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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; |
93 | INTERFACE_CLASS (object) |
94 | typedef refptr<archetype> arch_ptr; |
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95 | |
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96 | // these are not being copied |
94 | // these are being copied |
97 | ACC_CLASS (object) |
95 | struct object_copy : attachable |
98 | struct object_keep : refcounted |
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99 | { |
96 | { |
100 | /* These variables are not changed by ->copy_to */ |
97 | typedef bitset<NUM_FLAGS> flags_t; |
101 | |
98 | |
102 | tag_t ACC (RW, count); /* Generation count for this object */ |
99 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
103 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
100 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
104 | |
101 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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 |
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129 | struct object_copy : attachable<object> |
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130 | { |
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131 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
102 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
132 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
103 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
133 | shstr ACC (RW, title); /* Of foo, etc */ |
104 | shstr ACC (RW, title); /* Of foo, etc */ |
134 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
105 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
135 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
106 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
136 | /* If this is an exit, this is the filename */ |
107 | /* If this is an exit, this is the filename */ |
137 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
108 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
138 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
109 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
139 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
110 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
140 | /* To get put into books and the like. */ |
111 | /* To get put into books and the like. */ |
141 | shstr ACC (RW, materialname); /* specific material name */ |
112 | shstr ACC (RW, materialname); /* specific material name */ |
142 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
113 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
143 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
114 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
144 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
115 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
145 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
116 | 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 */ |
117 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
147 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
118 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
148 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
119 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
149 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
120 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
150 | }; |
121 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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122 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
151 | |
123 | |
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 */ |
124 | New_Face *ACC (RW, face); /* Face with colors */ |
156 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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157 | float ACC (RW, speed); /* The overall speed of this object */ |
125 | 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 */ |
126 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
159 | uint32 ACC (RW, nrof); /* How many of the objects */ |
127 | uint32 ACC (RW, nrof); /* How many of the objects */ |
160 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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161 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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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 pod/objects.pod 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 */ |
202 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
168 | |
203 | /* allows different movement patterns for attackers */ |
169 | /* allows different movement patterns for attackers */ |
204 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
170 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
205 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
171 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
206 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
172 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
207 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
173 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
208 | /* races/classes can need less/more exp to gain levels */ |
174 | /* races/classes can need less/more exp to gain levels */ |
209 | |
175 | |
210 | /* Spell related information, may be useful elsewhere |
176 | /* Spell related information, may be useful elsewhere |
211 | * Note that other fields are used - these files are basically |
177 | * Note that other fields are used - these files are basically |
212 | * only used in spells. |
178 | * only used in spells. |
213 | */ |
179 | */ |
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216 | uint16 ACC (RW, start_holding); |
182 | uint16 ACC (RW, start_holding); |
217 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
183 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
218 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
184 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
219 | sint8 ACC (RW, range); /* Range of the spell */ |
185 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
186 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
221 | char *ACC (RW, spellarg); |
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222 | |
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223 | /* Following are values used by any object */ |
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224 | /* this objects turns into or what this object creates */ |
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225 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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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. */ |
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229 | std::bitset<NUM_FLAGS> flags; /* various flags */ |
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230 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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231 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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232 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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233 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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234 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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235 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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236 | |
187 | |
237 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
188 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
238 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
189 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
239 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
190 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
240 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
191 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
241 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
192 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
242 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
193 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
243 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
194 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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195 | |
