1 | /* |
1 | /* |
2 | * static char *rcsid_object_h = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: object.h,v 1.7 2006/08/26 23:36:32 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
22 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
23 | |
29 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
30 | #define OBJECT_H |
25 | #define OBJECT_H |
31 | |
26 | |
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27 | #include <bitset> |
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28 | |
32 | #include "cfperl.h" |
29 | #include "cfperl.h" |
33 | #include "shstr.h" |
30 | #include "shstr.h" |
34 | |
31 | |
35 | typedef uint32 tag_t; |
32 | typedef int tag_t; |
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33 | |
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34 | enum { |
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35 | body_skill, |
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36 | body_combat, |
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37 | body_range, |
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38 | body_shield, |
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39 | body_arm, |
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40 | body_torso, |
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41 | body_head, |
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42 | body_neck, |
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43 | body_finger, |
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44 | body_shoulder, |
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45 | body_foot, |
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46 | body_hand, |
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47 | body_wrist, |
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48 | body_waist, |
36 | #define NUM_BODY_LOCATIONS 12 |
49 | NUM_BODY_LOCATIONS |
37 | #define BODY_ARMS 1 |
50 | }; |
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51 | |
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52 | enum slottype_t |
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53 | { |
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54 | slot_none, |
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55 | slot_combat, |
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56 | slot_ranged, |
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57 | }; |
38 | |
58 | |
39 | /* See common/item.c */ |
59 | /* See common/item.c */ |
40 | |
60 | |
41 | typedef struct Body_Locations { |
61 | typedef struct Body_Locations |
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62 | { |
42 | const char *save_name; /* Name used to load/save it to disk */ |
63 | keyword save_name; /* Name used to load/save it to disk */ |
43 | const char *use_name; /* Name used when describing an item we can use */ |
64 | const char *use_name; /* Name used when describing an item we can use */ |
44 | const char *nonuse_name; /* Name to describe objects we can't use */ |
65 | const char *nonuse_name; /* Name to describe objects we can't use */ |
45 | } Body_Locations; |
66 | } Body_Locations; |
46 | |
67 | |
47 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
68 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
48 | |
69 | |
49 | typedef struct _event |
70 | #define NUM_COINS 4 /* number of coin types */ |
50 | { |
71 | extern const char *const coins[NUM_COINS + 1]; |
51 | int type; |
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52 | const char *hook; |
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53 | const char *plugin; |
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54 | const char *options; |
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55 | struct _event *next; |
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56 | } event; |
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57 | |
72 | |
58 | /* |
73 | /* |
59 | * Each object (this also means archetypes!) could have a few of these |
74 | * Each object (this also means archetypes!) could have a few of these |
60 | * "dangling" from it; this could also end up containing 'parse errors'. |
75 | * "dangling" from it; this could also end up containing 'parse errors'. |
61 | * |
76 | * |
… | |
… | |
63 | * |
78 | * |
64 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
79 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
65 | * accessing the list directly. |
80 | * accessing the list directly. |
66 | * Exception is if you want to walk this list for some reason. |
81 | * Exception is if you want to walk this list for some reason. |
67 | */ |
82 | */ |
68 | typedef struct _key_value { |
83 | struct key_value |
69 | const char * key; |
84 | { |
70 | const char * value; |
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71 | struct _key_value * next; |
85 | key_value *next; |
72 | } key_value; |
86 | shstr key, value; |
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87 | }; |
73 | |
88 | |
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89 | struct UUID |
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90 | { |
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91 | uint64 seq; |
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92 | |
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93 | static UUID cur; // last uuid generated |
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94 | static void init (); |
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95 | static UUID gen (); |
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96 | |
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97 | UUID () { } |
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98 | UUID (uint64 seq) : seq(seq) { } |
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99 | operator uint64() { return seq; } |
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100 | void operator =(uint64 seq) { this->seq = seq; } |
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101 | |
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102 | typedef char BUF [32]; |
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103 | |
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104 | bool parse (const char *s) |
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105 | { |
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106 | return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1; |
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107 | } |
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108 | |
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109 | const char *c_str (char *buf, int len) const |
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110 | { |
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111 | snprintf (buf, len, "<1.%" PRIx64 ">", seq); |
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112 | |
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113 | return buf; |
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114 | } |
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115 | |
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116 | const char *c_str () const |
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117 | { |
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118 | static BUF buf; |
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119 | |
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120 | return c_str (buf, sizeof (buf)); |
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121 | } |
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122 | }; |
74 | |
123 | |
75 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
