1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
26 | #define OBJECT_H |
26 | #define OBJECT_H |
27 | |
27 | |
28 | #include <bitset> |
28 | #include <bitset> |
… | |
… | |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
112 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
|
|
115 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
115 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
125 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
126 | facetile *ACC (RW, face); /* Face with colors */ |
126 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
130 | |
130 | /* This next big block are basically used for monsters and equipment */ |
131 | /* This next big block are basically used for monsters and equipment */ |
… | |
… | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
140 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
144 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
145 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | /* Note: stacked in the *same* environment */ |
230 | /* Note: stacked in the *same* environment */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
231 | object *inv; /* Pointer to the first object in the inventory */ |
231 | |
232 | |
232 | //TODO: container must move into client |
233 | //TODO: container must move into client |
233 | object *ACC (RW, container); /* Current container being used. I think this |
234 | object_ptr ACC (RW, container); /* Current container being used. I think this |
234 | * is only used by the player right now. |
235 | * is only used by the player right now. |
235 | */ |
236 | */ |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | * This is typically the container that the object is in. |
238 | * This is typically the container that the object is in. |
238 | */ |
239 | */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
240 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
241 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
241 | client_container *seen_by; // seen by which player/container currently? |
242 | client_container *seen_by; // seen by which player/container currently? |
242 | |
243 | |
243 | //static vector active_list; // active objects, not yet used |
244 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
244 | //static vector object_list; // not used yet, use first->next->... |
245 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
245 | static object *first; // will be replaced by "objects" |
246 | bool write (object_freezer &f); |
246 | |
247 | |
247 | MTH static object *create (); |
248 | MTH static object *create (); |
248 | MTH void copy_to (object *dst); |
249 | MTH void copy_to (object *dst); |
249 | MTH object *clone (); // create + copy_to |
250 | MTH object *clone (); // create + copy_to |
250 | void do_destroy (); |
251 | void do_destroy (); |
251 | void gather_callbacks (AV *&callbacks, event_type event) const; |
252 | void gather_callbacks (AV *&callbacks, event_type event) const; |
252 | MTH void destroy (bool destroy_inventory = false); |
253 | MTH void destroy (bool destroy_inventory = false); |
253 | |
254 | |
254 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
255 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
255 | MTH void destroy_inv (bool drop_to_ground = false); |
256 | MTH void destroy_inv (bool drop_to_ground = false); |
256 | MTH void remove (); |
|
|
257 | MTH object *insert (object *item); // insert into inventory |
257 | MTH object *insert (object *item); // insert into inventory |
|
|
258 | void do_remove (); |
|
|
259 | MTH void remove () |
|
|
260 | { |
|
|
261 | if (!flag [FLAG_REMOVED]) |
|
|
262 | do_remove (); |
|
|
263 | } |
258 | |
264 | |
259 | static bool can_merge_slow (object *op1, object *op2); |
265 | static bool can_merge_slow (object *op1, object *op2); |
260 | |
266 | |
261 | // this is often used in time-critical code, so optimise |
267 | // this is often used in time-critical code, so optimise |
262 | MTH static bool can_merge (object *op1, object *op2) |
268 | MTH static bool can_merge (object *op1, object *op2) |
… | |
… | |
267 | } |
273 | } |
268 | |
274 | |
269 | MTH void set_owner (object *owner); |
275 | MTH void set_owner (object *owner); |
270 | MTH void set_speed (float speed); |
276 | MTH void set_speed (float speed); |
271 | |
277 | |
|
|
278 | MTH void open_container (object *new_container); |
|
|
279 | MTH void close_container () |
|
|
280 | { |
|
|
281 | open_container (0); |
|
|
282 | } |
|
|
283 | |
272 | MTH void instantiate () |
284 | MTH void instantiate (); |
273 | { |
|
|
274 | if (!uuid.seq) // HACK |
|
|
275 | uuid = gen_uuid (); |
|
|
276 | |
|
|
277 | attachable::instantiate (); |
|
|
278 | } |
|
|
279 | |
285 | |
280 | // recalculate all stats |
286 | // recalculate all stats |
281 | MTH void update_stats (); |
287 | MTH void update_stats (); |
282 | MTH void roll_stats (); |
288 | MTH void roll_stats (); |
283 | MTH void swap_stats (int a, int b); |
