1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
26 | #define OBJECT_H |
26 | |
27 | |
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28 | #include <bitset> |
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29 | |
27 | #include "cfperl.h" |
30 | #include "cfperl.h" |
28 | #include "shstr.h" |
31 | #include "shstr.h" |
29 | |
32 | |
30 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
31 | #define NUM_BODY_LOCATIONS 12 |
34 | |
32 | #define BODY_ARMS 1 |
35 | enum { |
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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 | }; |
33 | |
59 | |
34 | /* See common/item.c */ |
60 | /* See common/item.c */ |
35 | |
61 | |
36 | typedef struct Body_Locations |
62 | typedef struct Body_Locations |
37 | { |
63 | { |
… | |
… | |
56 | { |
82 | { |
57 | key_value *next; |
83 | key_value *next; |
58 | shstr key, value; |
84 | shstr key, value; |
59 | }; |
85 | }; |
60 | |
86 | |
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87 | struct UUID |
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88 | { |
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89 | uint64 seq; |
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90 | |
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91 | UUID () { } |
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92 | UUID (uint64 seq) : seq(seq) { } |
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93 | operator uint64() { return seq; } |
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94 | void operator =(uint64 seq) { this->seq = seq; } |
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95 | }; |
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96 | |
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97 | extern void init_uuid (); |
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98 | extern UUID gen_uuid (); |
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99 | extern const uint64 UUID_SKIP; |
61 | |
100 | |
62 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
101 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
63 | * sprinkled in the code. Note that some of these also replace fields |
102 | * 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 |
103 | * that were in the can_apply area. What is the point of having both |
65 | * can_apply and will_apply? |
104 | * can_apply and will_apply? |
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68 | #define WILL_APPLY_TREASURE 0x02 |
107 | #define WILL_APPLY_TREASURE 0x02 |
69 | #define WILL_APPLY_EARTHWALL 0x04 |
108 | #define WILL_APPLY_EARTHWALL 0x04 |
70 | #define WILL_APPLY_DOOR 0x08 |
109 | #define WILL_APPLY_DOOR 0x08 |
71 | #define WILL_APPLY_FOOD 0x10 |
110 | #define WILL_APPLY_FOOD 0x10 |
72 | |
111 | |
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112 | struct body_slot |
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113 | { |
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114 | signed char info:4; /* body info as loaded from the file */ |
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115 | signed char used:4; /* Calculated value based on items equipped */ |
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116 | }; |
73 | |
117 | |
74 | /* However, if you're keeping a pointer of some sort, you probably |
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75 | * don't just want it copied, so you'll need to add to common/object.C, |
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76 | * e.g. copy_object. |
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77 | */ |
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78 | |
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79 | // these are not being copied |
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80 | ACC_CLASS (object) |
118 | INTERFACE_CLASS (object) |
81 | struct object_keep : refcounted |
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82 | { |
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83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
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84 | |
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85 | /* These variables are not changed by copy_object() */ |
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86 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
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87 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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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 *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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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 |
119 | // these are being copied |
109 | struct object_copy : attachable<object> |
120 | struct object_copy : attachable |
110 | { |
121 | { |
111 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
122 | typedef bitset<NUM_FLAGS> flags_t; |
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123 | |
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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 */ |
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128 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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129 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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130 | |
112 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
131 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
113 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
132 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
114 | shstr ACC (RW, title); /* Of foo, etc */ |
133 | shstr ACC (RW, title); /* Of foo, etc */ |
115 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
134 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
116 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
135 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
117 | /* If this is an exit, this is the filename */ |
136 | /* If this is an exit, this is the filename */ |
118 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
137 | 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 */ |
138 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
120 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
139 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
121 | /* To get put into books and the like. */ |
140 | /* To get put into books and the like. */ |
122 | shstr ACC (RW, materialname); /* specific material name */ |
141 | shstr ACC (RW, materialname); /* specific material name */ |
123 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
142 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
124 | }; |
143 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
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144 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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145 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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146 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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147 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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148 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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149 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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150 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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151 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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152 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
125 | |
153 | |
126 | // these are being copied and also cleared |
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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 */ |
154 | 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 */ |
155 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
132 | uint32 ACC (RW, nrof); /* How many of the objects */ |