124 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
76 | * sprinkled in the code. Note that some of these also replace fields |
125 | * sprinkled in the code. Note that some of these also replace fields |
77 | * that were in the can_apply area. What is the point of having both |
126 | * that were in the can_apply area. What is the point of having both |
78 | * can_apply and will_apply? |
127 | * can_apply and will_apply? |
79 | */ |
128 | */ |
80 | #define WILL_APPLY_HANDLE 0x1 |
129 | #define WILL_APPLY_HANDLE 0x01 |
81 | #define WILL_APPLY_TREASURE 0x2 |
130 | #define WILL_APPLY_TREASURE 0x02 |
82 | #define WILL_APPLY_EARTHWALL 0x4 |
131 | #define WILL_APPLY_EARTHWALL 0x04 |
83 | #define WILL_APPLY_DOOR 0x8 |
132 | #define WILL_APPLY_DOOR 0x08 |
84 | #define WILL_APPLY_FOOD 0x10 |
133 | #define WILL_APPLY_FOOD 0x10 |
85 | |
134 | |
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135 | struct body_slot |
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136 | { |
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137 | signed char info:4; /* body info as loaded from the file */ |
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138 | signed char used:4; /* Calculated value based on items equipped */ |
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139 | }; |
86 | |
140 | |
87 | /* Note that the ordering of this structure is sort of relevent - |
141 | INTERFACE_CLASS (object) |
88 | * copy_object copies everything over beyond 'name' using memcpy. |
142 | // these are being copied |
89 | * Thus, values that need to be copied need to be located beyond that |
143 | struct object_copy : attachable |
90 | * point. |
144 | { |
91 | * |
145 | typedef bitset<NUM_FLAGS> flags_t; |
92 | * However, if you're keeping a pointer of some sort, you probably |
146 | |
93 | * don't just want it copied, so you'll need to add to common/object.c, |
147 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
94 | * e.g. copy-object |
148 | |
95 | * |
149 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
96 | * I've tried to clean up this structure a bit (in terms of formatting) |
150 | uint8 ACC (RW, subtype); /* subtype of object */ |
97 | * by making it more consistent. I've also tried to locate some of the fields |
151 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
98 | * more logically together (put the item related ones together, the monster |
152 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
99 | * related ones, etc. |
153 | |
100 | * This structure is best viewed with about a 100 width screen. |
154 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
101 | * MSW 2002-07-05 |
155 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
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156 | shstr ACC (RW, title); /* Of foo, etc */ |
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157 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
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158 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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159 | /* If this is an exit, this is the filename */ |
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160 | shstr ACC (RW, tag); // a tag used to tracking this object |
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161 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
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162 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
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163 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
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164 | /* To get put into books and the like. */ |
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165 | shstr ACC (RW, materialname); /* specific material name */ |
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166 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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167 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
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168 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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169 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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170 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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171 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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172 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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173 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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174 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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175 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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176 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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177 | |
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178 | float ACC (RW, speed); /* The overall speed of this object */ |
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179 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
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180 | uint32 ACC (RW, nrof); /* How many of the objects */ |
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181 | |
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182 | /* This next big block are basically used for monsters and equipment */ |
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183 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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184 | |
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185 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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186 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
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187 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
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188 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
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189 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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190 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
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191 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
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192 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
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193 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
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194 | /* Note that the last_.. values are sometimes used for non obvious |
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195 | * meanings by some objects, eg, sp penalty, permanent exp. |
102 | */ |
196 | */ |
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197 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
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198 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
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199 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
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200 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
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201 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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202 | sint16 ACC (RW, level); /* Level of creature or object */ |
