… | |
… | |
16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
25 | #define OBJECT_H |
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26 | |
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27 | #include <bitset> |
26 | |
28 | |
27 | #include "cfperl.h" |
29 | #include "cfperl.h" |
28 | #include "shstr.h" |
30 | #include "shstr.h" |
29 | |
31 | |
30 | typedef uint32 tag_t; |
32 | typedef uint32 tag_t; |
… | |
… | |
56 | { |
58 | { |
57 | key_value *next; |
59 | key_value *next; |
58 | shstr key, value; |
60 | shstr key, value; |
59 | }; |
61 | }; |
60 | |
62 | |
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63 | struct UUID |
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64 | { |
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65 | uint64 seq; |
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66 | |
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67 | UUID () { } |
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68 | UUID (uint64 seq) : seq(seq) { } |
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69 | operator uint64() { return seq; } |
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70 | void operator =(uint64 seq) { this->seq = seq; } |
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71 | }; |
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72 | |
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73 | extern void init_uuid (); |
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74 | extern UUID gen_uuid (); |
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75 | extern const uint64 UUID_SKIP; |
61 | |
76 | |
62 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
77 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
63 | * sprinkled in the code. Note that some of these also replace fields |
78 | * sprinkled in the code. Note that some of these also replace fields |
64 | * that were in the can_apply area. What is the point of having both |
79 | * that were in the can_apply area. What is the point of having both |
65 | * can_apply and will_apply? |
80 | * can_apply and will_apply? |
… | |
… | |
68 | #define WILL_APPLY_TREASURE 0x02 |
83 | #define WILL_APPLY_TREASURE 0x02 |
69 | #define WILL_APPLY_EARTHWALL 0x04 |
84 | #define WILL_APPLY_EARTHWALL 0x04 |
70 | #define WILL_APPLY_DOOR 0x08 |
85 | #define WILL_APPLY_DOOR 0x08 |
71 | #define WILL_APPLY_FOOD 0x10 |
86 | #define WILL_APPLY_FOOD 0x10 |
72 | |
87 | |
73 | |
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74 | /* 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 |
75 | * 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, |
76 | * e.g. copy_object. |
90 | * e.g. ->copy_to () |
77 | */ |
91 | */ |
78 | |
92 | |
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93 | INTERFACE_CLASS (object) |
79 | // these are not being copied |
94 | // these are being copied |
80 | ACC_CLASS (object) |
95 | struct object_copy : attachable |
81 | struct object_keep : refcounted |
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82 | { |
96 | { |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
97 | typedef bitset<NUM_FLAGS> flags_t; |
84 | |
98 | |
85 | /* These variables are not changed by copy_object() */ |
99 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
86 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
100 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
87 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
101 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
88 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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89 | struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
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90 | struct object *ACC (RW, active_prev); /* List. This is used in process_events */ |
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91 | /* so that the entire object list does not */ |
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92 | /* need to be gone through. */ |
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93 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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94 | struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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95 | /* Note: stacked in the *same* environment */ |
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96 | struct object *inv; /* Pointer to the first object in the inventory */ |
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97 | struct object *ACC (RW, container); /* Current container being used. I think this |
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98 | * is only used by the player right now. |
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99 | */ |
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100 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
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101 | * This is typically the container that the object is in. |
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102 | */ |
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103 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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104 | struct object *ACC (RW, head); /* Points to the main object of a large body */ |
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105 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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106 | }; |
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107 | |
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108 | // these are being copied |
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109 | struct object_copy : attachable<object> |
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110 | { |
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111 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
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112 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
102 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
113 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
103 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
114 | shstr ACC (RW, title); /* Of foo, etc */ |
104 | shstr ACC (RW, title); /* Of foo, etc */ |
115 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
105 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
116 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
106 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
117 | /* If this is an exit, this is the filename */ |
107 | /* If this is an exit, this is the filename */ |
118 | 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 */ |
119 | 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 */ |
120 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
110 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
121 | /* To get put into books and the like. */ |
111 | /* To get put into books and the like. */ |
122 | shstr ACC (RW, materialname); /* specific material name */ |
112 | shstr ACC (RW, materialname); /* specific material name */ |
123 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
113 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
124 | }; |
114 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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115 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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116 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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117 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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118 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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119 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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120 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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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 */ |
125 | |
123 | |
126 | // these are being copied and also cleared |
124 | New_Face *ACC (RW, face); /* Face with colors */ |
127 | struct object_pod |
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128 | { |