156 | 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 | |
157 | |
137 | /* This next big block are basically used for monsters and equipment */ |
158 | /* This next big block are basically used for monsters and equipment */ |
138 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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139 | uint8 ACC (RW, subtype); /* subtype of object */ |
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140 | 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 | |
141 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
161 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
142 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
162 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
143 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
163 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
144 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
164 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
145 | 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 */ |
146 | uint16 ACC (RW, material); /* What materials this object consist of */ |
166 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
147 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
167 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
148 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
168 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
149 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
169 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
150 | /* Note that the last_.. values are sometimes used for non obvious |
170 | /* Note that the last_.. values are sometimes used for non obvious |
151 | * meanings by some objects, eg, sp penalty, permanent exp. |
171 | * meanings by some objects, eg, sp penalty, permanent exp. |
152 | */ |
172 | */ |
153 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
173 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
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156 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
176 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
157 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
177 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
158 | sint16 ACC (RW, level); /* Level of creature or object */ |
178 | sint16 ACC (RW, level); /* Level of creature or object */ |
159 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
179 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
160 | sint8 ACC (RW, item_power); /* power rating of the object */ |
180 | 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) */ |
181 | 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 */ |
182 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
163 | sint32 ACC (RW, weight); /* Attributes of the object */ |
183 | sint32 ACC (RW, weight); /* Attributes of the object */ |
164 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
184 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
165 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
185 | 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 */ |
186 | 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 */ |
187 | uint32 ACC (RW, weapontype); /* type of weapon */ |
170 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
188 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
171 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
189 | body_slot slot [NUM_BODY_LOCATIONS]; |
172 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
190 | faceidx ACC (RW, face); /* Face with colors */ |
173 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
191 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
174 | /* See the doc/Developers/objects for more info about body locations */ |
192 | /* See the pod/objects.pod for more info about body locations */ |
175 | |
193 | |
176 | /* Following mostly refers to fields only used for monsters */ |
194 | /* 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 */ |
195 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
184 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
196 | |
185 | /* allows different movement patterns for attackers */ |
197 | /* allows different movement patterns for attackers */ |
186 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
198 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
187 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
199 | 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. */ |
200 | 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 */ |
201 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
191 | /* races/classes can need less/more exp to gain levels */ |
202 | /* races/classes can need less/more exp to gain levels */ |
192 | |
203 | |
193 | /* Spell related information, may be useful elsewhere |
204 | /* Spell related information, may be useful elsewhere |
194 | * Note that other fields are used - these files are basically |
205 | * Note that other fields are used - these files are basically |
195 | * only used in spells. |
206 | * only used in spells. |
196 | */ |
207 | */ |
197 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
208 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
198 | 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 | |
199 | uint16 ACC (RW, start_holding); |
211 | 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 */ |
212 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
203 | 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 | |
204 | sint8 ACC (RW, range); /* Range of the spell */ |
215 | sint8 ACC (RW, range); /* Range of the spell */ |
205 | 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 */ |
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217 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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218 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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219 | |
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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 | |
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225 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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226 | |
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227 | char *ACC (RW, spellarg); |
206 | |
228 | |
207 | /* Following are values used by any object */ |
229 | /* 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 */ |
230 | /* this objects turns into or what this object creates */ |
211 | uint32 flags[4]; /* various flags */ |
231 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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232 | flags_t flag; /* various flags */ |
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233 | #if FOR_PERL |
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234 | bool ACC (RW, flag[NUM_FLAGS]); |
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235 | #endif |
212 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
236 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
213 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
237 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
214 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
238 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
215 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
239 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
216 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
240 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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241 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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242 | }; |
217 | |
243 | |
218 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
244 | struct object : zero_initialised, object_copy |
219 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
245 | { |
220 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
246 | // These variables are not changed by ->copy_to |
221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
247 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
222 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