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203 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
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204 | sint8 ACC (RW, item_power); /* power rating of the object */ |
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205 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
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206 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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207 | sint32 ACC (RW, weight); /* Attributes of the object */ |
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208 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
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209 | sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ |
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210 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
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211 | uint32 ACC (RW, weapontype); /* type of weapon */ |
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212 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
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213 | body_slot slot [NUM_BODY_LOCATIONS]; |
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214 | faceidx ACC (RW, face); /* the graphical face */ |
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215 | faceidx ACC (RW, sound); /* the sound face */ |
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216 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
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217 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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218 | /* See the pod/objects.pod for more info about body locations */ |
103 | |
219 | |
104 | struct object_simple : extendable<object> { |
220 | /* Following mostly refers to fields only used for monsters */ |
105 | data_type get_dt () const { return DT_OBJECT; } |
221 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
106 | |
222 | |
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223 | /* allows different movement patterns for attackers */ |
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224 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
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225 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
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226 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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227 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
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228 | /* races/classes can need less/more exp to gain levels */ |
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229 | |
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230 | /* Spell related information, may be useful elsewhere |
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231 | * Note that other fields are used - these files are basically |
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232 | * only used in spells. |
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233 | */ |
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234 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
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235 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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236 | |
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237 | uint16 ACC (RW, start_holding); |
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238 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
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239 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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240 | |
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241 | sint8 ACC (RW, range); /* Range of the spell */ |
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242 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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243 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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244 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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245 | |
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246 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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247 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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248 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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249 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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250 | |
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251 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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252 | |
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253 | char *ACC (RW, spellarg); |
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254 | |
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255 | /* Following are values used by any object */ |
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256 | /* this objects turns into or what this object creates */ |
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257 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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258 | flags_t flag; /* various flags */ |
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259 | #if FOR_PERL |
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260 | bool ACC (RW, flag[NUM_FLAGS]); |
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261 | #endif |
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262 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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263 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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264 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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265 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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266 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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267 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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268 | }; |
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269 | |
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270 | struct object : zero_initialised, object_copy |
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271 | { |
107 | /* These variables are not changed by copy_object() */ |
272 | // These variables are not changed by ->copy_to |
108 | struct pl *contr; /* Pointer to the player which control this object */ |
273 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
109 | struct object *next; /* Pointer to the next object in the free/used list */ |
274 | |
110 | struct object *prev; /* Pointer to the previous object in the free/used list*/ |
275 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
111 | struct object *active_next; /* Next & previous object in the 'active' */ |
276 | int ACC (RO, count); |
112 | struct object *active_prev; /* List. This is used in process_events */ |
277 | object_vector_index ACC (RO, index); // index into objects |
113 | /* so that the entire object list does not */ |
