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16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
25 | #define OBJECT_H |
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26 | |
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27 | #include <bitset> |
26 | |
28 | |
27 | #include "cfperl.h" |
29 | #include "cfperl.h" |
28 | #include "shstr.h" |
30 | #include "shstr.h" |
29 | |
31 | |
30 | typedef uint32 tag_t; |
32 | typedef uint32 tag_t; |
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59 | }; |
61 | }; |
60 | |
62 | |
61 | struct UUID |
63 | struct UUID |
62 | { |
64 | { |
63 | uint64 seq; |
65 | uint64 seq; |
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66 | |
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67 | UUID () { } |
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68 | UUID (uint64 seq) : seq(seq) { } |
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69 | operator uint64() { return seq; } |
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70 | void operator =(uint64 seq) { this->seq = seq; } |
64 | }; |
71 | }; |
65 | |
72 | |
66 | extern void init_uuid (); |
73 | extern void init_uuid (); |
67 | extern UUID gen_uuid (); |
74 | extern UUID gen_uuid (); |
68 | extern const uint64 UUID_SKIP; |
75 | extern const uint64 UUID_SKIP; |
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211 | sint8 ACC (RW, range); /* Range of the spell */ |
218 | sint8 ACC (RW, range); /* Range of the spell */ |
212 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
219 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
213 | char *ACC (RW, spellarg); |
220 | char *ACC (RW, spellarg); |
214 | |
221 | |
215 | /* Following are values used by any object */ |
222 | /* Following are values used by any object */ |
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223 | /* this objects turns into or what this object creates */ |
216 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
224 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
217 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
225 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
218 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
226 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
219 | key_value *key_values; /* Fields not explictly known by the loader. */ |
227 | key_value *key_values; /* Fields not explictly known by the loader. */ |
220 | /* this objects turns into or what this object creates */ |
228 | std::bitset<NUM_FLAGS> flags; /* various flags */ |
221 | uint32 flags[4]; /* various flags */ |
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222 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
229 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
223 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
230 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
224 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
231 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
225 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
232 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
226 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
233 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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277 | } |
284 | } |
278 | |
285 | |
279 | // info must hold 256 * 3 bytes currently |
286 | // info must hold 256 * 3 bytes currently |
280 | const char *debug_desc (char *info) const; |
287 | const char *debug_desc (char *info) const; |
281 | const char *debug_desc () const; |
288 | const char *debug_desc () const; |
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289 | |
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290 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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291 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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292 | || type == CLOAK || type == BOOTS || type == GLOVES |
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293 | || type == BRACERS || type == GIRDLE; } |
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294 | bool is_alive () const { return (type == PLAYER |
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295 | || flags [FLAG_MONSTER] |
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296 | || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) |
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297 | && !flags [FLAG_IS_A_TEMPLATE]; } |
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298 | bool is_arrow () const { return type == ARROW |
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299 | || (type == SPELL_EFFECT |
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300 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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301 | |
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302 | /* This return true if object has still randomitems which |
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303 | * could be expanded. |
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304 | */ |
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305 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
282 | |
306 | |
283 | // fully recursive iterator |
307 | // fully recursive iterator |
284 | struct iterator_base |
308 | struct iterator_base |
285 | { |
309 | { |
286 | object *item; |
310 | object *item; |