248 | |
223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
249 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
224 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
250 | int ACC (RO, count); |
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251 | int ACC (RO, index); // index into objects |
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252 | int ACC (RO, active); // index into actives |
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253 | |
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254 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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255 | |
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256 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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257 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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258 | /* Note: stacked in the *same* environment */ |
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259 | object *inv; /* Pointer to the first object in the inventory */ |
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260 | |
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261 | //TODO: container must move into client |
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262 | object_ptr ACC (RW, container); /* Current container being used. I think this |
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263 | * is only used by the player right now. |
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264 | */ |
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265 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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266 | * This is typically the container that the object is in. |
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267 | */ |
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268 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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269 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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270 | client_container *seen_by; // seen by which player/container currently? |
225 | key_value *key_values; /* Fields not explictly known by the loader. */ |
271 | key_value *key_values; /* Fields not explictly known by the loader. */ |
226 | }; |
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227 | |
272 | |
228 | struct object : zero_initialised, object_keep, object_copy, object_pod |
273 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
229 | { |
274 | void post_load_check (); // do some adjustments after parsing |
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275 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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276 | bool write (object_freezer &f); |
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277 | |
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278 | MTH int slottype () const; |
230 | static object *create (); |
279 | MTH static object *create (); |
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280 | object &operator =(const object &src); |
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281 | MTH void copy_to (object *dst); |
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282 | MTH object *clone (); // create + copy_to |
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283 | void do_destroy (); |
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284 | void gather_callbacks (AV *&callbacks, event_type event) const; |
231 | void free (bool free_inventory = false); |
285 | MTH void destroy (bool destroy_inventory = false); |
232 | |
286 | |
233 | static void free_mortals (); |
287 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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288 | MTH void destroy_inv (bool drop_to_ground = false); |
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289 | MTH object *insert (object *item); // insert into inventory |
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290 | void do_remove (); |
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291 | MTH void remove () |
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292 | { |
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293 | if (!flag [FLAG_REMOVED]) |
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294 | do_remove (); |
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295 | } |
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296 | |
234 | static bool can_merge (object *op1, object *op2); |
297 | static bool can_merge_slow (object *op1, object *op2); |
235 | |
298 | |
236 | void clear (); |
299 | // this is often used in time-critical code, so optimise |
237 | void clone (object *destination); |
300 | MTH static bool can_merge (object *op1, object *op2) |
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301 | { |
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302 | return op1->value == op2->value |
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303 | && op1->name == op2->name |
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304 | && can_merge_slow (op1, op2); |
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305 | } |
238 | |
306 | |
239 | void set_owner (object *owner); |
307 | MTH void set_owner (object *owner); |
240 | object *get_owner (); |
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); |
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311 | |
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312 | MTH void open_container (object *new_container); |
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313 | MTH void close_container () |
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314 | { |
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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; |
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322 | } |
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323 | |
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324 | MTH void instantiate (); |
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325 | |
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326 | // recalculate all stats |
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327 | MTH void update_stats (); |
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328 | MTH void roll_stats (); |
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329 | MTH void swap_stats (int a, int b); |
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330 | MTH void add_statbonus (); |
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331 | MTH void remove_statbonus (); |
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332 | MTH void drain_stat (); |
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333 | MTH void drain_specific_stat (int deplete_stats); |
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334 | MTH void change_luck (int value); |
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335 | |
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336 | // info must hold 256 * 3 bytes currently |
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337 | const char *debug_desc (char *info) const; |
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338 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
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339 | const char *flag_desc (char *desc, int len) const; |
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340 | |
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341 | int number_of () const |
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342 | { |
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343 | return nrof ? nrof : 1; |
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344 | } |
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345 | |
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346 | uint64 total_weight () const |
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347 | { |
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348 | return weight * number_of (); |