278 | object_vector_index ACC (RO, active); // index into actives |
114 | /* need to be gone through. */ |
279 | |
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280 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
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281 | |
115 | struct object *below; /* Pointer to the object stacked below this one */ |
282 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
116 | struct object *above; /* Pointer to the object stacked above this one */ |
283 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
117 | /* Note: stacked in the *same* environment*/ |
284 | /* Note: stacked in the *same* environment */ |
118 | struct object *inv; /* Pointer to the first object in the inventory */ |
285 | object *inv; /* Pointer to the first object in the inventory */ |
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286 | |
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287 | //TODO: container must move into client |
119 | struct object *container; /* Current container being used. I think this |
288 | object_ptr ACC (RW, container); /* Current container being used. I think this |
120 | * is only used by the player right now. |
289 | * is only used by the player right now. |
121 | */ |
290 | */ |
122 | struct object *env; /* Pointer to the object which is the environment. |
291 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
123 | * This is typically the container that the object is in. |
292 | * This is typically the container that the object is in. |
124 | */ |
293 | */ |
125 | struct object *more; /* Pointer to the rest of a large body of objects */ |
294 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
126 | struct object *head; /* Points to the main object of a large body */ |
295 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
127 | struct mapstruct *map; /* Pointer to the map in which this object is present */ |
296 | client_container *seen_by; // seen by which player/container currently? |
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297 | key_value *key_values; /* Fields not explictly known by the loader. */ |
128 | |
298 | |
129 | tag_t count; /* Unique object number for this object */ |
299 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
130 | uint16 refcount; /* How many objects points to this object */ |
300 | MTH void post_load_check (); // do some adjustments after parsing |
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301 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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302 | bool write (object_freezer &f); |
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303 | |
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304 | MTH int slottype () const; |
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305 | MTH static object *create (); |
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306 | const mapxy &operator =(const mapxy &pos); |
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307 | object &operator =(const object &src); |
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308 | MTH void copy_to (object *dst); |
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309 | MTH object *clone (); // create + copy_to |
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310 | void do_destroy (); |
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311 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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312 | MTH void destroy (bool destroy_inventory = false); |
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313 | |
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314 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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315 | MTH void destroy_inv (bool drop_to_ground = false); |
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316 | MTH object *insert (object *item); // insert into inventory |
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317 | MTH void play_sound (faceidx sound); |
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318 | |
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319 | void do_remove (); |
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320 | MTH void remove () |
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321 | { |
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322 | if (!flag [FLAG_REMOVED]) |
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323 | do_remove (); |
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324 | } |
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325 | |
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326 | MTH bool blocked (maptile *m, int x, int y) const; |
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327 | |
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328 | void move_to (const mapxy &pos) |
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329 | { |
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330 | remove (); |
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331 | *this = pos; |
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332 | insert_at (this, this); |
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333 | } |
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334 | |
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335 | static bool can_merge_slow (object *op1, object *op2); |
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336 | |
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337 | // this is often used in time-critical code, so optimise |
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338 | MTH static bool can_merge (object *op1, object *op2) |
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339 | { |
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340 | return op1->value == op2->value |
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341 | && op1->name == op2->name |
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342 | && can_merge_slow (op1, op2); |
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343 | } |
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344 | |
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345 | MTH void set_owner (object *owner); |
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346 | MTH void set_speed (float speed); |
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347 | MTH bool change_weapon (object *ob); |
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348 | MTH bool change_skill (object *ob); |
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349 | |
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350 | MTH void open_container (object *new_container); |
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351 | MTH void close_container () |
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352 | { |
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353 | open_container (0); |
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354 | } |
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355 | |
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356 | MTH object *force_find (const shstr name); |
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357 | MTH void force_add (const shstr name, int duration = 0); |
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358 | |
|
|
359 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
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360 | bool should_invoke (event_type event) |
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361 | { |
