… | |
… | |
56 | { |
56 | { |
57 | key_value *next; |
57 | key_value *next; |
58 | shstr key, value; |
58 | shstr key, value; |
59 | }; |
59 | }; |
60 | |
60 | |
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61 | struct UUID |
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62 | { |
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63 | uint64 seq; |
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64 | }; |
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65 | |
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66 | extern void init_uuid (); |
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67 | extern UUID gen_uuid (); |
61 | |
68 | |
62 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
63 | * sprinkled in the code. Note that some of these also replace fields |
70 | * sprinkled in the code. Note that some of these also replace fields |
64 | * that were in the can_apply area. What is the point of having both |
71 | * that were in the can_apply area. What is the point of having both |
65 | * can_apply and will_apply? |
72 | * can_apply and will_apply? |
66 | */ |
73 | */ |
67 | #define WILL_APPLY_HANDLE 0x1 |
74 | #define WILL_APPLY_HANDLE 0x01 |
68 | #define WILL_APPLY_TREASURE 0x2 |
75 | #define WILL_APPLY_TREASURE 0x02 |
69 | #define WILL_APPLY_EARTHWALL 0x4 |
76 | #define WILL_APPLY_EARTHWALL 0x04 |
70 | #define WILL_APPLY_DOOR 0x8 |
77 | #define WILL_APPLY_DOOR 0x08 |
71 | #define WILL_APPLY_FOOD 0x10 |
78 | #define WILL_APPLY_FOOD 0x10 |
72 | |
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73 | |
79 | |
74 | /* However, if you're keeping a pointer of some sort, you probably |
80 | /* However, if you're keeping a pointer of some sort, you probably |
75 | * don't just want it copied, so you'll need to add to common/object.C, |
81 | * don't just want it copied, so you'll need to add to common/object.C, |
76 | * e.g. copy_object. |
82 | * e.g. copy_object. |
77 | */ |
83 | */ |
78 | |
84 | |
79 | // these are not being copied |
85 | // these are not being copied |
80 | ACC_CLASS (object) |
86 | ACC_CLASS (object) |
81 | struct object_keep |
87 | struct object_keep : refcounted |
82 | { |
88 | { |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
89 | tag_t ACC (RW, count); /* Generation count for this object */ |
84 | sint32 ACC (RW, refcount); /* How many objects points to this object */ |
90 | UUID uuid; // Unique Identifier, survives saves etc. |
85 | |
91 | |
86 | /* These variables are not changed by copy_object() */ |
92 | /* These variables are not changed by copy_object() */ |
87 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
93 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
88 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
94 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
89 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
95 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
… | |
… | |
100 | */ |
106 | */ |
101 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
107 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
102 | * This is typically the container that the object is in. |
108 | * This is typically the container that the object is in. |
103 | */ |
109 | */ |
104 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
110 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
105 | struct object *ACC (RW, head); /* Points to the main object of a large body */ |
111 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
106 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
112 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
107 | }; |
113 | }; |
108 | |
114 | |
109 | // these are being copied |
115 | // these are being copied |
110 | struct object_copy : attachable<object> |
116 | struct object_copy : attachable<object> |
111 | { |
117 | { |
112 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
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113 | * All fields beow this point are automatically copied by memcpy. If |
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114 | * adding something that needs a refcount updated, make sure you modify |
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115 | * copy_object to do so. Everything below here also gets cleared |
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116 | * by clear_object() |
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117 | */ |
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118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
… | |
125 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
125 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
126 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
126 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
127 | /* To get put into books and the like. */ |
127 | /* To get put into books and the like. */ |
128 | shstr ACC (RW, materialname); /* specific material name */ |
128 | shstr ACC (RW, materialname); /* specific material name */ |
129 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
129 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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130 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
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131 | refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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132 | refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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133 | refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ |
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134 | refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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135 | refptr<object> ACC (RW, spell); /* Spell that was being cast */ |
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136 | refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
130 | }; |
137 | }; |
131 | |
138 | |
132 | // these are being copied and also cleared |
139 | // these are being copied and also cleared |
133 | struct object_pod |
140 | struct object_pod |
134 | { |
141 | { |
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142 | New_Face *ACC (RW, face); /* Face with colors */ |
135 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
143 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
136 | float ACC (RW, speed); /* The overall speed of this object */ |
144 | float ACC (RW, speed); /* The overall speed of this object */ |
137 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
145 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
138 | uint32 ACC (RW, nrof); /* How many of the objects */ |
146 | uint32 ACC (RW, nrof); /* How many of the objects */ |
139 | New_Face *ACC (RW, face); /* Face with colors */ |
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140 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
147 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
141 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
148 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
142 | |
149 | |
143 | /* This next big block are basically used for monsters and equipment */ |
150 | /* This next big block are basically used for monsters and equipment */ |
144 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
151 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
… | |
… | |
167 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
174 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
168 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
175 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
169 | sint32 ACC (RW, weight); /* Attributes of the object */ |
176 | sint32 ACC (RW, weight); /* Attributes of the object */ |
170 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
177 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
171 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
178 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
172 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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|
173 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
179 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
174 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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|
175 | uint32 ACC (RW, weapontype); /* type of weapon */ |
180 | uint32 ACC (RW, weapontype); /* type of weapon */ |
