_CLASS (object) |
98 | struct object_keep : refcounted |
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99 | { |
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100 | /* These variables are not changed by ->copy_to */ |
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101 | |
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102 | tag_t ACC (RW, count); /* Generation count for this object */ |
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103 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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104 | |
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105 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
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106 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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107 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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108 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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109 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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110 | /* so that the entire object list does not */ |
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111 | /* need to be gone through. */ |
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112 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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113 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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114 | /* Note: stacked in the *same* environment */ |
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115 | object *inv; /* Pointer to the first object in the inventory */ |
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116 | object *ACC (RW, container); /* Current container being used. I think this |
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117 | * is only used by the player right now. |
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118 | */ |
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119 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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120 | * This is typically the container that the object is in. |
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121 | */ |
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122 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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123 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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124 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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125 | client_container *seen_by; // seen by which player/container currently? |
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126 | }; |
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127 | |
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128 | // these are being copied |
94 | // these are being copied |
129 | struct object_copy : attachable<object> |
95 | struct object_copy |
130 | { |
96 | { |
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97 | typedef bitset<NUM_FLAGS> flags_t; |
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98 | |
131 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
99 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
132 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
100 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
133 | shstr ACC (RW, title); /* Of foo, etc */ |
101 | shstr ACC (RW, title); /* Of foo, etc */ |
134 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
102 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
135 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
103 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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145 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
113 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
146 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
114 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
147 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
115 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
148 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
116 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
149 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
117 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
150 | }; |
118 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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119 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
151 | |
120 | |
152 | // these are being copied and also cleared |
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153 | struct object_pod |
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154 | { |
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155 | New_Face *ACC (RW, face); /* Face with colors */ |
121 | New_Face *ACC (RW, face); /* Face with colors */ |
156 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
122 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
157 | float ACC (RW, speed); /* The overall speed of this object */ |
123 | float ACC (RW, speed); /* The overall speed of this object */ |
158 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
124 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
159 | uint32 ACC (RW, nrof); /* How many of the objects */ |
125 | uint32 ACC (RW, nrof); /* How many of the objects */ |
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162 | |
128 | |
163 | /* This next big block are basically used for monsters and equipment */ |
129 | /* This next big block are basically used for monsters and equipment */ |
164 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
165 | uint8 ACC (RW, subtype); /* subtype of object */ |
131 | uint8 ACC (RW, subtype); /* subtype of object */ |
166 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
132 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
167 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
133 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
168 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
169 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
170 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
171 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
137 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
172 | uint16 ACC (RW, material); /* What materials this object consist of */ |
138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
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190 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
156 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
191 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
157 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
192 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
158 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
193 | uint32 ACC (RW, weapontype); /* type of weapon */ |
159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
194 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
195 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
161 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
196 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
162 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
197 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
198 | /* See the doc/Developers/objects for more info about body locations */ |
164 | /* See the doc/Developers/objects for more info about body locations */ |
199 | |
165 | |
200 | /* Following mostly refers to fields only used for monsters */ |
166 | /* Following mostly refers to fields only used for monsters */ |
201 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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221 | char *ACC (RW, spellarg); |
187 | char *ACC (RW, spellarg); |
222 | |
188 | |
223 | /* Following are values used by any object */ |
189 | /* Following are values used by any object */ |
224 | /* this objects turns into or what this object creates */ |
190 | /* this objects turns into or what this object creates */ |
225 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
191 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
226 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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227 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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228 | key_value *key_values; /* Fields not explictly known by the loader. */ |
192 | key_value *key_values; /* Fields not explictly known by the loader. */ |
229 | std::bitset<NUM_FLAGS> flags; /* various flags */ |
193 | flags_t flag; /* various flags */ |
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194 | #if FOR_PERL |
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195 | bool ACC (RW, flag[NUM_FLAGS]); |
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196 | #endif |