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362 | return ev_want_event [event] || ev_want_type [type] || cb; |
|
|
363 | } |
|
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364 | |
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365 | MTH void instantiate (); |
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366 | |
|
|
367 | // recalculate all stats |
|
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368 | MTH void update_stats (); |
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369 | MTH void roll_stats (); |
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370 | MTH void swap_stats (int a, int b); |
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371 | MTH void add_statbonus (); |
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372 | MTH void remove_statbonus (); |
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373 | MTH void drain_stat (); |
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374 | MTH void drain_specific_stat (int deplete_stats); |
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375 | MTH void change_luck (int value); |
|
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376 | |
|
|
377 | // info must hold 256 * 3 bytes currently |
|
|
378 | const char *debug_desc (char *info) const; |
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379 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
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380 | const char *flag_desc (char *desc, int len) const; |
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381 | |
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382 | MTH bool decrease (sint32 nr = 1); // returns true if anything is left |
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383 | MTH object *split (sint32 nr = 1); // return 0 on failure |
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384 | |
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|
385 | MTH int number_of () const |
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386 | { |
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|
387 | return nrof ? nrof : 1; |
|
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388 | } |
|
|
389 | |
|
|
390 | MTH sint32 total_weight () const |
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391 | { |
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392 | return (weight + carrying) * number_of (); |
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393 | } |
|
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394 | |
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|
395 | MTH void update_weight (); |
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396 | |
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397 | // return the dominant material of this item, always return something |
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398 | const materialtype_t *dominant_material () const; |
|
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399 | |
|
|
400 | // return the volume of this object in cm³ |
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401 | MTH uint64 volume () const |
|
|
402 | { |
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403 | return total_weight () |
|
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404 | * 1000 |
|
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405 | * (type == CONTAINER ? 1000 : 1) |
|
|
406 | / dominant_material ()->density; |
|
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407 | } |
|
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408 | |
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409 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
|
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410 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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|
411 | || type == CLOAK || type == BOOTS || type == GLOVES |
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412 | || type == BRACERS || type == GIRDLE; } |
|
|
413 | MTH bool is_alive () const { return (type == PLAYER |
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414 | || flag [FLAG_MONSTER] |
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|
415 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
|
|
416 | && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
417 | MTH bool is_arrow () const { return type == ARROW |
|
|
418 | || (type == SPELL_EFFECT |
|
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419 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
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420 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
|
|
421 | |
|
|
422 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
|
|
423 | |
|
|
424 | // temporary: wether the object can be saved in a map file |
|
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425 | // contr => is a player |
|
|
426 | // head => only save head of a multitile object |
|
|
427 | // owner => can not reference owner yet |
|
|
428 | MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
|
|
429 | |
|
|
430 | /* This return true if object has still randomitems which |
|
|
431 | * could be expanded. |
|
|
432 | */ |
|
|
433 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
434 | |
|
|
435 | // returns the outermost environment, never returns 0 |
|
|
436 | MTH object *outer_env () |
|
|
437 | { |
|
|
438 | for (object *op = this; ; op = op->env) |
|
|
439 | if (!op->env) |
|
|
440 | return op; |
|
|
441 | } |
|
|
442 | |
|
|
443 | // returns the player that has this object in his inventory, or 0 |
|
|
444 | // we assume the player is always the outer env |
|
|
445 | MTH object *in_player () |
|
|
446 | { |
|
|
447 | object *op = outer_env (); |
|
|
448 | |
|
|
449 | return op->type == PLAYER ? op : 0; |
|
|
450 | } |
|
|
451 | |
|
|
452 | // "temporary" helper function |
|
|
453 | MTH object *head_ () |
|
|
454 | { |
|
|
455 | return head ? head : this; |
|
|
456 | } |
|
|
457 | |
|
|
458 | MTH bool is_head () |
|
|
459 | { |
|
|
460 | return head_ () == this; |
|
|
461 | } |
|
|
462 | |
|
|
463 | MTH bool is_on_map () const |
|
|
464 | { |
|
|
465 | return !env && !flag [FLAG_REMOVED]; |
|
|
466 | } |
|
|
467 | |
|
|
468 | // returns the player that cna see this object, if any |
|
|
469 | MTH object *visible_to () const; |
|
|
470 | |
|
|
471 | MTH std::string long_desc (object *who = 0); |
|
|
472 | MTH std::string describe_monster (object *who = 0); |
|
|
473 | MTH std::string describe_item (object *who = 0); |
|
|
474 | MTH std::string describe (object *who = 0); |
|
|
475 | |
|
|
476 | // If this object has no extra parts but should have them, |
|
|
477 | // add them, effectively expanding heads into multipart |
|
|
478 | // objects. This method only works on objects not inserted |
|
|
479 | // anywhere. |
|
|
480 | MTH void expand_tail (); |
|
|
481 | |
|
|
482 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
483 | |
|
|
484 | // insert object at same map position as 'where' |
|
|
485 | // handles both inventory and map "positions" |
|
|
486 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
487 | MTH void drop_unpaid_items (); |
|
|
488 | |
|
|
489 | MTH void activate (); |
|
|
490 | MTH void deactivate (); |
|
|
491 | MTH void activate_recursive (); |
|
|
492 | MTH void deactivate_recursive (); |
|
|
493 | |
|
|
494 | // set the given flag on all objects in the inventory recursively |
|
|
495 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
496 | |
|
|
497 | void enter_exit (object *exit);//Perl |
|
|
498 | MTH void enter_map (maptile *newmap, int x, int y); |
|
|
499 | |
|
|