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196 | char *ACC (RW, spellarg); |
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197 | |
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198 | /* Following are values used by any object */ |
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199 | /* this objects turns into or what this object creates */ |
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200 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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201 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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202 | flags_t flag; /* various flags */ |
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203 | #if FOR_PERL |
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204 | bool ACC (RW, flag[NUM_FLAGS]); |
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205 | #endif |
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206 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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207 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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208 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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209 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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210 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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211 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
244 | }; |
212 | }; |
245 | |
213 | |
246 | struct object : zero_initialised, object_keep, object_copy, object_pod |
214 | struct object : zero_initialised, object_copy |
247 | { |
215 | { |
248 | typedef unordered_vector<object *> vector; |
216 | typedef unordered_vector<object *> vector; |
249 | |
217 | |
250 | static vector mortals; |
218 | // These variables are not changed by ->copy_to |
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219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
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220 | |
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221 | tag_t ACC (RW, count); /* Generation count for this object */ |
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222 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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223 | |
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224 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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225 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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226 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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227 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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228 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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229 | /* so that the entire object list does not */ |
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230 | /* need to be gone through. */ |
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231 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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232 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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233 | /* Note: stacked in the *same* environment */ |
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234 | object *inv; /* Pointer to the first object in the inventory */ |
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235 | object *ACC (RW, container); /* Current container being used. I think this |
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236 | * is only used by the player right now. |
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237 | */ |
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238 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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239 | * This is typically the container that the object is in. |
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240 | */ |
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241 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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242 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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243 | client_container *seen_by; // seen by which player/container currently? |
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244 | |
251 | static vector active; // active objects, not yet used |
245 | //static vector active_list; // active objects, not yet used |
252 | static vector objects; // not used yet, use first->next->... |
246 | //static vector object_list; // not used yet, use first->next->... |
253 | static object *first; // will be replaced by "objects" |
247 | static object *first; // will be replaced by "objects" |
254 | |
248 | |
255 | static object *create (); |
249 | MTH static object *create (); |
256 | void copy_to (object *dst); |
250 | MTH void copy_to (object *dst); |
257 | object *clone (); // create + copy_to |
251 | MTH object *clone (); // create + copy_to |
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252 | void do_destroy (); |
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253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
258 | void destroy (bool destroy_inventory = false); |
254 | MTH void destroy (bool destroy_inventory = false); |
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255 | |
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256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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257 | MTH void destroy_inv (bool drop_to_ground = false); |
259 | void remove (); |
258 | MTH void remove (); |
260 | object *insert (object *item); // insert into inventory |
259 | MTH object *insert (object *item); // insert into inventory |
261 | |
260 | |
262 | static void free_mortals (); |
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263 | static bool can_merge_slow (object *op1, object *op2); |
261 | static bool can_merge_slow (object *op1, object *op2); |
264 | |
262 | |
265 | // this is often used in time-critical code, so optimise |
263 | // this is often used in time-critical code, so optimise |
266 | static bool can_merge (object *op1, object *op2) |
264 | MTH static bool can_merge (object *op1, object *op2) |
267 | { |
265 | { |
268 | return op1->value == op2->value |
266 | return op1->value == op2->value |
269 | && op1->name == op2->name |
267 | && op1->name == op2->name |
270 | && can_merge_slow (op1, op2); |
268 | && can_merge_slow (op1, op2); |
271 | } |
269 | } |
272 | |
270 | |
273 | void clear (); |
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274 | |
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275 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
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276 | |
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277 | void set_owner (object *owner); |
271 | MTH void set_owner (object *owner); |
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272 | MTH void set_speed (float speed); |
278 | |
273 | |
279 | void instantiate () |
274 | MTH void instantiate () |
280 | { |
275 | { |
281 | if (!uuid.seq) // HACK |
276 | if (!uuid.seq) // HACK |
282 | uuid = gen_uuid (); |
277 | uuid = gen_uuid (); |
283 | |
278 | |
284 | attachable<object>::instantiate (); |
279 | attachable::instantiate (); |
285 | } |
280 | } |
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281 | |
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282 | // recalculate all stats |
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283 | MTH void update_stats (); |
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284 | MTH void roll_stats (); |
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285 | MTH void swap_stats (int a, int b); |
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286 | MTH void add_statbonus (); |
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287 | MTH void remove_statbonus (); |