289 | MTH void swap_stats (int a, int b); |
… | |
… | |
288 | MTH void change_luck (int value); |
294 | MTH void change_luck (int value); |
289 | |
295 | |
290 | // info must hold 256 * 3 bytes currently |
296 | // info must hold 256 * 3 bytes currently |
291 | const char *debug_desc (char *info) const; |
297 | const char *debug_desc (char *info) const; |
292 | MTH const char *debug_desc () const; |
298 | MTH const char *debug_desc () const; |
|
|
299 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
293 | const char *flag_desc (char *desc, int len) const; |
300 | const char *flag_desc (char *desc, int len) const; |
|
|
301 | |
|
|
302 | int number_of () const |
|
|
303 | { |
|
|
304 | return nrof ? nrof : 1; |
|
|
305 | } |
|
|
306 | |
|
|
307 | uint64 total_weight () const |
|
|
308 | { |
|
|
309 | return weight * number_of (); |
|
|
310 | } |
|
|
311 | |
|
|
312 | // return the dominant material of this item, always return something |
|
|
313 | const materialtype_t *dominant_material () const; |
|
|
314 | |
|
|
315 | // return the volume of this object in cm³ |
|
|
316 | uint64 volume () const |
|
|
317 | { |
|
|
318 | return total_weight () |
|
|
319 | * 1000 |
|
|
320 | * (type == CONTAINER ? 1000 : 1) |
|
|
321 | / dominant_material ()->density; |
|
|
322 | } |
294 | |
323 | |
295 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
324 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
296 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
325 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
297 | || type == CLOAK || type == BOOTS || type == GLOVES |
326 | || type == CLOAK || type == BOOTS || type == GLOVES |
298 | || type == BRACERS || type == GIRDLE; } |
327 | || type == BRACERS || type == GIRDLE; } |
… | |
… | |
308 | |
337 | |
309 | // temporary: wether the object can be saved in a map file |
338 | // temporary: wether the object can be saved in a map file |
310 | // contr => is a player |
339 | // contr => is a player |
311 | // head => only save head of a multitile object |
340 | // head => only save head of a multitile object |
312 | // owner => can not reference owner yet |
341 | // owner => can not reference owner yet |
313 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
342 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
314 | |
343 | |
315 | /* This return true if object has still randomitems which |
344 | /* This return true if object has still randomitems which |
316 | * could be expanded. |
345 | * could be expanded. |
317 | */ |
346 | */ |
318 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
347 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
… | |
… | |
388 | |
417 | |
389 | object *end () |
418 | object *end () |
390 | { |
419 | { |
391 | return this; |
420 | return this; |
392 | } |
421 | } |
|
|
422 | |
|
|
423 | /* This returns TRUE if the object is something that |
|
|
424 | * should be displayed in the floorbox/inventory window |
|
|
425 | */ |
|
|
426 | MTH bool client_visible () const |
|
|
427 | { |
|
|
428 | return !invisible && type != PLAYER; |
|
|
429 | } |
|
|
430 | |
|
|
431 | MTH struct region *region () const; |
393 | |
432 | |
394 | protected: |
433 | protected: |
395 | friend struct archetype; |
434 | friend struct archetype; |
396 | |
435 | |
397 | void link (); |
436 | void link (); |
… | |
… | |
442 | { |
481 | { |
443 | archetype (); |
482 | archetype (); |
444 | ~archetype (); |
483 | ~archetype (); |
445 | void gather_callbacks (AV *&callbacks, event_type event) const; |
484 | void gather_callbacks (AV *&callbacks, event_type event) const; |
446 | |
485 | |
|
|
486 | static archetype *read (object_thawer &f); |
447 | static archetype *find (const char *arch); |
487 | static archetype *find (const char *name); |
448 | |
488 | |
449 | void hash_add (); // add to hashtable |
489 | void hash_add (); // add to hashtable |
450 | void hash_del (); // remove from hashtable |
490 | void hash_del (); // remove from hashtable |
451 | |
491 | |
452 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
492 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
… | |
… | |
457 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
497 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
458 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
498 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
459 | * in comparison to the head. |
499 | * in comparison to the head. |
460 | */ |
500 | */ |
461 | }; |
501 | }; |
462 | |
|
|
463 | /* This returns TRUE if the object is something that |
|
|
464 | * should be displayed in the floorbox window |
|
|
465 | */ |
|
|
466 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
|
|
467 | |
502 | |
468 | /* Used by update_object to know if the object being passed is |
503 | /* Used by update_object to know if the object being passed is |
469 | * being added or removed. |
504 | * being added or removed. |
470 | */ |
505 | */ |
471 | #define UP_OBJ_INSERT 1 |
506 | #define UP_OBJ_INSERT 1 |