500 | // returns the mapspace this object is in |
|
|
501 | mapspace &ms () const; |
|
|
502 | |
|
|
503 | // fully recursive iterator |
|
|
504 | struct iterator_base |
|
|
505 | { |
|
|
506 | object *item; |
|
|
507 | |
|
|
508 | iterator_base (object *container) |
|
|
509 | : item (container) |
|
|
510 | { |
|
|
511 | } |
|
|
512 | |
|
|
513 | operator object *() const { return item; } |
|
|
514 | |
|
|
515 | object *operator ->() const { return item; } |
|
|
516 | object &operator * () const { return *item; } |
|
|
517 | }; |
|
|
518 | |
|
|
519 | MTH unsigned int random_seed () const |
|
|
520 | { |
|
|
521 | return (unsigned int)uuid.seq; |
|
|
522 | } |
|
|
523 | |
|
|
524 | // depth-first recursive iterator |
|
|
525 | struct depth_iterator : iterator_base |
|
|
526 | { |
|
|
527 | depth_iterator (object *container); |
|
|
528 | void next (); |
|
|
529 | object *operator ++( ) { next (); return item; } |
|
|
530 | object *operator ++(int) { object *i = item; next (); return i; } |
|
|
531 | }; |
|
|
532 | |
|
|
533 | object *begin () |
|
|
534 | { |
|
|
535 | return this; |
|
|
536 | } |
|
|
537 | |
|
|
538 | object *end () |
|
|
539 | { |
|
|
540 | return this; |
|
|
541 | } |
|
|
542 | |
|
|
543 | /* This returns TRUE if the object is something that |
|
|
544 | * a client might want to know about. |
|
|
545 | */ |
|
|
546 | MTH bool client_visible () const |
|
|
547 | { |
|
|
548 | return !invisible && type != PLAYER; |
|
|
549 | } |
|
|
550 | |
|
|
551 | // the client does nrof * this weight |
|
|
552 | MTH sint32 client_weight () const |
|
|
553 | { |
|
|
554 | return weight + carrying; |
|
|
555 | } |
|
|
556 | |
|
|
557 | MTH struct region *region () const; |
|
|
558 | |
|
|
559 | void statusmsg (const char *msg, int color = NDI_BLACK); |
|
|
560 | void failmsg (const char *msg, int color = NDI_RED); |
|
|
561 | |
|
|
562 | const char *query_inventory (object *who = 0, const char *indent = ""); |
|
|
563 | |
|
|
564 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
|
|
565 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
|
|
566 | |
|
|
567 | protected: |
|
|
568 | void link (); |
|
|
569 | void unlink (); |
|
|
570 | |
|
|
571 | object (); |
|
|
572 | ~object (); |
131 | }; |
573 | }; |
132 | |
574 | |
133 | struct object_special { |
575 | // move this object to the top of its env's inventory to speed up |
134 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
576 | // searches for it. |
135 | * All fields beow this point are automatically copied by memcpy. If |
577 | static object * |
136 | * adding something that needs a refcount updated, make sure you modify |
578 | splay (object *ob) |
137 | * copy_object to do so. Everything below here also gets cleared |
579 | { |
138 | * by clear_object() |
580 | if (ob->env && ob->env->inv != ob) |
139 | */ |
|
|
140 | const char *name; /* The name of the object, obviously... */ |
|
|
141 | const char *name_pl; /* The plural name of the object */ |
|
|
142 | const char *title; /* Of foo, etc */ |
|
|
143 | const char *race; /* human, goblin, dragon, etc */ |
|
|
144 | const char *slaying; /* Which race to do double damage to */ |
|
|
145 | /* If this is an exit, this is the filename */ |
|
|
146 | const char *skill; /* Name of the skill this object uses/grants */ |
|
|
147 | const char *msg; /* If this is a book/sign/magic mouth/etc */ |
|
|
148 | const char *lore; /* Obscure information about this object, */ |
|
|
149 | /* To get put into books and the like. */ |
|
|
150 | |
|
|
151 | sint16 x,y; /* Position in the map for this object */ |
|
|
152 | sint16 ox,oy; /* For debugging: Where it was last inserted */ |
|
|
153 | float speed; /* The overall speed of this object */ |
|
|
154 | float speed_left; /* How much speed is left to spend this round */ |
|
|
155 | uint32 nrof; /* How many of the objects */ |
|
|
156 | New_Face *face; /* Face with colors */ |
|
|
157 | sint8 direction; /* Means the object is moving that way. */ |
|
|
158 | sint8 facing; /* Object is oriented/facing that way. */ |
|
|
159 | |
|
|
160 | /* This next big block are basically used for monsters and equipment */ |
|
|
161 | uint8 type; /* PLAYER, BULLET, etc. See define.h */ |
|
|
162 | uint8 subtype; /* subtype of object */ |
|
|
163 | uint16 client_type; /* Public type information. see doc/Developers/objects */ |
|
|
164 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
|
|
165 | uint32 attacktype; /* Bitmask of attacks this object does */ |
|
|
166 | uint32 path_attuned; /* Paths the object is attuned to */ |
|
|
167 | uint32 path_repelled; /* Paths the object is repelled from */ |
|
|
168 | uint32 path_denied; /* Paths the object is denied access to */ |
|
|
169 | uint16 material; /* What materials this object consist of */ |
|
|
170 | const char *materialname; /* specific material name */ |
|
|
171 | sint8 magic; /* Any magical bonuses to this item */ |
|
|
172 | uint8 state; /* How the object was last drawn (animation) */ |
|
|
173 | sint32 value; /* How much money it is worth (or contains) */ |
|
|
174 | sint16 level; /* Level of creature or object */ |
|
|
175 | /* Note that the last_.. values are sometimes used for non obvious |
|
|
176 | * meanings by some objects, eg, sp penalty, permanent exp. |
|
|
177 | */ |
|
|
178 | sint32 last_heal; /* Last healed. Depends on constitution */ |
|
|
179 | sint32 last_sp; /* As last_heal, but for spell points */ |
|
|
180 | sint16 last_grace; /* as last_sp, except for grace */ |
|
|
181 | sint16 last_eat; /* How long since we last ate */ |
|
|
182 | sint16 invisible; /* How much longer the object will be invis */ |
|
|
183 | uint8 pick_up; /* See crossfire.doc */ |
|
|
184 | sint8 item_power; /* power rating of the object */ |
|
|
185 | sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ |
|
|
186 | sint32 weight; /* Attributes of the object */ |
|
|
187 | sint32 weight_limit; /* Weight-limit of object */ |
|
|
188 | sint32 carrying; /* How much weight this object contains */ |
|
|
189 | sint8 glow_radius; /* indicates the glow radius of the object */ |
|
|
190 | living stats; /* Str, Con, Dex, etc */ |
|
|
191 | sint64 perm_exp; /* Permanent exp */ |
|
|
192 | const char *current_weapon_script; /* The script of the currently used weapon. Executed */ |
|
|
193 | /* each time the object attacks something */ |
|
|
194 | struct object *current_weapon; /* Pointer to the weapon currently used */ |
|
|
195 | uint32 weapontype; /* type of weapon */ |
|
|
196 | uint32 tooltype; /* type of tool or build facility */ |
|
|
197 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
|
|
198 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
|
|
199 | /* See the doc/Developers/objects for more info about body locations */ |
|
|
200 | |
|
|
201 | /* Following mostly refers to fields only used for monsters */ |
|
|
202 | struct object *owner; /* Pointer to the object which controls this one */ |
|
|
203 | /* Owner should not be referred to directly - */ |
|
|
204 | /* get_owner should be used instead. */ |
|
|
205 | tag_t ownercount; /* What count the owner had (in case owner */ |
|
|
206 | /* has been freed) */ |
|
|
207 | struct object *enemy; /* Monster/player to follow even if not closest */ |
|
|
208 | struct object *attacked_by; /* This object start to attack us! only player & monster */ |
|
|
209 | tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ |
|
|
210 | struct treasureliststruct *randomitems; /* Items to be generated */ |
|
|
211 | uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ |
|
|
212 | struct object *chosen_skill; /* the skill chosen to use */ |
|
|
213 | uint32 hide; /* The object is hidden, not invisible */ |
|
|