176 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
181 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
177 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
182 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
178 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
183 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
179 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
184 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
180 | /* See the doc/Developers/objects for more info about body locations */ |
185 | /* See the doc/Developers/objects for more info about body locations */ |
181 | |
186 | |
182 | /* Following mostly refers to fields only used for monsters */ |
187 | /* Following mostly refers to fields only used for monsters */ |
183 | struct object *ACC (RW, owner); /* Pointer to the object which controls this one */ |
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184 | /* Owner should not be referred to directly - */ |
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185 | /* get_owner should be used instead. */ |
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186 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */ |
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187 | /* has been freed) */ |
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188 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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189 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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190 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
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191 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
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192 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
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193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
188 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
194 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
189 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
195 | /* allows different movement patterns for attackers */ |
190 | /* allows different movement patterns for attackers */ |
196 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
191 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
197 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
192 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
198 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
193 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
199 | struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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200 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
194 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
201 | /* races/classes can need less/more exp to gain levels */ |
195 | /* races/classes can need less/more exp to gain levels */ |
202 | |
196 | |
203 | /* Spell related information, may be useful elsewhere |
197 | /* Spell related information, may be useful elsewhere |
204 | * Note that other fields are used - these files are basically |
198 | * Note that other fields are used - these files are basically |
205 | * only used in spells. |
199 | * only used in spells. |
206 | */ |
200 | */ |
207 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
201 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
208 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
202 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
209 | uint16 ACC (RW, start_holding); |
203 | uint16 ACC (RW, start_holding); |
210 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
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211 | char *ACC (RW, spellarg); |
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212 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
204 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
213 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
205 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
214 | sint8 ACC (RW, range); /* Range of the spell */ |
206 | sint8 ACC (RW, range); /* Range of the spell */ |
215 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
207 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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208 | char *ACC (RW, spellarg); |
216 | |
209 | |
217 | /* Following are values used by any object */ |
210 | /* Following are values used by any object */ |
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211 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
218 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
212 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
219 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
213 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
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214 | key_value *key_values; /* Fields not explictly known by the loader. */ |
220 | /* this objects turns into or what this object creates */ |
215 | /* this objects turns into or what this object creates */ |
221 | uint32 flags[4]; /* various flags */ |
216 | uint32 flags[4]; /* various flags */ |
222 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
217 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
223 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
218 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
224 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
219 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
225 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
220 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
226 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
221 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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|
222 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
227 | |
223 | |
228 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
224 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
229 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
225 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
230 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
226 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
231 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
227 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
232 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
228 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
233 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
229 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
234 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
235 | key_value *key_values; /* Fields not explictly known by the loader. */ |
231 | }; |
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232 | |
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233 | struct object : zero_initialised, object_keep, object_copy, object_pod |
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234 | { |
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235 | typedef unordered_vector<object *> vector; |
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236 | |
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237 | static vector mortals; |
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238 | static vector active; // active objects, not yet used |
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239 | static vector objects; // not used yet, use first->next->... |
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240 | static object *first; // will be replaced by "objects" |
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241 | |
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242 | static object *create (); |
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243 | void free (bool free_inventory = false); |
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244 | |
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245 | static void free_mortals (); |
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246 | static bool can_merge (object *op1, object *op2); |
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247 | |
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248 | void clear (); |
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249 | void clone (object *destination); |
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250 | |
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251 | void instantiate () |
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252 | { |
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253 | if (!uuid.seq) // HACK |
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254 | uuid = gen_uuid (); |
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255 | |
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256 | attachable<object>::instantiate (); |
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257 | } |
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258 | |
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259 | void set_owner (object *owner); |
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260 | |
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261 | // info must hold 256 * 3 bytes currently |
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262 | const char *debug_desc (char *info) const; |
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263 | const char *debug_desc () const; |
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264 | |
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265 | // fully recursive iterator |
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266 | struct iterator_base |
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267 | { |
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268 | object *item; |
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269 | |
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270 | iterator_base (object *container) |
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271 | : item (container) |
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272 | { |
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273 | } |
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274 | |
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275 | operator object *() const { return item; } |
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276 | |
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277 | object *operator ->() const { return item; } |
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278 | object &operator * () const { return *item; } |
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279 | }; |
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280 | |
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281 | // depth-first recursive iterator |
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282 | struct depth_iterator : iterator_base |
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283 | { |
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284 | depth_iterator (object *container); |
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285 | void next (); |
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286 | object *operator ++( ) { next (); return item; } |
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287 | object *operator ++(int) { object *i = item; next (); return i; } |
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288 | }; |
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289 | |
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290 | object *begin () |
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291 | { |
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292 | return this; |
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293 | } |
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294 | |
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295 | object *end () |
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296 | { |
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297 | return this; |
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298 | } |
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299 | |
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300 | protected: |
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301 | friend struct archetype; |
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302 | |
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303 | void link (); |
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304 | void unlink (); |
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305 | |
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306 | object (); |
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307 | ~object (); |
236 | }; |
308 | }; |
237 | |
309 | |
238 | #define get_object() object::create () |
310 | #define get_object() object::create () |
239 | #define free_object(op) (op)->free (0) |
311 | #define free_object(op) (op)->free (0) |
240 | #define free_object2(op, free_inv) (op)->free (free_inv) |
312 | #define free_object2(op, free_inv) (op)->free (free_inv) |
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313 | #define clear_owner(op) (op)->owner = 0 |
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314 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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315 | #define get_owner(op) (op)->owner |
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316 | #define clear_object(op) (op)->clear () |
241 | |
317 | |
242 | struct object : zero_initialised, object_keep, object_copy, object_pod |
318 | static inline void |
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319 | set_owner (object *op, object *owner) |
243 | { |
320 | { |
244 | static object *create (); |
321 | op->set_owner (owner); |
245 | void free (bool free_inventory = false); |
322 | } |
246 | |
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247 | static void free_mortals (); |
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248 | static bool can_merge (object *op1, object *op2); |
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249 | |
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250 | void clear (); |
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251 | void clone (object *destination); |
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252 | |
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253 | protected: |
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254 | friend struct archetype; |
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255 | |
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256 | void link (); |
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257 | void unlink (); |
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258 | |
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259 | object (); |
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260 | ~object (); |
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261 | }; |
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262 | |
323 | |
263 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
324 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
264 | |
325 | |
265 | typedef struct oblnk |
326 | typedef struct oblnk |
266 | { /* Used to link together several objects */ |
327 | { /* Used to link together several objects */ |
… | |
… | |
289 | struct archetype : zero_initialised |
350 | struct archetype : zero_initialised |
290 | { |
351 | { |
291 | archetype (); |
352 | archetype (); |
292 | ~archetype (); |
353 | ~archetype (); |
293 | |
354 | |
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355 | static archetype *find (const char *arch); |
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356 | |
294 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
357 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
295 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
358 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
296 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
359 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
297 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
360 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
298 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
361 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
299 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
362 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
300 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
363 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
301 | * in comparison to the head. |
364 | * in comparison to the head. |
302 | */ |
365 | */ |
303 | }; |
366 | }; |
304 | |
367 | |
305 | extern object *objects; |
368 | extern object *objects; |
306 | extern object *active_objects; |
369 | extern object *active_objects; |
307 | |
370 | |