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288 | MTH void drain_stat (); |
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289 | MTH void drain_specific_stat (int deplete_stats); |
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290 | MTH void change_luck (int value); |
286 | |
291 | |
287 | // info must hold 256 * 3 bytes currently |
292 | // info must hold 256 * 3 bytes currently |
288 | const char *debug_desc (char *info) const; |
293 | const char *debug_desc (char *info) const; |
289 | const char *debug_desc () const; |
294 | MTH const char *debug_desc () const; |
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295 | const char *flag_desc (char *desc, int len) const; |
290 | |
296 | |
291 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
292 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
298 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
293 | || type == CLOAK || type == BOOTS || type == GLOVES |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
294 | || type == BRACERS || type == GIRDLE; } |
300 | || type == BRACERS || type == GIRDLE; } |
295 | bool is_alive () const { return (type == PLAYER |
301 | MTH bool is_alive () const { return (type == PLAYER |
296 | || flags [FLAG_MONSTER] |
302 | || flag [FLAG_MONSTER] |
297 | || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) |
303 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
298 | && !flags [FLAG_IS_A_TEMPLATE]; } |
304 | && !flag [FLAG_IS_A_TEMPLATE]; } |
299 | bool is_arrow () const { return type == ARROW |
305 | MTH bool is_arrow () const { return type == ARROW |
300 | || (type == SPELL_EFFECT |
306 | || (type == SPELL_EFFECT |
301 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
307 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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308 | |
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309 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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310 | |
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311 | // temporary: wether the object can be saved in a map file |
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312 | // contr => is a player |
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313 | // head => only save head of a multitile object |
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314 | // owner => can not reference owner yet |
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315 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
302 | |
316 | |
303 | /* This return true if object has still randomitems which |
317 | /* This return true if object has still randomitems which |
304 | * could be expanded. |
318 | * could be expanded. |
305 | */ |
319 | */ |
306 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
320 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
307 | |
321 | |
308 | // returns the player that has this object in his inventory, or 0 |
322 | // returns the player that has this object in his inventory, or 0 |
309 | object *in_player () const |
323 | MTH object *in_player () const |
310 | { |
324 | { |
311 | for (object *op = env; op; op = op->env) |
325 | for (object *op = env; op; op = op->env) |
312 | if (op->type == PLAYER) |
326 | if (op->type == PLAYER) |
313 | return op; |
327 | return op; |
314 | |
328 | |
315 | return 0; |
329 | return 0; |
316 | } |
330 | } |
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331 | |
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332 | // "temporary" helper function |
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333 | MTH object *head_ () |
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334 | { |
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335 | return head ? head : this; |
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336 | } |
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337 | |
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338 | // insert object at same map position as 'where' |
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339 | // handles both inventory and map "positions" |
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340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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341 | |
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342 | MTH bool active () const; |
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343 | MTH void activate (); |
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344 | MTH void deactivate (); |
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345 | MTH void activate_recursive (); |
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346 | MTH void deactivate_recursive (); |
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347 | |
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348 | // set the givne flag on all objects in the inventory recursively |
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349 | MTH void set_flag_inv (int flag, int value = 1); |
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350 | |
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351 | void enter_exit (object *exit);//PERL |
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352 | MTH void enter_map (maptile *newmap, int x, int y); |
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353 | |
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354 | // returns the mapspace this object is in |
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355 | mapspace &ms () const; |
317 | |
356 | |
318 | // fully recursive iterator |
357 | // fully recursive iterator |
319 | struct iterator_base |
358 | struct iterator_base |
320 | { |
359 | { |
321 | object *item; |
360 | object *item; |
… | |
… | |
328 | operator object *() const { return item; } |
367 | operator object *() const { return item; } |
329 | |
368 | |
330 | object *operator ->() const { return item; } |
369 | object *operator ->() const { return item; } |
331 | object &operator * () const { return *item; } |
370 | object &operator * () const { return *item; } |
332 | }; |
371 | }; |
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372 | |
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373 | MTH unsigned int random_seed () const |
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374 | { |
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375 | return (unsigned int)uuid.seq; |
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376 | } |
333 | |
377 | |
334 | // depth-first recursive iterator |
378 | // depth-first recursive iterator |
335 | struct depth_iterator : iterator_base |
379 | struct depth_iterator : iterator_base |
336 | { |
380 | { |
337 | depth_iterator (object *container); |
381 | depth_iterator (object *container); |
… | |
… | |
380 | * be much left in the archetype - all it really is is a holder for the |
424 | * be much left in the archetype - all it really is is a holder for the |
381 | * object and pointers. This structure should get removed, and just replaced |
425 | * object and pointers. This structure should get removed, and just replaced |
382 | * by the object structure |
426 | * by the object structure |
383 | */ |
427 | */ |
384 | |
428 | |
385 | ACC_CLASS (archetype) |
429 | INTERFACE_CLASS (archetype) |
386 | struct archetype : zero_initialised, refcounted |
430 | struct archetype : zero_initialised, attachable |
387 | { |
431 | { |
388 | archetype (); |
432 | archetype (); |
389 | ~archetype (); |
433 | ~archetype (); |
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434 | void gather_callbacks (AV *&callbacks, event_type event) const; |
390 | |
435 | |
391 | static archetype *find (const char *arch); |
436 | static archetype *find (const char *arch); |
392 | |
437 | |
393 | void hash_add (); // add to hastable |
438 | void hash_add (); // add to hashtable |
394 | void hash_del (); // remove from hashtable |
439 | void hash_del (); // remove from hashtable |
395 | |
440 | |
396 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
441 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
397 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
442 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
398 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
443 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |