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30 | #include "cfperl.h" |
30 | #include "cfperl.h" |
31 | #include "shstr.h" |
31 | #include "shstr.h" |
32 | |
32 | |
33 | typedef int tag_t; |
33 | typedef int tag_t; |
34 | |
34 | |
35 | #define NUM_BODY_LOCATIONS 12 |
35 | enum { |
36 | #define BODY_ARMS 1 |
36 | body_skill, |
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37 | body_combat, |
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38 | body_range, |
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39 | body_shield, |
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40 | body_arm, |
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41 | body_torso, |
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42 | body_head, |
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43 | body_neck, |
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44 | body_finger, |
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45 | body_shoulder, |
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46 | body_foot, |
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47 | body_hand, |
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48 | body_wrist, |
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49 | body_waist, |
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50 | NUM_BODY_LOCATIONS |
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51 | }; |
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52 | |
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53 | enum slottype_t |
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54 | { |
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55 | slot_none, |
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56 | slot_combat, |
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57 | slot_ranged, |
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58 | }; |
37 | |
59 | |
38 | /* See common/item.c */ |
60 | /* See common/item.c */ |
39 | |
61 | |
40 | typedef struct Body_Locations |
62 | typedef struct Body_Locations |
41 | { |
63 | { |
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85 | #define WILL_APPLY_TREASURE 0x02 |
107 | #define WILL_APPLY_TREASURE 0x02 |
86 | #define WILL_APPLY_EARTHWALL 0x04 |
108 | #define WILL_APPLY_EARTHWALL 0x04 |
87 | #define WILL_APPLY_DOOR 0x08 |
109 | #define WILL_APPLY_DOOR 0x08 |
88 | #define WILL_APPLY_FOOD 0x10 |
110 | #define WILL_APPLY_FOOD 0x10 |
89 | |
111 | |
90 | /* However, if you're keeping a pointer of some sort, you probably |
112 | struct body_slot |
91 | * don't just want it copied, so you'll need to add to common/object.C, |
113 | { |
92 | * e.g. ->copy_to () |
114 | signed char info:4; /* body info as loaded from the file */ |
93 | */ |
115 | signed char used:4; /* Calculated value based on items equipped */ |
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116 | }; |
94 | |
117 | |
95 | INTERFACE_CLASS (object) |
118 | INTERFACE_CLASS (object) |
96 | // these are being copied |
119 | // these are being copied |
97 | struct object_copy : attachable |
120 | struct object_copy : attachable |
98 | { |
121 | { |
99 | typedef bitset<NUM_FLAGS> flags_t; |
122 | typedef bitset<NUM_FLAGS> flags_t; |
100 | |
123 | |
101 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
124 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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125 | |
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126 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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127 | uint8 ACC (RW, subtype); /* subtype of object */ |
102 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
128 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
103 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
129 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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130 | |
104 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
131 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
105 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
132 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
106 | shstr ACC (RW, title); /* Of foo, etc */ |
133 | shstr ACC (RW, title); /* Of foo, etc */ |
107 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
134 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
108 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
135 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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127 | float ACC (RW, speed); /* The overall speed of this object */ |
154 | float ACC (RW, speed); /* The overall speed of this object */ |
128 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
155 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
129 | uint32 ACC (RW, nrof); /* How many of the objects */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
130 | |
157 | |
131 | /* This next big block are basically used for monsters and equipment */ |
158 | /* This next big block are basically used for monsters and equipment */ |
132 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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133 | uint8 ACC (RW, subtype); /* subtype of object */ |
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134 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
159 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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160 | |
135 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
161 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
136 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
162 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
137 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
163 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
138 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
164 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
139 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
165 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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158 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
184 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
159 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
185 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
160 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
186 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
161 | uint32 ACC (RW, weapontype); /* type of weapon */ |
187 | uint32 ACC (RW, weapontype); /* type of weapon */ |
162 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
188 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
163 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
189 | body_slot slot [NUM_BODY_LOCATIONS]; |
164 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
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165 | faceidx ACC (RW, face); /* Face with colors */ |
190 | faceidx ACC (RW, face); /* Face with colors */ |
166 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
191 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
167 | /* See the pod/objects.pod for more info about body locations */ |
192 | /* See the pod/objects.pod for more info about body locations */ |
168 | |
193 | |
169 | /* Following mostly refers to fields only used for monsters */ |
194 | /* Following mostly refers to fields only used for monsters */ |
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180 | * Note that other fields are used - these files are basically |
205 | * Note that other fields are used - these files are basically |
181 | * only used in spells. |
206 | * only used in spells. |
182 | */ |
207 | */ |
183 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
208 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
184 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
209 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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210 | |
185 | uint16 ACC (RW, start_holding); |
211 | uint16 ACC (RW, start_holding); |
186 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
212 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
187 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
213 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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214 | |
188 | sint8 ACC (RW, range); /* Range of the spell */ |
215 | sint8 ACC (RW, range); /* Range of the spell */ |
189 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
216 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
190 | |
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191 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
217 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
192 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
218 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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219 | |
193 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