214 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
|
|
215 | /* allows different movement patterns for attackers */ |
|
|
216 | sint32 move_status; /* What stage in attack mode */ |
|
|
217 | uint16 attack_movement;/* What kind of attack movement */ |
|
|
218 | uint8 will_apply; /* See crossfire.doc */ |
|
|
219 | struct object *spellitem; /* Spell ability monster is choosing to use */ |
|
|
220 | double expmul; /* needed experience = (calc_exp*expmul) - means some */ |
|
|
221 | /* races/classes can need less/more exp to gain levels */ |
|
|
222 | |
|
|
223 | /* Spell related information, may be useful elsewhere |
|
|
224 | * Note that other fields are used - these files are basically |
|
|
225 | * only used in spells. |
|
|
226 | */ |
|
|
227 | sint16 duration; /* How long the spell lasts */ |
|
|
228 | uint8 duration_modifier; /* how level modifies duration */ |
|
|
229 | sint16 casting_time; /* time left before spell goes off */ |
|
|
230 | struct object *spell; /* Spell that was being cast */ |
|
|
231 | uint16 start_holding; |
|
|
232 | char *spellarg; |
|
|
233 | uint8 dam_modifier; /* How going up in level effects damage */ |
|
|
234 | sint8 range; /* Range of the spell */ |
|
|
235 | uint8 range_modifier; /* How going up in level effects range */ |
|
|
236 | |
|
|
237 | /* Following are values used by any object */ |
|
|
238 | struct archt *arch; /* Pointer to archetype */ |
|
|
239 | struct archt *other_arch; /* Pointer used for various things - mostly used for what */ |
|
|
240 | /* this objects turns into or what this object creates */ |
|
|
241 | uint32 flags[4]; /* various flags */ |
|
|
242 | uint16 animation_id; /* An index into the animation array */ |
|
|
243 | uint8 anim_speed; /* ticks between animation-frames */ |
|
|
244 | uint8 last_anim; /* last sequence used to draw face */ |
|
|
245 | sint32 elevation; /* elevation of this terrain - not currently used */ |
|
|
246 | uint8 smoothlevel; /* how to smooth this square around*/ |
|
|
247 | |
|
|
248 | MoveType move_type; /* Type of movement this object uses */ |
|
|
249 | MoveType move_block; /* What movement types this blocks */ |
|
|
250 | MoveType move_allow; /* What movement types explicitly allowd */ |
|
|
251 | MoveType move_on; /* Move types affected moving on to this space */ |
|
|
252 | MoveType move_off; /* Move types affected moving off this space */ |
|
|
253 | MoveType move_slow; /* Movement types this slows down */ |
|
|
254 | float move_slow_penalty; /* How much this slows down the object */ |
|
|
255 | |
|
|
256 | event *events; |
|
|
257 | |
|
|
258 | const char *custom_name; /* Custom name assigned by player */ |
|
|
259 | key_value *key_values; /* Fields not explictly known by the loader. */ |
|
|
260 | }; |
|
|
261 | |
|
|
262 | struct object : object_special, object_simple { |
|
|
263 | void instantiate_ (); |
|
|
264 | void instantiate () |
|
|
265 | { |
|
|
266 | if (attach) |
|
|
267 | { |
581 | { |
268 | instantiate_ (); |
582 | if (ob->above) ob->above->below = ob->below; |
269 | free_string (attach); |
583 | if (ob->below) ob->below->above = ob->above; |
270 | attach = 0; |
584 | |
|
|
585 | ob->above = 0; |
|
|
586 | ob->below = ob->env->inv; |
|
|
587 | ob->below->above = ob; |
|
|
588 | ob->env->inv = ob; |
271 | } |
589 | } |
272 | } |
|
|
273 | void clone (object *destination) |
|
|
274 | { |
|
|
275 | if (attach) |
|
|
276 | destination->attach = add_refcount (attach); |
|
|
277 | |
590 | |
278 | if (self || cb) |
591 | return ob; |
279 | INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
592 | } |
280 | } |
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281 | }; |
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282 | |
593 | |
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594 | typedef struct oblnk |
283 | typedef struct oblnk { /* Used to link together several objects */ |
595 | { /* Used to link together several objects */ |
284 | object *ob; |
596 | object_ptr ob; |
285 | struct oblnk *next; |
597 | struct oblnk *next; |
286 | tag_t id; |
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287 | } objectlink; |
598 | } objectlink; |
288 | |
599 | |
289 | typedef struct oblinkpt { /* Used to link together several object links */ |
600 | typedef struct oblinkpt |
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601 | { /* Used to link together several object links */ |
290 | struct oblnk *link; |
602 | struct oblnk *link; |
291 | long value; /* Used as connected value in buttons/gates */ |
603 | sint32 value; /* Used as connected value in buttons/gates */ |
292 | struct oblinkpt *next; |
604 | struct oblinkpt *next; |
293 | } oblinkpt; |
605 | } oblinkpt; |
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606 | |
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607 | object *find_skill_by_name (object *who, const char *name); |
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608 | object *find_skill_by_name (object *who, const shstr &sh); |
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609 | object *find_skill_by_number (object *who, int skillno); |
294 | |
610 | |
295 | /* |
611 | /* |
296 | * The archetype structure is a set of rules on how to generate and manipulate |
612 | * The archetype structure is a set of rules on how to generate and manipulate |
297 | * objects which point to archetypes. |
613 | * objects which point to archetypes. |
298 | * This probably belongs in arch.h, but there really doesn't appear to |
614 | * This probably belongs in arch.h, but there really doesn't appear to |
299 | * be much left in the archetype - all it really is is a holder for the |
615 | * be much left in the archetype - all it really is is a holder for the |
300 | * object and pointers. This structure should get removed, and just replaced |
616 | * object and pointers. This structure should get removed, and just replaced |
301 | * by the object structure |
617 | * by the object structure |
302 | */ |
618 | */ |
303 | |
619 | |
304 | typedef struct archt { |
620 | INTERFACE_CLASS (archetype) |
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621 | struct archetype : object |
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622 | { |
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623 | static arch_ptr empty; // the empty_archetype |
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624 | MTH static void gc (); |
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625 | |
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626 | archetype (const char *name); |
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627 | ~archetype (); |
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628 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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629 | |
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630 | MTH static archetype *find (const_utf8_string name); |
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631 | |
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632 | MTH void link (); |
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633 | MTH void unlink (); |
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634 | |
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635 | MTH object *instance (); |
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636 | |
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637 | object_vector_index ACC (RW, archid); // index in archvector |
305 | const char *name; /* More definite name, like "generate_kobold" */ |
638 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
306 | struct archt *next; /* Next archetype in a linked list */ |
