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 */ |
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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 */ |
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126 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | 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 */ |
127 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
129 | |
130 | /* This next big block are basically used for monsters and equipment */ |
130 | /* This next big block are basically used for monsters and equipment */ |
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134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
139 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
143 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
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159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
162 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
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164 | faceidx ACC (RW, face); /* Face with colors */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
166 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
167 | |
167 | /* Following mostly refers to fields only used for monsters */ |
168 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
169 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
… | |
… | |
197 | char *ACC (RW, spellarg); |
198 | char *ACC (RW, spellarg); |
198 | |
199 | |
199 | /* Following are values used by any object */ |
200 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
201 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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203 | flags_t flag; /* various flags */ |
203 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
204 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
206 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | /* Note: stacked in the *same* environment */ |
229 | /* Note: stacked in the *same* environment */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
231 | |
231 | |
232 | //TODO: container must move into client |
232 | //TODO: container must move into client |
233 | object *ACC (RW, container); /* Current container being used. I think this |
233 | object_ptr ACC (RW, container); /* Current container being used. I think this |
234 | * is only used by the player right now. |
234 | * is only used by the player right now. |
235 | */ |
235 | */ |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | * This is typically the container that the object is in. |
237 | * This is typically the container that the object is in. |
238 | */ |
238 | */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
239 | 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 |
240 | 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? |
241 | client_container *seen_by; // seen by which player/container currently? |
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242 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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243 | |
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244 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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245 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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246 | bool write (object_freezer &f); |
242 | |
247 | |
243 | MTH static object *create (); |
248 | MTH static object *create (); |
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249 | object &operator =(const object &src); |
244 | MTH void copy_to (object *dst); |
250 | MTH void copy_to (object *dst); |
245 | MTH object *clone (); // create + copy_to |
251 | MTH object *clone (); // create + copy_to |
246 | void do_destroy (); |
252 | void do_destroy (); |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | MTH void destroy (bool destroy_inventory = false); |
254 | MTH void destroy (bool destroy_inventory = false); |
249 | |
255 | |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
257 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | MTH void remove (); |
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253 | MTH object *insert (object *item); // insert into inventory |
258 | MTH object *insert (object *item); // insert into inventory |
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259 | void do_remove (); |
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260 | MTH void remove () |
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261 | { |
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262 | if (!flag [FLAG_REMOVED]) |
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263 | do_remove (); |
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264 | } |
254 | |
265 | |
255 | static bool can_merge_slow (object *op1, object *op2); |
266 | static bool can_merge_slow (object *op1, object *op2); |
256 | |
267 | |
257 | // this is often used in time-critical code, so optimise |
268 | // this is often used in time-critical code, so optimise |
258 | MTH static bool can_merge (object *op1, object *op2) |
269 | MTH static bool can_merge (object *op1, object *op2) |
… | |
… | |
263 | } |
274 | } |
264 | |
275 | |
265 | MTH void set_owner (object *owner); |
276 | MTH void set_owner (object *owner); |
266 | MTH void set_speed (float speed); |
277 | MTH void set_speed (float speed); |
267 | |
278 | |
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279 | MTH void open_container (object *new_container); |
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280 | MTH void close_container () |
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281 | { |
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282 | open_container (0); |
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283 | } |
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284 | |
268 | MTH void instantiate () |
285 | MTH void instantiate (); |
269 | { |
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270 | if (!uuid.seq) // HACK |
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271 | uuid = gen_uuid (); |
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272 | |
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273 | attachable::instantiate (); |
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274 | } |
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275 | |
286 | |
276 | // recalculate all stats |
287 | // recalculate all stats |
277 | MTH void update_stats (); |
288 | MTH void update_stats (); |