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129 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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130 | float ACC (RW, speed); /* The overall speed of this object */ |
125 | float ACC (RW, speed); /* The overall speed of this object */ |
131 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
126 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
132 | uint32 ACC (RW, nrof); /* How many of the objects */ |
127 | uint32 ACC (RW, nrof); /* How many of the objects */ |
133 | New_Face *ACC (RW, face); /* Face with colors */ |
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134 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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135 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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136 | |
128 | |
137 | /* This next big block are basically used for monsters and equipment */ |
129 | /* This next big block are basically used for monsters and equipment */ |
138 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
139 | uint8 ACC (RW, subtype); /* subtype of object */ |
131 | uint8 ACC (RW, subtype); /* subtype of object */ |
140 | 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 */ |
141 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
133 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
142 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
143 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
144 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
145 | 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 */ |
146 | uint16 ACC (RW, material); /* What materials this object consist of */ |
138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
147 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
139 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
148 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
140 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
149 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
141 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
150 | /* Note that the last_.. values are sometimes used for non obvious |
142 | /* Note that the last_.. values are sometimes used for non obvious |
151 | * meanings by some objects, eg, sp penalty, permanent exp. |
143 | * meanings by some objects, eg, sp penalty, permanent exp. |
152 | */ |
144 | */ |
153 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
145 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
… | |
… | |
156 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
148 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
157 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
149 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
158 | sint16 ACC (RW, level); /* Level of creature or object */ |
150 | sint16 ACC (RW, level); /* Level of creature or object */ |
159 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
151 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
160 | sint8 ACC (RW, item_power); /* power rating of the object */ |
152 | sint8 ACC (RW, item_power); /* power rating of the object */ |
161 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
153 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
162 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
154 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
163 | sint32 ACC (RW, weight); /* Attributes of the object */ |
155 | sint32 ACC (RW, weight); /* Attributes of the object */ |
164 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
156 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
165 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
157 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
166 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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167 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
158 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
168 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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169 | uint32 ACC (RW, weapontype); /* type of weapon */ |
159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
170 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
171 | 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 */ |
172 | 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 */ |
173 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
174 | /* See the doc/Developers/objects for more info about body locations */ |
164 | /* See the pod/objects.pod for more info about body locations */ |
175 | |
165 | |
176 | /* Following mostly refers to fields only used for monsters */ |
166 | /* Following mostly refers to fields only used for monsters */ |
177 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
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178 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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179 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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180 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
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181 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
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182 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
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183 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
184 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
168 | |
185 | /* allows different movement patterns for attackers */ |
169 | /* allows different movement patterns for attackers */ |
186 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
170 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
187 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
171 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
188 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
172 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
189 | struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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190 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
173 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
191 | /* races/classes can need less/more exp to gain levels */ |
174 | /* races/classes can need less/more exp to gain levels */ |
192 | |
175 | |
193 | /* Spell related information, may be useful elsewhere |
176 | /* Spell related information, may be useful elsewhere |
194 | * Note that other fields are used - these files are basically |
177 | * Note that other fields are used - these files are basically |
195 | * only used in spells. |
178 | * only used in spells. |
196 | */ |
179 | */ |
197 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
180 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
198 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
181 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
199 | uint16 ACC (RW, start_holding); |
182 | uint16 ACC (RW, start_holding); |
200 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
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201 | char *ACC (RW, spellarg); |
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202 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
183 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
203 | 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 */ |
204 | sint8 ACC (RW, range); /* Range of the spell */ |
185 | sint8 ACC (RW, range); /* Range of the spell */ |
205 | 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 */ |
206 | |
187 | |
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188 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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189 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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190 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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191 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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192 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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193 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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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 | |
207 | /* Following are values used by any object */ |