220 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
194 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
195 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
222 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
196 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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224 | |
197 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
225 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
198 | |
226 | |
199 | char *ACC (RW, spellarg); |
227 | char *ACC (RW, spellarg); |
200 | |
228 | |
201 | /* Following are values used by any object */ |
229 | /* Following are values used by any object */ |
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241 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
269 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
242 | client_container *seen_by; // seen by which player/container currently? |
270 | client_container *seen_by; // seen by which player/container currently? |
243 | key_value *key_values; /* Fields not explictly known by the loader. */ |
271 | key_value *key_values; /* Fields not explictly known by the loader. */ |
244 | |
272 | |
245 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
273 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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274 | void post_load_check (); // do some adjustments after parsing |
246 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
275 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
247 | bool write (object_freezer &f); |
276 | bool write (object_freezer &f); |
248 | |
277 | |
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278 | MTH int slottype () const; |
249 | MTH static object *create (); |
279 | MTH static object *create (); |
250 | object &operator =(const object &src); |
280 | object &operator =(const object &src); |
251 | MTH void copy_to (object *dst); |
281 | MTH void copy_to (object *dst); |
252 | MTH object *clone (); // create + copy_to |
282 | MTH object *clone (); // create + copy_to |
253 | void do_destroy (); |
283 | void do_destroy (); |
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274 | && can_merge_slow (op1, op2); |
304 | && can_merge_slow (op1, op2); |
275 | } |
305 | } |
276 | |
306 | |
277 | MTH void set_owner (object *owner); |
307 | MTH void set_owner (object *owner); |
278 | MTH void set_speed (float speed); |
308 | MTH void set_speed (float speed); |
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309 | MTH bool change_weapon (object *ob); |
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310 | MTH bool change_skill (object *ob); |
279 | |
311 | |
280 | MTH void open_container (object *new_container); |
312 | MTH void open_container (object *new_container); |
281 | MTH void close_container () |
313 | MTH void close_container () |
282 | { |
314 | { |
283 | open_container (0); |
315 | open_container (0); |
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316 | } |
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317 | |
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318 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
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319 | bool should_invoke (event_type event) |
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320 | { |
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321 | return ev_want_event [event] || ev_want_type [type] || cb; |
284 | } |
322 | } |
285 | |
323 | |
286 | MTH void instantiate (); |
324 | MTH void instantiate (); |
287 | |
325 | |
288 | // recalculate all stats |
326 | // recalculate all stats |
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295 | MTH void drain_specific_stat (int deplete_stats); |
333 | MTH void drain_specific_stat (int deplete_stats); |
296 | MTH void change_luck (int value); |
334 | MTH void change_luck (int value); |
297 | |
335 | |
298 | // info must hold 256 * 3 bytes currently |
336 | // info must hold 256 * 3 bytes currently |
299 | const char *debug_desc (char *info) const; |
337 | const char *debug_desc (char *info) const; |
300 | MTH const char *debug_desc () const; |
338 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
301 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
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302 | const char *flag_desc (char *desc, int len) const; |
339 | const char *flag_desc (char *desc, int len) const; |
303 | |
340 | |
304 | int number_of () const |
341 | int number_of () const |
305 | { |
342 | { |
306 | return nrof ? nrof : 1; |
343 | return nrof ? nrof : 1; |
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332 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
369 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
333 | && !flag [FLAG_IS_A_TEMPLATE]; } |
370 | && !flag [FLAG_IS_A_TEMPLATE]; } |
334 | MTH bool is_arrow () const { return type == ARROW |
371 | MTH bool is_arrow () const { return type == ARROW |
335 | || (type == SPELL_EFFECT |
372 | || (type == SPELL_EFFECT |
336 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
373 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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374 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
337 | |
375 | |
338 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
376 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
339 | |
377 | |
340 | // temporary: wether the object can be saved in a map file |
378 | // temporary: wether the object can be saved in a map file |
341 | // contr => is a player |
379 | // contr => is a player |
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452 | void unlink (); |
490 | void unlink (); |
453 | |
491 | |
454 | object (); |
492 | object (); |
455 | ~object (); |
493 | ~object (); |
456 | }; |
494 | }; |
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495 | |
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496 | // move this object to the top of its env's inventory to speed up |
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497 | // searches for it. |
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498 | static object * |
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499 | splay (object *ob) |
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500 | { |
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501 | if (ob->env && ob->env->inv != ob) |
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502 | { |
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503 | if (ob->above) ob->above->below = ob->below; |
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504 | if (ob->below) ob->below->above = ob->above; |
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505 | |
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506 | ob->above = 0; |
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507 | ob->below = ob->env->inv; |
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508 | ob->below->above = ob; |
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509 | ob->env->inv = ob; |
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510 | } |
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511 | |
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512 | return ob; |
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513 | } |
457 | |
514 | |
458 | typedef object_vector<object, &object::index > objectvec; |
515 | typedef object_vector<object, &object::index > objectvec; |
459 | typedef object_vector<object, &object::active> activevec; |
516 | typedef object_vector<object, &object::active> activevec; |
460 | |
517 | |
461 | extern objectvec objects; |
518 | extern objectvec objects; |
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479 | { /* Used to link together several object links */ |
536 | { /* Used to link together several object links */ |
480 | struct oblnk *link; |
537 | struct oblnk *link; |
481 | long value; /* Used as connected value in buttons/gates */ |
538 | long value; /* Used as connected value in buttons/gates */ |
482 | struct oblinkpt *next; |
539 | struct oblinkpt *next; |
483 | } oblinkpt; |
540 | } oblinkpt; |
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541 | |
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542 | object *find_skill_by_name (object *who, const char *name); |
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543 | object *find_skill_by_name (object *who, const shstr &sh); |
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544 | object *find_skill_by_number (object *who, int skillno); |
484 | |
545 | |
485 | /* |
546 | /* |
486 | * The archetype structure is a set of rules on how to generate and manipulate |
547 | * The archetype structure is a set of rules on how to generate and manipulate |
487 | * objects which point to archetypes. |
548 | * objects which point to archetypes. |
488 | * This probably belongs in arch.h, but there really doesn't appear to |
549 | * This probably belongs in arch.h, but there really doesn't appear to |