1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
26 | #define OBJECT_H |
26 | |
27 | |
27 | #include <bitset> |
28 | #include <bitset> |
28 | |
29 | |
29 | #include "cfperl.h" |
30 | #include "cfperl.h" |
30 | #include "shstr.h" |
31 | #include "shstr.h" |
31 | |
32 | |
32 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
33 | #define NUM_BODY_LOCATIONS 12 |
34 | #define NUM_BODY_LOCATIONS 12 |
34 | #define BODY_ARMS 1 |
35 | #define BODY_ARMS 1 |
35 | |
36 | |
36 | /* See common/item.c */ |
37 | /* See common/item.c */ |
37 | |
38 | |
… | |
… | |
109 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
110 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | /* To get put into books and the like. */ |
112 | /* To get put into books and the like. */ |
112 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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115 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
114 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
115 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
116 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
117 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
118 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
119 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
120 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
121 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
122 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
123 | |
125 | |
124 | New_Face *ACC (RW, face); /* Face with colors */ |
126 | facetile *ACC (RW, face); /* Face with colors */ |
125 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
127 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | |
130 | |
129 | /* This next big block are basically used for monsters and equipment */ |
131 | /* This next big block are basically used for monsters and equipment */ |
… | |
… | |
133 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
137 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
140 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
139 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
140 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
141 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
142 | /* Note that the last_.. values are sometimes used for non obvious |
144 | /* Note that the last_.. values are sometimes used for non obvious |
143 | * meanings by some objects, eg, sp penalty, permanent exp. |
145 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
211 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
213 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | }; |
214 | }; |
213 | |
215 | |
214 | struct object : zero_initialised, object_copy |
216 | struct object : zero_initialised, object_copy |
215 | { |
217 | { |
216 | typedef unordered_vector<object *> vector; |
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217 | |
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218 | // These variables are not changed by ->copy_to |
218 | // These variables are not changed by ->copy_to |
219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
220 | |
220 | |
221 | tag_t ACC (RW, count); /* Generation count for this object */ |
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222 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
221 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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222 | int ACC (RO, count); |
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223 | int ACC (RO, index); // index into objects |
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224 | int ACC (RO, active); // index into actives |
223 | |
225 | |
224 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
226 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
225 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
227 | |
226 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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227 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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228 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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229 | /* so that the entire object list does not */ |
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230 | /* need to be gone through. */ |
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231 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
228 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
232 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
233 | /* Note: stacked in the *same* environment */ |
230 | /* Note: stacked in the *same* environment */ |
234 | object *inv; /* Pointer to the first object in the inventory */ |
231 | object *inv; /* Pointer to the first object in the inventory */ |
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232 | |
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233 | //TODO: container must move into client |
235 | object *ACC (RW, container); /* Current container being used. I think this |
234 | object *ACC (RW, container); /* Current container being used. I think this |
236 | * is only used by the player right now. |
235 | * is only used by the player right now. |
237 | */ |
236 | */ |
238 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
239 | * This is typically the container that the object is in. |
238 | * This is typically the container that the object is in. |
240 | */ |
239 | */ |
241 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
240 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
242 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
241 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
243 | client_container *seen_by; // seen by which player/container currently? |
242 | client_container *seen_by; // seen by which player/container currently? |
244 | |
243 | |
245 | static vector active; // active objects, not yet used |
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246 | static vector objects; // not used yet, use first->next->... |
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247 | static object *first; // will be replaced by "objects" |
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248 | |
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249 | MTH static object *create (); |
244 | MTH static object *create (); |
250 | MTH void copy_to (object *dst); |
245 | MTH void copy_to (object *dst); |
251 | MTH object *clone (); // create + copy_to |
246 | MTH object *clone (); // create + copy_to |