278 | MTH void roll_stats (); |
289 | MTH void roll_stats (); |
279 | MTH void swap_stats (int a, int b); |
290 | MTH void swap_stats (int a, int b); |
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284 | MTH void change_luck (int value); |
295 | MTH void change_luck (int value); |
285 | |
296 | |
286 | // info must hold 256 * 3 bytes currently |
297 | // info must hold 256 * 3 bytes currently |
287 | const char *debug_desc (char *info) const; |
298 | const char *debug_desc (char *info) const; |
288 | MTH const char *debug_desc () const; |
299 | MTH const char *debug_desc () const; |
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300 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
289 | const char *flag_desc (char *desc, int len) const; |
301 | const char *flag_desc (char *desc, int len) const; |
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302 | |
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303 | int number_of () const |
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304 | { |
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305 | return nrof ? nrof : 1; |
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306 | } |
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307 | |
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308 | uint64 total_weight () const |
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309 | { |
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310 | return weight * number_of (); |
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311 | } |
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312 | |
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313 | // return the dominant material of this item, always return something |
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314 | const materialtype_t *dominant_material () const; |
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315 | |
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316 | // return the volume of this object in cm³ |
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317 | uint64 volume () const |
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318 | { |
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319 | return total_weight () |
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320 | * 1000 |
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321 | * (type == CONTAINER ? 1000 : 1) |
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322 | / dominant_material ()->density; |
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323 | } |
290 | |
324 | |
291 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
325 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
292 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
326 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
293 | || type == CLOAK || type == BOOTS || type == GLOVES |
327 | || type == CLOAK || type == BOOTS || type == GLOVES |
294 | || type == BRACERS || type == GIRDLE; } |
328 | || type == BRACERS || type == GIRDLE; } |
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304 | |
338 | |
305 | // temporary: wether the object can be saved in a map file |
339 | // temporary: wether the object can be saved in a map file |
306 | // contr => is a player |
340 | // contr => is a player |
307 | // head => only save head of a multitile object |
341 | // head => only save head of a multitile object |
308 | // owner => can not reference owner yet |
342 | // owner => can not reference owner yet |
309 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } |
343 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
310 | |
344 | |
311 | /* This return true if object has still randomitems which |
345 | /* This return true if object has still randomitems which |
312 | * could be expanded. |
346 | * could be expanded. |
313 | */ |
347 | */ |
314 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
348 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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393 | MTH bool client_visible () const |
427 | MTH bool client_visible () const |
394 | { |
428 | { |
395 | return !invisible && type != PLAYER; |
429 | return !invisible && type != PLAYER; |
396 | } |
430 | } |
397 | |
431 | |
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432 | MTH struct region *region () const; |
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433 | |
398 | protected: |
434 | protected: |
399 | friend struct archetype; |
435 | friend struct archetype; |
400 | |
436 | |
401 | void link (); |
437 | void link (); |
402 | void unlink (); |
438 | void unlink (); |
… | |
… | |
410 | |
446 | |
411 | extern objectvec objects; |
447 | extern objectvec objects; |
412 | extern activevec actives; |
448 | extern activevec actives; |
413 | |
449 | |
414 | #define for_all_objects(var) \ |
450 | #define for_all_objects(var) \ |
415 | for (int _i = 0; _i < objects.size (); ++_i) \ |
451 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
416 | declvar (object *, var, objects [_i]) |
452 | declvar (object *, var, objects [_i]) |
417 | |
453 | |
418 | #define for_all_actives(var) \ |
454 | #define for_all_actives(var) \ |
419 | for (int _i = 0; _i < actives.size (); ++_i) \ |
455 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
420 | declvar (object *, var, actives [_i]) |
456 | declvar (object *, var, actives [_i]) |
421 | |
457 | |
422 | typedef struct oblnk |
458 | typedef struct oblnk |
423 | { /* Used to link together several objects */ |
459 | { /* Used to link together several objects */ |
424 | object_ptr ob; |
460 | object_ptr ob; |
… | |
… | |
446 | { |
482 | { |
447 | archetype (); |
483 | archetype (); |
448 | ~archetype (); |
484 | ~archetype (); |
449 | void gather_callbacks (AV *&callbacks, event_type event) const; |
485 | void gather_callbacks (AV *&callbacks, event_type event) const; |
450 | |
486 | |
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487 | static bool load (object_thawer &f); |
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488 | static archetype *get (const char *name); // find or create |
451 | static archetype *find (const char *arch); |
489 | static archetype *find (const char *name); |
452 | |
490 | |
453 | void hash_add (); // add to hashtable |
491 | void hash_add (); // add to hashtable |
454 | void hash_del (); // remove from hashtable |
492 | void hash_del (); // remove from hashtable |
455 | |
493 | |
456 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
494 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |