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88 | /* However, if you're keeping a pointer of some sort, you probably |
88 | /* However, if you're keeping a pointer of some sort, you probably |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
90 | * e.g. ->copy_to () |
90 | * e.g. ->copy_to () |
91 | */ |
91 | */ |
92 | |
92 | |
93 | ACC_CLASS (object) |
93 | INTERFACE_CLASS (object) |
94 | // these are being copied |
94 | // these are being copied |
95 | struct object_copy |
95 | struct object_copy : attachable |
96 | { |
96 | { |
97 | typedef bitset<NUM_FLAGS> flags_t; |
97 | typedef bitset<NUM_FLAGS> flags_t; |
98 | |
98 | |
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99 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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100 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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101 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
99 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
102 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
100 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
103 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
101 | shstr ACC (RW, title); /* Of foo, etc */ |
104 | shstr ACC (RW, title); /* Of foo, etc */ |
102 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
105 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
103 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
106 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
104 | /* If this is an exit, this is the filename */ |
107 | /* If this is an exit, this is the filename */ |
105 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
108 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
106 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
109 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
107 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
110 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
108 | /* To get put into books and the like. */ |
111 | /* To get put into books and the like. */ |
109 | shstr ACC (RW, materialname); /* specific material name */ |
112 | shstr ACC (RW, materialname); /* specific material name */ |
110 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
113 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
111 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
114 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
112 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
115 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
113 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
116 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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117 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
120 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
118 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
121 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
119 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
122 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
120 | |
123 | |
121 | New_Face *ACC (RW, face); /* Face with colors */ |
124 | New_Face *ACC (RW, face); /* Face with colors */ |
122 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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123 | float ACC (RW, speed); /* The overall speed of this object */ |
125 | float ACC (RW, speed); /* The overall speed of this object */ |
124 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
126 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
125 | uint32 ACC (RW, nrof); /* How many of the objects */ |
127 | uint32 ACC (RW, nrof); /* How many of the objects */ |
126 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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127 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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128 | |
128 | |
129 | /* This next big block are basically used for monsters and equipment */ |
129 | /* This next big block are basically used for monsters and equipment */ |
130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
131 | uint8 ACC (RW, subtype); /* subtype of object */ |
131 | uint8 ACC (RW, subtype); /* subtype of object */ |
132 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
132 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
161 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
162 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
162 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
164 | /* See the doc/Developers/objects for more info about body locations */ |
164 | /* See the pod/objects.pod for more info about body locations */ |
165 | |
165 | |
166 | /* Following mostly refers to fields only used for monsters */ |
166 | /* Following mostly refers to fields only used for monsters */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
168 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
168 | |
169 | /* allows different movement patterns for attackers */ |
169 | /* allows different movement patterns for attackers */ |
170 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
170 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
171 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
171 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
172 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
172 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
173 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
173 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
174 | /* races/classes can need less/more exp to gain levels */ |
174 | /* races/classes can need less/more exp to gain levels */ |
175 | |
175 | |
176 | /* Spell related information, may be useful elsewhere |
176 | /* Spell related information, may be useful elsewhere |
177 | * Note that other fields are used - these files are basically |
177 | * Note that other fields are used - these files are basically |
178 | * only used in spells. |
178 | * only used in spells. |
179 | */ |
179 | */ |
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182 | uint16 ACC (RW, start_holding); |
182 | uint16 ACC (RW, start_holding); |
183 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
183 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
184 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
184 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
185 | sint8 ACC (RW, range); /* Range of the spell */ |
185 | sint8 ACC (RW, range); /* Range of the spell */ |
186 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
186 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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187 | |
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188 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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189 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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190 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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191 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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192 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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193 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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194 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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195 | |
187 | char *ACC (RW, spellarg); |
196 | char *ACC (RW, spellarg); |
188 | |
197 | |
189 | /* Following are values used by any object */ |
198 | /* Following are values used by any object */ |
190 | /* this objects turns into or what this object creates */ |
199 | /* this objects turns into or what this object creates */ |
191 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
200 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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195 | bool ACC (RW, flag[NUM_FLAGS]); |
204 | bool ACC (RW, flag[NUM_FLAGS]); |
196 | #endif |
205 | #endif |
197 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
206 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
198 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
207 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
199 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
208 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
200 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
209 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
201 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
210 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
202 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
211 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
203 | |
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204 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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205 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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206 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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207 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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208 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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209 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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210 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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211 | }; |
212 | }; |
212 | |
213 | |
213 | struct object : zero_initialised, refcounted, attachable<object>, object_copy |
214 | struct object : zero_initialised, object_copy |
214 | { |
215 | { |
215 | typedef unordered_vector<object *> vector; |
216 | typedef unordered_vector<object *> vector; |
216 | |
217 | |
217 | // These variables are not changed by ->copy_to |
218 | // These variables are not changed by ->copy_to |
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219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
218 | |
220 | |
219 | tag_t ACC (RW, count); /* Generation count for this object */ |
221 | tag_t ACC (RW, count); /* Generation count for this object */ |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
222 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
221 | |
223 | |
222 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
224 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
238 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | * This is typically the container that the object is in. |
239 | * This is typically the container that the object is in. |
238 | */ |
240 | */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
241 | 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 |
242 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
241 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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242 | client_container *seen_by; // seen by which player/container currently? |
243 | client_container *seen_by; // seen by which player/container currently? |
243 | |
244 | |
244 | static vector mortals; |
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245 | static vector active; // active objects, not yet used |
245 | static vector active; // active objects, not yet used |
246 | static vector objects; // not used yet, use first->next->... |
246 | static vector objects; // not used yet, use first->next->... |
247 | static object *first; // will be replaced by "objects" |
247 | static object *first; // will be replaced by "objects" |
248 | |
248 | |
249 | static object *create (); |
249 | MTH static object *create (); |
250 | void copy_to (object *dst); |
250 | MTH void copy_to (object *dst); |
251 | object *clone (); // create + copy_to |
251 | MTH object *clone (); // create + copy_to |
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252 | void do_destroy (); |
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253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
252 | void destroy (bool destroy_inventory = false); |
254 | MTH void destroy (bool destroy_inventory = false); |
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255 | |