198 | /* Following are values used by any object */ |
208 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
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209 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
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210 | /* this objects turns into or what this object creates */ |
199 | /* this objects turns into or what this object creates */ |
211 | uint32 flags[4]; /* various flags */ |
200 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
212 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
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213 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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214 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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215 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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216 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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217 | |
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218 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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219 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
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220 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
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221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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222 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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224 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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225 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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 */ |
226 | }; |
212 | }; |
227 | |
213 | |
228 | struct object : zero_initialised, object_keep, object_copy, object_pod |
214 | struct object : zero_initialised, object_copy |
229 | { |
215 | { |
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216 | typedef unordered_vector<object *> vector; |
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217 | |
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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 | |
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245 | static vector active; // active objects, not yet used |
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246 | static vector objects; // not used yet, use first->next->... |
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247 | static object *first; // will be replaced by "objects" |
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248 | |
230 | static object *create (); |
249 | MTH static object *create (); |
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250 | MTH void copy_to (object *dst); |
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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; |
231 | void free (bool free_inventory = false); |
254 | MTH void destroy (bool destroy_inventory = false); |
232 | |
255 | |
233 | static void free_mortals (); |
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); |
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258 | MTH void remove (); |
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259 | MTH object *insert (object *item); // insert into inventory |
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260 | |
234 | static bool can_merge (object *op1, object *op2); |
261 | static bool can_merge_slow (object *op1, object *op2); |
235 | |
262 | |
236 | void clear (); |
263 | // this is often used in time-critical code, so optimise |
237 | void clone (object *destination); |
264 | MTH static bool can_merge (object *op1, object *op2) |
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265 | { |
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266 | return op1->value == op2->value |
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267 | && op1->name == op2->name |
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268 | && can_merge_slow (op1, op2); |
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269 | } |
238 | |
270 | |
239 | void set_owner (object *owner); |
271 | MTH void set_owner (object *owner); |
240 | object *get_owner (); |
272 | MTH void set_speed (float speed); |
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273 | |
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274 | MTH void instantiate () |
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275 | { |
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276 | if (!uuid.seq) // HACK |
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277 | uuid = gen_uuid (); |
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278 | |
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279 | attachable::instantiate (); |
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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); |
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291 | |
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292 | // info must hold 256 * 3 bytes currently |
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293 | const char *debug_desc (char *info) const; |
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294 | MTH const char *debug_desc () const; |
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295 | const char *object::flag_desc (char *desc, int len) const; |
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296 | |
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297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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298 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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299 | || type == CLOAK || type == BOOTS || type == GLOVES |
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300 | || type == BRACERS || type == GIRDLE; } |
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301 | MTH bool is_alive () const { return (type == PLAYER |
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302 | || flag [FLAG_MONSTER] |
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303 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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304 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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305 | MTH bool is_arrow () const { return type == ARROW |
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306 | || (type == SPELL_EFFECT |
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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 objetc 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; } |
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316 | |
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317 | /* This return true if object has still randomitems which |
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318 | * could be expanded. |
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319 | */ |
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320 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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321 | |
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322 | // returns the player that has this object in his inventory, or 0 |
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323 | MTH object *in_player () const |
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324 | { |
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325 | for (object *op = env; op; op = op->env) |
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326 | if (op->type == PLAYER) |
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327 | return op; |
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328 | |
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329 | return 0; |
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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 void activate (bool recursive = true); |
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343 | MTH void deactivate (bool recursive = true); |
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344 | |
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345 | void enter_exit (object *exit);//PERL |