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349 | } |
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350 | |
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351 | // return the dominant material of this item, always return something |
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352 | const materialtype_t *dominant_material () const; |
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353 | |
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354 | // return the volume of this object in cm³ |
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355 | uint64 volume () const |
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356 | { |
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357 | return total_weight () |
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358 | * 1000 |
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359 | * (type == CONTAINER ? 1000 : 1) |
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360 | / dominant_material ()->density; |
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361 | } |
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362 | |
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363 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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364 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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365 | || type == CLOAK || type == BOOTS || type == GLOVES |
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366 | || type == BRACERS || type == GIRDLE; } |
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367 | MTH bool is_alive () const { return (type == PLAYER |
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368 | || flag [FLAG_MONSTER] |
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369 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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370 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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371 | MTH bool is_arrow () const { return type == ARROW |
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372 | || (type == SPELL_EFFECT |
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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; } |
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375 | |
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376 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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377 | |
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378 | // temporary: wether the object can be saved in a map file |
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379 | // contr => is a player |
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380 | // head => only save head of a multitile object |
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381 | // owner => can not reference owner yet |
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382 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
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383 | |
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384 | /* This return true if object has still randomitems which |
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385 | * could be expanded. |
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386 | */ |
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387 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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388 | |
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389 | // returns the player that has this object in his inventory, or 0 |
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390 | MTH object *in_player () const |
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391 | { |
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392 | for (object *op = env; op; op = op->env) |
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393 | if (op->type == PLAYER) |
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394 | return op; |
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395 | |
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396 | return 0; |
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397 | } |
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398 | |
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399 | // "temporary" helper function |
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400 | MTH object *head_ () |
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401 | { |
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402 | return head ? head : this; |
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403 | } |
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404 | |
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405 | MTH std::string long_desc (object *who = 0); |
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406 | MTH std::string describe_monster (object *who = 0); |
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407 | MTH std::string describe_item (object *who = 0); |
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408 | MTH std::string describe (object *who = 0); |
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409 | |
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410 | // If this object has no extra parts but should have them, |
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411 | // add them, effectively expanding heads into multipart |
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412 | // objects. This method only works on objects not inserted |
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413 | // anywhere. |
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414 | MTH void expand_tail (); |
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415 | |
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416 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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417 | |
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418 | // insert object at same map position as 'where' |
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419 | // handles both inventory and map "positions" |
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420 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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421 | |
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422 | MTH void activate (); |
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423 | MTH void deactivate (); |
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424 | MTH void activate_recursive (); |
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425 | MTH void deactivate_recursive (); |
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426 | |
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427 | // set the givne flag on all objects in the inventory recursively |
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428 | MTH void set_flag_inv (int flag, int value = 1); |
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429 | |
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430 | void enter_exit (object *exit);//Perl |
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431 | MTH void enter_map (maptile *newmap, int x, int y); |
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432 | |
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433 | // returns the mapspace this object is in |
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434 | mapspace &ms () const; |
241 | |
435 | |
242 | // fully recursive iterator |
436 | // fully recursive iterator |
243 | struct iterator_base |
437 | struct iterator_base |
244 | { |
438 | { |
245 | object *item; |
439 | object *item; |
… | |
… | |
252 | operator object *() const { return item; } |
446 | operator object *() const { return item; } |
253 | |
447 | |
254 | object *operator ->() const { return item; } |
448 | object *operator ->() const { return item; } |
255 | object &operator * () const { return *item; } |
449 | object &operator * () const { return *item; } |
256 | }; |