230 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
197 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
231 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
198 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
232 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
199 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
233 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
200 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
234 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
201 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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241 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
208 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
242 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
209 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
243 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
210 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
244 | }; |
211 | }; |
245 | |
212 | |
246 | struct object : zero_initialised, object_keep, object_copy, object_pod |
213 | struct object : zero_initialised, refcounted, attachable<object>, object_copy |
247 | { |
214 | { |
248 | typedef unordered_vector<object *> vector; |
215 | typedef unordered_vector<object *> vector; |
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216 | |
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217 | // These variables are not changed by ->copy_to |
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218 | |
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219 | tag_t ACC (RW, count); /* Generation count for this object */ |
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220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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221 | |
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222 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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223 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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224 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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225 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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226 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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227 | /* so that the entire object list does not */ |
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228 | /* need to be gone through. */ |
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229 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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230 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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231 | /* Note: stacked in the *same* environment */ |
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232 | object *inv; /* Pointer to the first object in the inventory */ |
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233 | object *ACC (RW, container); /* Current container being used. I think this |
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234 | * is only used by the player right now. |
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235 | */ |
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236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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237 | * This is typically the container that the object is in. |
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238 | */ |
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239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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241 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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242 | client_container *seen_by; // seen by which player/container currently? |
249 | |
243 | |
250 | static vector mortals; |
244 | static vector mortals; |
251 | static vector active; // active objects, not yet used |
245 | static vector active; // active objects, not yet used |
252 | static vector objects; // not used yet, use first->next->... |
246 | static vector objects; // not used yet, use first->next->... |
253 | static object *first; // will be replaced by "objects" |
247 | static object *first; // will be replaced by "objects" |
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268 | return op1->value == op2->value |
262 | return op1->value == op2->value |
269 | && op1->name == op2->name |
263 | && op1->name == op2->name |
270 | && can_merge_slow (op1, op2); |
264 | && can_merge_slow (op1, op2); |
271 | } |
265 | } |
272 | |
266 | |
273 | void clear (); |
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274 | |
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275 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
267 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
276 | |
268 | |
277 | void set_owner (object *owner); |
269 | void set_owner (object *owner); |
278 | |
270 | |
279 | void instantiate () |
271 | void instantiate () |
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281 | if (!uuid.seq) // HACK |
273 | if (!uuid.seq) // HACK |
282 | uuid = gen_uuid (); |
274 | uuid = gen_uuid (); |
283 | |
275 | |
284 | attachable<object>::instantiate (); |
276 | attachable<object>::instantiate (); |
285 | } |
277 | } |
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278 | |
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279 | // recalculate all stats |
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280 | void update_stats (); |
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281 | void roll_stats (); |
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282 | void swap_stats (int a, int b); |
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283 | void add_statbonus (); |
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284 | void remove_statbonus (); |
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285 | void drain_stat (); |
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286 | void drain_specific_stat (int deplete_stats); |
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287 | void change_luck (int value); |
286 | |
288 | |
287 | // info must hold 256 * 3 bytes currently |
289 | // info must hold 256 * 3 bytes currently |
288 | const char *debug_desc (char *info) const; |
290 | const char *debug_desc (char *info) const; |
289 | const char *debug_desc () const; |
291 | const char *debug_desc () const; |
290 | |
292 | |
291 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
293 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
292 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
294 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
293 | || type == CLOAK || type == BOOTS || type == GLOVES |
295 | || type == CLOAK || type == BOOTS || type == GLOVES |
294 | || type == BRACERS || type == GIRDLE; } |
296 | || type == BRACERS || type == GIRDLE; } |
295 | bool is_alive () const { return (type == PLAYER |
297 | bool is_alive () const { return (type == PLAYER |
296 | || flags [FLAG_MONSTER] |
298 | || flag [FLAG_MONSTER] |
297 | || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) |
299 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
298 | && !flags [FLAG_IS_A_TEMPLATE]; } |
300 | && !flag [FLAG_IS_A_TEMPLATE]; } |
299 | bool is_arrow () const { return type == ARROW |
301 | bool is_arrow () const { return type == ARROW |
300 | || (type == SPELL_EFFECT |
302 | || (type == SPELL_EFFECT |
301 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
303 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
302 | |
304 | |
303 | /* This return true if object has still randomitems which |
305 | /* This return true if object has still randomitems which |
304 | * could be expanded. |
306 | * could be expanded. |
305 | */ |
307 | */ |
306 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
308 | bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
307 | |
309 | |
308 | // returns the player that has this object in his inventory, or 0 |
310 | // returns the player that has this object in his inventory, or 0 |
309 | object *in_player () const |
311 | object *in_player () const |
310 | { |
312 | { |
311 | for (object *op = env; op; op = op->env) |
313 | for (object *op = env; op; op = op->env) |
312 | if (op->type == PLAYER) |
314 | if (op->type == PLAYER) |
313 | return op; |
315 | return op; |
314 | |
316 | |
315 | return 0; |
317 | return 0; |
316 | } |
318 | } |
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319 | |
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320 | // returns the mapspace this object is in |
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321 | mapspace &ms () const; |
317 | |
322 | |
318 | // fully recursive iterator |
323 | // fully recursive iterator |
319 | struct iterator_base |
324 | struct iterator_base |
320 | { |
325 | { |
321 | object *item; |
326 | object *item; |