252 | void do_destroy (); |
247 | void do_destroy (); |
253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | void gather_callbacks (AV *&callbacks, event_type event) const; |
254 | MTH void destroy (bool destroy_inventory = false); |
249 | MTH void destroy (bool destroy_inventory = false); |
255 | |
250 | |
256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
251 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
257 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | MTH void destroy_inv (bool drop_to_ground = false); |
258 | MTH void remove (); |
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259 | MTH object *insert (object *item); // insert into inventory |
253 | MTH object *insert (object *item); // insert into inventory |
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254 | void do_remove (); |
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255 | MTH void remove () |
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256 | { |
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257 | if (!flag [FLAG_REMOVED]) |
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258 | do_remove (); |
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259 | } |
260 | |
260 | |
261 | static bool can_merge_slow (object *op1, object *op2); |
261 | static bool can_merge_slow (object *op1, object *op2); |
262 | |
262 | |
263 | // this is often used in time-critical code, so optimise |
263 | // this is often used in time-critical code, so optimise |
264 | MTH static bool can_merge (object *op1, object *op2) |
264 | MTH static bool can_merge (object *op1, object *op2) |
… | |
… | |
290 | MTH void change_luck (int value); |
290 | MTH void change_luck (int value); |
291 | |
291 | |
292 | // info must hold 256 * 3 bytes currently |
292 | // info must hold 256 * 3 bytes currently |
293 | const char *debug_desc (char *info) const; |
293 | const char *debug_desc (char *info) const; |
294 | MTH const char *debug_desc () const; |
294 | MTH const char *debug_desc () const; |
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295 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
295 | const char *flag_desc (char *desc, int len) const; |
296 | const char *flag_desc (char *desc, int len) const; |
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297 | |
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298 | int number_of () const |
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299 | { |
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300 | return nrof ? nrof : 1; |
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301 | } |
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302 | |
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303 | uint64 total_weight () const |
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304 | { |
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305 | return weight * number_of (); |
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306 | } |
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307 | |
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308 | // return the dominant material of this item, always return something |
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309 | const materialtype_t *dominant_material () const; |
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310 | |
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311 | // return the volume of this object in cm³ |
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312 | uint64 volume () const |
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313 | { |
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314 | return total_weight () |
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315 | * 1000 |
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316 | * (type == CONTAINER ? 1000 : 1) |
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317 | / dominant_material ()->density; |
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318 | } |
296 | |
319 | |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
320 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
298 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
321 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
322 | || type == CLOAK || type == BOOTS || type == GLOVES |
300 | || type == BRACERS || type == GIRDLE; } |
323 | || type == BRACERS || type == GIRDLE; } |
… | |
… | |
306 | || (type == SPELL_EFFECT |
329 | || (type == SPELL_EFFECT |
307 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
330 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
308 | |
331 | |
309 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
332 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
310 | |
333 | |
311 | // temporary: wether the objetc can be saved in a map file |
334 | // temporary: wether the object can be saved in a map file |
312 | // contr => is a player |
335 | // contr => is a player |
313 | // head => only save head of a multitile object |
336 | // head => only save head of a multitile object |
314 | // owner => can not reference owner yet |
337 | // owner => can not reference owner yet |
315 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
338 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
316 | |
339 | |
317 | /* This return true if object has still randomitems which |
340 | /* This return true if object has still randomitems which |
318 | * could be expanded. |
341 | * could be expanded. |
319 | */ |
342 | */ |
320 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
343 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
… | |
… | |
337 | |
360 | |
338 | // insert object at same map position as 'where' |
361 | // insert object at same map position as 'where' |
339 | // handles both inventory and map "positions" |
362 | // handles both inventory and map "positions" |
340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
363 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
341 | |
364 | |
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365 | MTH void activate (); |
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366 | MTH void deactivate (); |
342 | MTH void activate (bool recursive = true); |
367 | MTH void activate_recursive (); |
343 | MTH void deactivate (bool recursive = true); |
368 | MTH void deactivate_recursive (); |
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369 | |
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370 | // set the givne flag on all objects in the inventory recursively |