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307 | struct archt *head; /* The main part of a linked object */ |
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308 | struct archt *more; /* Next part of a linked object */ |
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309 | object clone; /* An object from which to do copy_object() */ |
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310 | uint32 editable; /* editable flags (mainly for editor) */ |
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311 | sint8 tail_x, tail_y; /* Where the lower right most portion of the object is |
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312 | * in comparison to the head. |
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313 | */ |
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314 | } archetype; |
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315 | |
639 | |
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640 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
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641 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
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642 | |
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643 | // support for archetype loading |
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644 | static archetype *read (object_thawer &f); |
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645 | MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more |
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646 | static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ |
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647 | }; |
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648 | |
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649 | inline void |
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650 | object_freezer::put (keyword k, archetype *v) |
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651 | { |
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652 | put (k, v ? &v->archname : (const char *)0); |
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653 | } |
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654 | |
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655 | typedef object_vector<object, &object::index > objectvec; |
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656 | typedef object_vector<object, &object::active> activevec; |
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657 | typedef object_vector<archetype, &archetype::archid> archvec; |
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658 | |
316 | extern object *objects; |
659 | extern objectvec objects; |
317 | extern object *active_objects; |
660 | extern activevec actives; |
318 | extern object *free_objects; |
661 | extern archvec archetypes; |
319 | extern object objarray[STARTMAX]; |
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320 | |
662 | |
321 | extern int nrofallocobjects; |
663 | #define for_all_objects(var) \ |
322 | extern int nroffreeobjects; |
664 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
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665 | statementvar (object *, var, objects [_i]) |
323 | |
666 | |
324 | /* This returns TRUE if the object is somethign that |
667 | #define for_all_actives(var) \ |
325 | * should be displayed in the look window |
668 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
326 | */ |
669 | statementvar (object *, var, actives [_i]) |
327 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
670 | |
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671 | #define for_all_archetypes(var) \ |
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672 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
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673 | statementvar (archetype *, var, archetypes [_i]) |
328 | |
674 | |
329 | /* Used by update_object to know if the object being passed is |
675 | /* Used by update_object to know if the object being passed is |
330 | * being added or removed. |
676 | * being added or removed. |
331 | */ |
677 | */ |
332 | #define UP_OBJ_INSERT 1 |
678 | #define UP_OBJ_INSERT 1 |
333 | #define UP_OBJ_REMOVE 2 |
679 | #define UP_OBJ_REMOVE 2 |
334 | #define UP_OBJ_CHANGE 3 |
680 | #define UP_OBJ_CHANGE 3 |
335 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
681 | #define UP_OBJ_FACE 4 /* Only thing that changed was the face */ |
336 | |
682 | |
337 | /* These are flags passed to insert_ob_in_map and |
683 | /* These are flags passed to insert_ob_in_map and |
338 | * insert_ob_in_ob. Note that all flags may not be meaningful |
684 | * insert_ob_in_ob. Note that all flags may not be meaningful |
339 | * for both functions. |
685 | * for both functions. |
340 | * Most are fairly explanatory: |
686 | * Most are fairly explanatory: |
… | |
… | |
349 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
695 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
350 | * Use for treasure chests so the new object is the highest thing |
696 | * Use for treasure chests so the new object is the highest thing |
351 | * beneath the player, but not actually above it. Note - the |
697 | * beneath the player, but not actually above it. Note - the |
352 | * map and x,y coordinates for the object to be inserted must |
698 | * map and x,y coordinates for the object to be inserted must |
353 | * match the originator. |
699 | * match the originator. |
354 | * INS_MAP_LOAD: disable lots of checkings done at insertion to |
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355 | * speed up map loading process, as we assume the ordering in |
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356 | * loaded map is correct. |
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357 | * |
700 | * |
358 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
701 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
359 | * are mutually exclusive. The behaviour for passing more than one |
702 | * are mutually exclusive. The behaviour for passing more than one |
360 | * should be considered undefined - while you may notice what happens |
703 | * should be considered undefined - while you may notice what happens |
361 | * right now if you pass more than one, that could very well change |
704 | * right now if you pass more than one, that could very well change |
362 | * in future revisions of the code. |
705 | * in future revisions of the code. |
363 | */ |
706 | */ |
364 | #define INS_NO_MERGE 0x0001 |
707 | #define INS_NO_MERGE 0x0001 |
365 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
708 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
366 | #define INS_NO_WALK_ON 0x0004 |
709 | #define INS_NO_WALK_ON 0x0004 |
367 | #define INS_ON_TOP 0x0008 |
710 | #define INS_ON_TOP 0x0008 |
368 | #define INS_BELOW_ORIGINATOR 0x0010 |
711 | #define INS_BELOW_ORIGINATOR 0x0010 |
369 | #define INS_MAP_LOAD 0x0020 |
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370 | |
712 | |
371 | #define ARCH_SINGULARITY "singularity" |
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372 | #define ARCH_SINGULARITY_LEN 11 |
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373 | #define ARCH_DETECT_MAGIC "detect_magic" |
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374 | #define ARCH_DEPLETION "depletion" |
713 | #define ARCH_DEPLETION "depletion" |
375 | #define ARCH_SYMPTOM "symptom" |
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376 | |
714 | |
377 | #endif |
715 | #endif |
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716 | |