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346 | MTH void enter_map (maptile *newmap, int x, int y); |
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347 | |
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348 | // returns the mapspace this object is in |
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349 | mapspace &ms () const; |
241 | |
350 | |
242 | // fully recursive iterator |
351 | // fully recursive iterator |
243 | struct iterator_base |
352 | struct iterator_base |
244 | { |
353 | { |
245 | object *item; |
354 | object *item; |
246 | |
355 | |
247 | iterator_base (object *item) |
356 | iterator_base (object *container) |
248 | : item(item) |
357 | : item (container) |
249 | { |
358 | { |
250 | } |
359 | } |
251 | |
360 | |
252 | operator object *() const { return item; } |
361 | operator object *() const { return item; } |
253 | |
362 | |
254 | object *operator ->() const { return item; } |
363 | object *operator ->() const { return item; } |
255 | object &operator * () const { return *item; } |
364 | object &operator * () const { return *item; } |
256 | }; |
365 | }; |
257 | |
366 | |
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367 | // depth-first recursive iterator |
258 | struct deep_iterator : iterator_base |
368 | struct depth_iterator : iterator_base |
259 | { |
369 | { |
260 | deep_iterator (object *op) : iterator_base (op) { } |
370 | depth_iterator (object *container); |
261 | |
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262 | void next (); |
371 | void next (); |
263 | object *operator ++( ) { next (); return item; } |
372 | object *operator ++( ) { next (); return item; } |
264 | object *operator ++(int) { object *i = item; next (); return i; } |
373 | object *operator ++(int) { object *i = item; next (); return i; } |
265 | }; |
374 | }; |
266 | |
375 | |
267 | object *begin () |
376 | object *begin () |
268 | { |
377 | { |
269 | return this->inv ? this->inv : end (); |
378 | return this; |
270 | } |
379 | } |
271 | |
380 | |
272 | object *end () |
381 | object *end () |
273 | { |
382 | { |
274 | return this->below; |
383 | return this; |
275 | } |
384 | } |
276 | |
385 | |
277 | protected: |
386 | protected: |
278 | friend struct archetype; |
387 | friend struct archetype; |
279 | |
388 | |
… | |
… | |
282 | |
391 | |
283 | object (); |
392 | object (); |
284 | ~object (); |
393 | ~object (); |
285 | }; |
394 | }; |
286 | |
395 | |
287 | #define get_object() object::create () |
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288 | #define free_object(op) (op)->free (0) |
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289 | #define free_object2(op, free_inv) (op)->free (free_inv) |
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290 | #define clear_owner(op) (op)->owner = 0 |
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291 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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292 | #define clear_object(op) (op)->clear () |
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293 | |
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294 | static inline object * |
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295 | get_owner (object *op) |
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296 | { |
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297 | return op->get_owner (); |
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298 | } |
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299 | |
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300 | static inline void |
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301 | set_owner (object *op, object *owner) |
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302 | { |
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303 | op->set_owner (owner); |
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304 | } |
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305 | |
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306 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
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307 | |
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308 | typedef struct oblnk |
396 | typedef struct oblnk |
309 | { /* Used to link together several objects */ |
397 | { /* Used to link together several objects */ |
310 | object *ob; |
398 | object_ptr ob; |
311 | struct oblnk *next; |
399 | struct oblnk *next; |
312 | tag_t id; |
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313 | } objectlink; |
400 | } objectlink; |
314 | |
401 | |
315 | typedef struct oblinkpt |
402 | typedef struct oblinkpt |
316 | { /* Used to link together several object links */ |
403 | { /* Used to link together several object links */ |
317 | struct oblnk *link; |
404 | struct oblnk *link; |
… | |
… | |
326 | * be much left in the archetype - all it really is is a holder for the |
413 | * be much left in the archetype - all it really is is a holder for the |
327 | * object and pointers. This structure should get removed, and just replaced |
414 | * object and pointers. This structure should get removed, and just replaced |
328 | * by the object structure |
415 | * by the object structure |
329 | */ |
416 | */ |
330 | |
417 | |
331 | ACC_CLASS(archetype) |
418 | INTERFACE_CLASS (archetype) |
332 | struct archetype : zero_initialised |
419 | struct archetype : zero_initialised, attachable |
333 | { |
420 | { |
334 | archetype (); |
421 | archetype (); |
335 | ~archetype (); |
422 | ~archetype (); |
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423 | void gather_callbacks (AV *&callbacks, event_type event) const; |
336 | |
424 | |
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425 | static archetype *find (const char *arch); |
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426 | |
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427 | void hash_add (); // add to hashtable |
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428 | void hash_del (); // remove from hashtable |
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429 | |
337 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
430 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
338 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
431 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
339 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
432 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
340 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
433 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
341 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
434 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
342 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
435 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
343 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
436 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
344 | * in comparison to the head. |
437 | * in comparison to the head. |
345 | */ |
438 | */ |
346 | }; |
439 | }; |
347 | |
440 | |
348 | extern object *objects; |
441 | extern object *objects; |
349 | extern object *active_objects; |
442 | extern object *active_objects; |
350 | |
443 | |
351 | extern int nrofallocobjects; |
444 | extern int nrofallocobjects; |
352 | |
445 | |
353 | /* This returns TRUE if the object is something that |
446 | /* This returns TRUE if the object is something that |
354 | * should be displayed in the look window |
447 | * should be displayed in the look window |
355 | */ |
448 | */ |
356 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
449 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
357 | |
450 | |
358 | /* Used by update_object to know if the object being passed is |
451 | /* Used by update_object to know if the object being passed is |
359 | * being added or removed. |
452 | * being added or removed. |
360 | */ |
453 | */ |
361 | #define UP_OBJ_INSERT 1 |
454 | #define UP_OBJ_INSERT 1 |
… | |
… | |
402 | #define ARCH_DETECT_MAGIC "detect_magic" |
495 | #define ARCH_DETECT_MAGIC "detect_magic" |
403 | #define ARCH_DEPLETION "depletion" |
496 | #define ARCH_DEPLETION "depletion" |
404 | #define ARCH_SYMPTOM "symptom" |
497 | #define ARCH_SYMPTOM "symptom" |
405 | |
498 | |
406 | #endif |
499 | #endif |
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500 | |