450 | }; |
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451 | |
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452 | MTH unsigned int random_seed () const |
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453 | { |
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454 | return (unsigned int)uuid.seq; |
|
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455 | } |
257 | |
456 | |
258 | // depth-first recursive iterator |
457 | // depth-first recursive iterator |
259 | struct depth_iterator : iterator_base |
458 | struct depth_iterator : iterator_base |
260 | { |
459 | { |
261 | depth_iterator (object *container); |
460 | depth_iterator (object *container); |
… | |
… | |
272 | object *end () |
471 | object *end () |
273 | { |
472 | { |
274 | return this; |
473 | return this; |
275 | } |
474 | } |
276 | |
475 | |
|
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476 | /* This returns TRUE if the object is something that |
|
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477 | * should be displayed in the floorbox/inventory window |
|
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478 | */ |
|
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479 | MTH bool client_visible () const |
|
|
480 | { |
|
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481 | return !invisible && type != PLAYER; |
|
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482 | } |
|
|
483 | |
|
|
484 | MTH struct region *region () const; |
|
|
485 | |
277 | protected: |
486 | protected: |
278 | friend struct archetype; |
487 | friend struct archetype; |
279 | |
488 | |
280 | void link (); |
489 | void link (); |
281 | void unlink (); |
490 | void unlink (); |
282 | |
491 | |
283 | object (); |
492 | object (); |
284 | ~object (); |
493 | ~object (); |
285 | }; |
494 | }; |
286 | |
495 | |
287 | #define get_object() object::create () |
496 | // move this object to the top of its env's inventory to speed up |
288 | #define free_object(op) (op)->free (0) |
497 | // searches for it. |
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 | |
|
|
294 | static inline object * |
498 | static object * |
295 | get_owner (object *op) |
499 | splay (object *ob) |
296 | { |
500 | { |
297 | return op->get_owner (); |
501 | if (ob->env && ob->env->inv != ob) |
|
|
502 | { |
|
|
503 | if (ob->above) ob->above->below = ob->below; |
|
|
504 | if (ob->below) ob->below->above = ob->above; |
|
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505 | |
|
|
506 | ob->above = 0; |
|
|
507 | ob->below = ob->env->inv; |
|
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508 | ob->below->above = ob; |
|
|
509 | ob->env->inv = ob; |
|
|
510 | } |
|
|
511 | |
|
|
512 | return ob; |
298 | } |
513 | } |
299 | |
514 | |
300 | static inline void |
515 | typedef object_vector<object, &object::index > objectvec; |
301 | set_owner (object *op, object *owner) |
516 | typedef object_vector<object, &object::active> activevec; |
302 | { |
|
|
303 | op->set_owner (owner); |
|
|
304 | } |
|
|
305 | |
517 | |
306 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
518 | extern objectvec objects; |
|
|
519 | extern activevec actives; |
|
|
520 | |
|
|
521 | #define for_all_objects(var) \ |
|
|
522 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
523 | declvar (object *, var, objects [_i]) |
|
|
524 | |
|
|
525 | #define for_all_actives(var) \ |
|
|
526 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
|
|
527 | declvar (object *, var, actives [_i]) |
307 | |
528 | |
308 | typedef struct oblnk |
529 | typedef struct oblnk |
309 | { /* Used to link together several objects */ |
530 | { /* Used to link together several objects */ |
310 | object *ob; |
531 | object_ptr ob; |
311 | struct oblnk *next; |
532 | struct oblnk *next; |
312 | tag_t id; |
|
|
313 | } objectlink; |
533 | } objectlink; |
314 | |
534 | |
315 | typedef struct oblinkpt |
535 | typedef struct oblinkpt |
316 | { /* Used to link together several object links */ |
536 | { /* Used to link together several object links */ |
317 | struct oblnk *link; |
537 | struct oblnk *link; |
318 | long value; /* Used as connected value in buttons/gates */ |
538 | long value; /* Used as connected value in buttons/gates */ |
319 | struct oblinkpt *next; |
539 | struct oblinkpt *next; |
320 | } oblinkpt; |
540 | } oblinkpt; |
|
|
541 | |
|
|
542 | object *find_skill_by_name (object *who, const char *name); |
|
|
543 | object *find_skill_by_name (object *who, const shstr &sh); |
|
|
544 | object *find_skill_by_number (object *who, int skillno); |
321 | |
545 | |
322 | /* |
546 | /* |
323 | * 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 |
324 | * objects which point to archetypes. |
548 | * objects which point to archetypes. |
325 | * 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 |
326 | * be much left in the archetype - all it really is is a holder for the |
550 | * 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 |
551 | * object and pointers. This structure should get removed, and just replaced |
328 | * by the object structure |
552 | * by the object structure |
329 | */ |
553 | */ |
330 | |
554 | |
331 | ACC_CLASS(archetype) |
555 | INTERFACE_CLASS (archetype) |
332 | struct archetype : zero_initialised |
556 | struct archetype : zero_initialised, attachable |
333 | { |
557 | { |
334 | archetype (); |
558 | archetype (); |
335 | ~archetype (); |
559 | ~archetype (); |
|
|
560 | void gather_callbacks (AV *&callbacks, event_type event) const; |
336 | |
561 | |
|
|
562 | static archetype *read (object_thawer &f); |
|
|
563 | static archetype *get (const char *name); // find or create |
|
|
564 | static archetype *find (const char *name); |
|
|
565 | |
|
|
566 | void hash_add (); // add to hashtable |
|
|
567 | void hash_del (); // remove from hashtable |
|
|
568 | |
337 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
569 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
338 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
570 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
339 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
571 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
340 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
572 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
341 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
573 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
342 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
574 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
|
|
575 | bool ACC (RW, linked); // linked into list of heads |
343 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
576 | 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. |
577 | * in comparison to the head. |
345 | */ |
578 | */ |
346 | }; |
579 | }; |
347 | |
|
|
348 | extern object *objects; |
|
|
349 | extern object *active_objects; |
|
|
350 | |
|
|
351 | extern int nrofallocobjects; |
|
|
352 | |
|
|
353 | /* This returns TRUE if the object is something that |
|
|
354 | * should be displayed in the look window |
|
|
355 | */ |
|
|
356 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
|
|
357 | |
580 | |
358 | /* Used by update_object to know if the object being passed is |
581 | /* Used by update_object to know if the object being passed is |
359 | * being added or removed. |
582 | * being added or removed. |
360 | */ |
583 | */ |
361 | #define UP_OBJ_INSERT 1 |
584 | #define UP_OBJ_INSERT 1 |
… | |
… | |
396 | #define INS_ON_TOP 0x0008 |
619 | #define INS_ON_TOP 0x0008 |
397 | #define INS_BELOW_ORIGINATOR 0x0010 |
620 | #define INS_BELOW_ORIGINATOR 0x0010 |
398 | #define INS_MAP_LOAD 0x0020 |
621 | #define INS_MAP_LOAD 0x0020 |
399 | |
622 | |
400 | #define ARCH_SINGULARITY "singularity" |
623 | #define ARCH_SINGULARITY "singularity" |
401 | #define ARCH_SINGULARITY_LEN 11 |
|
|
402 | #define ARCH_DETECT_MAGIC "detect_magic" |
624 | #define ARCH_DETECT_MAGIC "detect_magic" |
403 | #define ARCH_DEPLETION "depletion" |
625 | #define ARCH_DEPLETION "depletion" |
404 | #define ARCH_SYMPTOM "symptom" |
626 | #define ARCH_SYMPTOM "symptom" |
405 | |
627 | |
406 | #endif |
628 | #endif |
|
|
629 | |