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371 | MTH void set_flag_inv (int flag, int value = 1); |
344 | |
372 | |
345 | void enter_exit (object *exit);//PERL |
373 | void enter_exit (object *exit);//PERL |
346 | MTH void enter_map (maptile *newmap, int x, int y); |
374 | MTH void enter_map (maptile *newmap, int x, int y); |
347 | |
375 | |
348 | // returns the mapspace this object is in |
376 | // returns the mapspace this object is in |
… | |
… | |
361 | operator object *() const { return item; } |
389 | operator object *() const { return item; } |
362 | |
390 | |
363 | object *operator ->() const { return item; } |
391 | object *operator ->() const { return item; } |
364 | object &operator * () const { return *item; } |
392 | object &operator * () const { return *item; } |
365 | }; |
393 | }; |
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394 | |
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395 | MTH unsigned int random_seed () const |
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396 | { |
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397 | return (unsigned int)uuid.seq; |
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398 | } |
366 | |
399 | |
367 | // depth-first recursive iterator |
400 | // depth-first recursive iterator |
368 | struct depth_iterator : iterator_base |
401 | struct depth_iterator : iterator_base |
369 | { |
402 | { |
370 | depth_iterator (object *container); |
403 | depth_iterator (object *container); |
… | |
… | |
381 | object *end () |
414 | object *end () |
382 | { |
415 | { |
383 | return this; |
416 | return this; |
384 | } |
417 | } |
385 | |
418 | |
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419 | /* This returns TRUE if the object is something that |
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420 | * should be displayed in the floorbox/inventory window |
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421 | */ |
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422 | MTH bool client_visible () const |
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423 | { |
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424 | return !invisible && type != PLAYER; |
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425 | } |
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426 | |
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427 | MTH struct region *region () const; |
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428 | |
386 | protected: |
429 | protected: |
387 | friend struct archetype; |
430 | friend struct archetype; |
388 | |
431 | |
389 | void link (); |
432 | void link (); |
390 | void unlink (); |
433 | void unlink (); |
391 | |
434 | |
392 | object (); |
435 | object (); |
393 | ~object (); |
436 | ~object (); |
394 | }; |
437 | }; |
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438 | |
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439 | typedef object_vector<object, &object::index > objectvec; |
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440 | typedef object_vector<object, &object::active> activevec; |
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441 | |
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442 | extern objectvec objects; |
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443 | extern activevec actives; |
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444 | |
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445 | #define for_all_objects(var) \ |
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446 | for (int _i = 0; _i < objects.size (); ++_i) \ |
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447 | declvar (object *, var, objects [_i]) |
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448 | |
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449 | #define for_all_actives(var) \ |
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450 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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451 | declvar (object *, var, actives [_i]) |
395 | |
452 | |
396 | typedef struct oblnk |
453 | typedef struct oblnk |
397 | { /* Used to link together several objects */ |
454 | { /* Used to link together several objects */ |
398 | object_ptr ob; |
455 | object_ptr ob; |
399 | struct oblnk *next; |
456 | struct oblnk *next; |
… | |
… | |
420 | { |
477 | { |
421 | archetype (); |
478 | archetype (); |
422 | ~archetype (); |
479 | ~archetype (); |
423 | void gather_callbacks (AV *&callbacks, event_type event) const; |
480 | void gather_callbacks (AV *&callbacks, event_type event) const; |
424 | |
481 | |
425 | static archetype *find (const char *arch); |
482 | static archetype *find (const char *name); |
426 | |
483 | |
427 | void hash_add (); // add to hashtable |
484 | void hash_add (); // add to hashtable |
428 | void hash_del (); // remove from hashtable |
485 | void hash_del (); // remove from hashtable |
429 | |
486 | |
430 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
487 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
… | |
… | |
435 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
492 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
436 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
493 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
437 | * in comparison to the head. |
494 | * in comparison to the head. |
438 | */ |
495 | */ |
439 | }; |
496 | }; |
440 | |
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441 | extern object *objects; |
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442 | extern object *active_objects; |
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443 | |
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444 | extern int nrofallocobjects; |
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445 | |
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446 | /* This returns TRUE if the object is something that |
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447 | * should be displayed in the look window |
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448 | */ |
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449 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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450 | |
497 | |
451 | /* Used by update_object to know if the object being passed is |
498 | /* Used by update_object to know if the object being passed is |
452 | * being added or removed. |
499 | * being added or removed. |
453 | */ |
500 | */ |
454 | #define UP_OBJ_INSERT 1 |
501 | #define UP_OBJ_INSERT 1 |