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256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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257 | MTH void destroy_inv (bool drop_to_ground = false); |
253 | void remove (); |
258 | MTH void remove (); |
254 | object *insert (object *item); // insert into inventory |
259 | MTH object *insert (object *item); // insert into inventory |
255 | |
260 | |
256 | static void free_mortals (); |
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257 | static bool can_merge_slow (object *op1, object *op2); |
261 | static bool can_merge_slow (object *op1, object *op2); |
258 | |
262 | |
259 | // this is often used in time-critical code, so optimise |
263 | // this is often used in time-critical code, so optimise |
260 | static bool can_merge (object *op1, object *op2) |
264 | MTH static bool can_merge (object *op1, object *op2) |
261 | { |
265 | { |
262 | return op1->value == op2->value |
266 | return op1->value == op2->value |
263 | && op1->name == op2->name |
267 | && op1->name == op2->name |
264 | && can_merge_slow (op1, op2); |
268 | && can_merge_slow (op1, op2); |
265 | } |
269 | } |
266 | |
270 | |
267 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
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268 | |
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269 | void set_owner (object *owner); |
271 | MTH void set_owner (object *owner); |
270 | |
272 | |
271 | void instantiate () |
273 | MTH void instantiate () |
272 | { |
274 | { |
273 | if (!uuid.seq) // HACK |
275 | if (!uuid.seq) // HACK |
274 | uuid = gen_uuid (); |
276 | uuid = gen_uuid (); |
275 | |
277 | |
276 | attachable<object>::instantiate (); |
278 | attachable::instantiate (); |
277 | } |
279 | } |
278 | |
280 | |
279 | // recalculate all stats |
281 | // recalculate all stats |
280 | void update_stats (); |
282 | MTH void update_stats (); |
281 | void roll_stats (); |
283 | MTH void roll_stats (); |
282 | void swap_stats (int a, int b); |
284 | MTH void swap_stats (int a, int b); |
283 | void add_statbonus (); |
285 | MTH void add_statbonus (); |
284 | void remove_statbonus (); |
286 | MTH void remove_statbonus (); |
285 | void drain_stat (); |
287 | MTH void drain_stat (); |
286 | void drain_specific_stat (int deplete_stats); |
288 | MTH void drain_specific_stat (int deplete_stats); |
287 | void change_luck (int value); |
289 | MTH void change_luck (int value); |
288 | |
290 | |
289 | // info must hold 256 * 3 bytes currently |
291 | // info must hold 256 * 3 bytes currently |
290 | const char *debug_desc (char *info) const; |
292 | MTH const char *debug_desc (char *info) const; |
291 | const char *debug_desc () const; |
293 | MTH const char *debug_desc () const; |
292 | |
294 | |
293 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
295 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
294 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
296 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
295 | || type == CLOAK || type == BOOTS || type == GLOVES |
297 | || type == CLOAK || type == BOOTS || type == GLOVES |
296 | || type == BRACERS || type == GIRDLE; } |
298 | || type == BRACERS || type == GIRDLE; } |
297 | bool is_alive () const { return (type == PLAYER |
299 | MTH bool is_alive () const { return (type == PLAYER |
298 | || flag [FLAG_MONSTER] |
300 | || flag [FLAG_MONSTER] |
299 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
301 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
300 | && !flag [FLAG_IS_A_TEMPLATE]; } |
302 | && !flag [FLAG_IS_A_TEMPLATE]; } |
301 | bool is_arrow () const { return type == ARROW |
303 | MTH bool is_arrow () const { return type == ARROW |
302 | || (type == SPELL_EFFECT |
304 | || (type == SPELL_EFFECT |
303 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
305 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
304 | |
306 | |
305 | /* This return true if object has still randomitems which |
307 | /* This return true if object has still randomitems which |
306 | * could be expanded. |
308 | * could be expanded. |
307 | */ |
309 | */ |
308 | bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
310 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
309 | |
311 | |
310 | // returns the player that has this object in his inventory, or 0 |
312 | // returns the player that has this object in his inventory, or 0 |
311 | object *in_player () const |
313 | MTH object *in_player () const |
312 | { |
314 | { |
313 | for (object *op = env; op; op = op->env) |
315 | for (object *op = env; op; op = op->env) |
314 | if (op->type == PLAYER) |
316 | if (op->type == PLAYER) |
315 | return op; |
317 | return op; |
316 | |
318 | |
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385 | * be much left in the archetype - all it really is is a holder for the |
387 | * be much left in the archetype - all it really is is a holder for the |
386 | * object and pointers. This structure should get removed, and just replaced |
388 | * object and pointers. This structure should get removed, and just replaced |
387 | * by the object structure |
389 | * by the object structure |
388 | */ |
390 | */ |
389 | |
391 | |
390 | ACC_CLASS (archetype) |
392 | INTERFACE_CLASS (archetype) |
391 | struct archetype : zero_initialised, refcounted |
393 | struct archetype : zero_initialised, attachable |
392 | { |
394 | { |
393 | archetype (); |
395 | archetype (); |
394 | ~archetype (); |
396 | ~archetype (); |
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397 | void gather_callbacks (AV *&callbacks, event_type event) const; |
395 | |
398 | |
396 | static archetype *find (const char *arch); |
399 | static archetype *find (const char *arch); |
397 | |
400 | |
398 | void hash_add (); // add to hastable |
401 | void hash_add (); // add to hashtable |
399 | void hash_del (); // remove from hashtable |
402 | void hash_del (); // remove from hashtable |
400 | |
403 | |
401 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
404 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
402 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
405 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
403 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
406 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |