… | |
… | |
16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
25 | #define OBJECT_H |
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26 | |
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27 | #include <bitset> |
26 | |
28 | |
27 | #include "cfperl.h" |
29 | #include "cfperl.h" |
28 | #include "shstr.h" |
30 | #include "shstr.h" |
29 | |
31 | |
30 | typedef uint32 tag_t; |
32 | typedef uint32 tag_t; |
… | |
… | |
59 | }; |
61 | }; |
60 | |
62 | |
61 | struct UUID |
63 | struct UUID |
62 | { |
64 | { |
63 | uint64 seq; |
65 | uint64 seq; |
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66 | |
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67 | UUID () { } |
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68 | UUID (uint64 seq) : seq(seq) { } |
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69 | operator uint64() { return seq; } |
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70 | void operator =(uint64 seq) { this->seq = seq; } |
64 | }; |
71 | }; |
65 | |
72 | |
66 | extern void init_uuid (); |
73 | extern void init_uuid (); |
67 | extern UUID gen_uuid (); |
74 | extern UUID gen_uuid (); |
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75 | extern const uint64 UUID_SKIP; |
68 | |
76 | |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
77 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
70 | * sprinkled in the code. Note that some of these also replace fields |
78 | * sprinkled in the code. Note that some of these also replace fields |
71 | * that were in the can_apply area. What is the point of having both |
79 | * that were in the can_apply area. What is the point of having both |
72 | * can_apply and will_apply? |
80 | * can_apply and will_apply? |
… | |
… | |
77 | #define WILL_APPLY_DOOR 0x08 |
85 | #define WILL_APPLY_DOOR 0x08 |
78 | #define WILL_APPLY_FOOD 0x10 |
86 | #define WILL_APPLY_FOOD 0x10 |
79 | |
87 | |
80 | /* However, if you're keeping a pointer of some sort, you probably |
88 | /* However, if you're keeping a pointer of some sort, you probably |
81 | * don't just want it copied, so you'll need to add to common/object.C, |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
82 | * e.g. copy_object. |
90 | * e.g. ->copy_to () |
83 | */ |
91 | */ |
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92 | |
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93 | typedef refptr<object> object_ptr; |
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94 | typedef refptr<archetype> arch_ptr; |
84 | |
95 | |
85 | // these are not being copied |
96 | // these are not being copied |
86 | ACC_CLASS (object) |
97 | ACC_CLASS (object) |
87 | struct object_keep : refcounted |
98 | struct object_keep : refcounted |
88 | { |
99 | { |
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100 | /* These variables are not changed by ->copy_to */ |
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101 | |
89 | tag_t ACC (RW, count); /* Generation count for this object */ |
102 | tag_t ACC (RW, count); /* Generation count for this object */ |
90 | UUID uuid; // Unique Identifier, survives saves etc. |
103 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
91 | |
104 | |
92 | /* These variables are not changed by copy_object() */ |
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93 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
105 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
94 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
106 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
95 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
107 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
96 | struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
108 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
97 | struct object *ACC (RW, active_prev); /* List. This is used in process_events */ |
109 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
98 | /* so that the entire object list does not */ |
110 | /* so that the entire object list does not */ |
99 | /* need to be gone through. */ |
111 | /* need to be gone through. */ |
100 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
112 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
101 | struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
113 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
102 | /* Note: stacked in the *same* environment */ |
114 | /* Note: stacked in the *same* environment */ |
103 | struct object *inv; /* Pointer to the first object in the inventory */ |
115 | object *inv; /* Pointer to the first object in the inventory */ |
104 | struct object *ACC (RW, container); /* Current container being used. I think this |
116 | object *ACC (RW, container); /* Current container being used. I think this |
105 | * is only used by the player right now. |
117 | * is only used by the player right now. |
106 | */ |
118 | */ |
107 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
119 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
108 | * This is typically the container that the object is in. |
120 | * This is typically the container that the object is in. |
109 | */ |
121 | */ |
110 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
122 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
111 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
123 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
112 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
124 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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125 | client_container *seen_by; // seen by which player/container currently? |
113 | }; |
126 | }; |
114 | |
127 | |
115 | // these are being copied |
128 | // these are being copied |
116 | struct object_copy : attachable<object> |
129 | struct object_copy : attachable<object> |
117 | { |
130 | { |
118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
131 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
132 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
133 | shstr ACC (RW, title); /* Of foo, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
134 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
135 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
123 | /* If this is an exit, this is the filename */ |
136 | /* If this is an exit, this is the filename */ |
124 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
137 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
125 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
138 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
126 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
139 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
127 | /* To get put into books and the like. */ |
140 | /* To get put into books and the like. */ |
128 | shstr ACC (RW, materialname); /* specific material name */ |
141 | shstr ACC (RW, materialname); /* specific material name */ |
129 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
142 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
130 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
143 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
131 | refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
144 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
132 | refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
145 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
133 | refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ |
146 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
134 | refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
147 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
135 | refptr<object> ACC (RW, spell); /* Spell that was being cast */ |
148 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
136 | refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
149 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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150 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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151 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
137 | }; |
152 | }; |
138 | |
153 | |
139 | // these are being copied and also cleared |
154 | // these are being copied and also cleared |
140 | struct object_pod |
155 | struct object_pod |
141 | { |
156 | { |
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157 | typedef bitset<NUM_FLAGS> flags_t; |
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158 | |
142 | New_Face *ACC (RW, face); /* Face with colors */ |
159 | New_Face *ACC (RW, face); /* Face with colors */ |
143 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
160 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
144 | float ACC (RW, speed); /* The overall speed of this object */ |
161 | float ACC (RW, speed); /* The overall speed of this object */ |
145 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
162 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
146 | uint32 ACC (RW, nrof); /* How many of the objects */ |
163 | uint32 ACC (RW, nrof); /* How many of the objects */ |
147 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
164 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
148 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
165 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
149 | |
166 | |
150 | /* This next big block are basically used for monsters and equipment */ |
167 | /* This next big block are basically used for monsters and equipment */ |
151 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
168 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
152 | uint8 ACC (RW, subtype); /* subtype of object */ |
169 | uint8 ACC (RW, subtype); /* subtype of object */ |
153 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
170 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
154 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
171 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
155 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
172 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
156 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
173 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
157 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
174 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
158 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
175 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
159 | uint16 ACC (RW, material); /* What materials this object consist of */ |
176 | uint16 ACC (RW, material); /* What materials this object consist of */ |
160 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
177 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
161 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
178 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
162 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
179 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
163 | /* Note that the last_.. values are sometimes used for non obvious |
180 | /* Note that the last_.. values are sometimes used for non obvious |
164 | * meanings by some objects, eg, sp penalty, permanent exp. |
181 | * meanings by some objects, eg, sp penalty, permanent exp. |
165 | */ |
182 | */ |
166 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
183 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
… | |
… | |
169 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
186 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
170 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
187 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
171 | sint16 ACC (RW, level); /* Level of creature or object */ |
188 | sint16 ACC (RW, level); /* Level of creature or object */ |
172 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
189 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
173 | sint8 ACC (RW, item_power); /* power rating of the object */ |
190 | sint8 ACC (RW, item_power); /* power rating of the object */ |
174 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
191 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
175 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
192 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
176 | sint32 ACC (RW, weight); /* Attributes of the object */ |
193 | sint32 ACC (RW, weight); /* Attributes of the object */ |
177 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
194 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
178 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
195 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
179 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
196 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
180 | uint32 ACC (RW, weapontype); /* type of weapon */ |
197 | uint32 ACC (RW, weapontype); /* type of weapon */ |
181 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
198 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
182 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
199 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
183 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
200 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
184 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
201 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
185 | /* See the doc/Developers/objects for more info about body locations */ |
202 | /* See the doc/Developers/objects for more info about body locations */ |
186 | |
203 | |
187 | /* Following mostly refers to fields only used for monsters */ |
204 | /* Following mostly refers to fields only used for monsters */ |
188 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
205 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
189 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
206 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
190 | /* allows different movement patterns for attackers */ |
207 | /* allows different movement patterns for attackers */ |
191 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
208 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
192 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
209 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
193 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
210 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
… | |
… | |
197 | /* Spell related information, may be useful elsewhere |
214 | /* Spell related information, may be useful elsewhere |
198 | * Note that other fields are used - these files are basically |
215 | * Note that other fields are used - these files are basically |
199 | * only used in spells. |
216 | * only used in spells. |
200 | */ |
217 | */ |
201 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
218 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
202 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
219 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
203 | uint16 ACC (RW, start_holding); |
220 | uint16 ACC (RW, start_holding); |
204 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
221 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
205 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
222 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
206 | sint8 ACC (RW, range); /* Range of the spell */ |
223 | sint8 ACC (RW, range); /* Range of the spell */ |
207 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
224 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
208 | char *ACC (RW, spellarg); |
225 | char *ACC (RW, spellarg); |
209 | |
226 | |
210 | /* Following are values used by any object */ |
227 | /* Following are values used by any object */ |
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228 | /* this objects turns into or what this object creates */ |
211 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
229 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
212 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
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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. */ |
230 | key_value *key_values; /* Fields not explictly known by the loader. */ |
215 | /* this objects turns into or what this object creates */ |
231 | object_pod::flags_t flags; /* various flags */ |
216 | uint32 flags[4]; /* various flags */ |
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217 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
232 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
218 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
233 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
219 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
234 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
220 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
235 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
221 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
236 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
222 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
237 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
223 | |
238 | |
224 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
239 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
225 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
240 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
226 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
241 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
227 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
242 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
228 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
243 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
229 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
244 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
245 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
231 | }; |
246 | }; |
232 | |
247 | |
233 | struct object : zero_initialised, object_keep, object_copy, object_pod |
248 | struct object : zero_initialised, object_keep, object_copy, object_pod |
234 | { |
249 | { |
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250 | typedef object_pod::flags_t flags_t; |
235 | typedef unordered_vector<object *> vector; |
251 | typedef unordered_vector<object *> vector; |
236 | |
252 | |
237 | static vector mortals; |
253 | static vector mortals; |
238 | static vector active; // active objects, not yet used |
254 | static vector active; // active objects, not yet used |
239 | static vector objects; // not used yet, use first->next->... |
255 | static vector objects; // not used yet, use first->next->... |
240 | static object *first; // will be replaced by "objects" |
256 | static object *first; // will be replaced by "objects" |
241 | |
257 | |
242 | static object *create (); |
258 | static object *create (); |
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259 | void copy_to (object *dst); |
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260 | object *clone (); // create + copy_to |
243 | void free (bool free_inventory = false); |
261 | void destroy (bool destroy_inventory = false); |
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262 | void remove (); |
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263 | object *insert (object *item); // insert into inventory |
244 | |
264 | |
245 | static void free_mortals (); |
265 | static void free_mortals (); |
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266 | static bool can_merge_slow (object *op1, object *op2); |
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267 | |
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268 | // this is often used in time-critical code, so optimise |
246 | static bool can_merge (object *op1, object *op2); |
269 | static bool can_merge (object *op1, object *op2) |
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270 | { |
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271 | return op1->value == op2->value |
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272 | && op1->name == op2->name |
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273 | && can_merge_slow (op1, op2); |
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274 | } |
247 | |
275 | |
248 | void clear (); |
276 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
249 | void clone (object *destination); |
277 | |
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278 | void set_owner (object *owner); |
250 | |
279 | |
251 | void instantiate () |
280 | void instantiate () |
252 | { |
281 | { |
253 | if (!uuid.seq) // HACK |
282 | if (!uuid.seq) // HACK |
254 | uuid = gen_uuid (); |
283 | uuid = gen_uuid (); |
255 | |
284 | |
256 | attachable<object>::instantiate (); |
285 | attachable<object>::instantiate (); |
257 | } |
286 | } |
258 | |
287 | |
259 | void set_owner (object *owner); |
288 | // recalculate all stats |
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289 | void update_stats (); |
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290 | void roll_stats (); |
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291 | void swap_stats (int a, int b); |
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292 | void add_statbonus (); |
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293 | void remove_statbonus (); |
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294 | void drain_stat (); |
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295 | void drain_specific_stat (int deplete_stats); |
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296 | void change_luck (int value); |
260 | |
297 | |
261 | // info must hold 256 * 3 bytes currently |
298 | // info must hold 256 * 3 bytes currently |
262 | const char *debug_desc (char *info) const; |
299 | const char *debug_desc (char *info) const; |
263 | const char *debug_desc () const; |
300 | const char *debug_desc () const; |
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301 | |
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302 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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303 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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304 | || type == CLOAK || type == BOOTS || type == GLOVES |
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305 | || type == BRACERS || type == GIRDLE; } |
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306 | bool is_alive () const { return (type == PLAYER |
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307 | || flags [FLAG_MONSTER] |
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308 | || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) |
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309 | && !flags [FLAG_IS_A_TEMPLATE]; } |
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310 | bool is_arrow () const { return type == ARROW |
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311 | || (type == SPELL_EFFECT |
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312 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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313 | |
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314 | /* This return true if object has still randomitems which |
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315 | * could be expanded. |
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316 | */ |
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317 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
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318 | |
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319 | // returns the player that has this object in his inventory, or 0 |
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320 | object *in_player () const |
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321 | { |
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322 | for (object *op = env; op; op = op->env) |
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323 | if (op->type == PLAYER) |
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324 | return op; |
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325 | |
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326 | return 0; |
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327 | } |
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328 | |
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329 | // returns the mapspace this object is in |
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330 | mapspace &ms () const; |
264 | |
331 | |
265 | // fully recursive iterator |
332 | // fully recursive iterator |
266 | struct iterator_base |
333 | struct iterator_base |
267 | { |
334 | { |
268 | object *item; |
335 | object *item; |
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305 | |
372 | |
306 | object (); |
373 | object (); |
307 | ~object (); |
374 | ~object (); |
308 | }; |
375 | }; |
309 | |
376 | |
310 | #define get_object() object::create () |
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311 | #define free_object(op) (op)->free (0) |
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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 () |
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317 | |
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318 | static inline void |
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319 | set_owner (object *op, object *owner) |
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320 | { |
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321 | op->set_owner (owner); |
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322 | } |
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323 | |
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324 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
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325 | |
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326 | typedef struct oblnk |
377 | typedef struct oblnk |
327 | { /* Used to link together several objects */ |
378 | { /* Used to link together several objects */ |
328 | object *ob; |
379 | object_ptr ob; |
329 | struct oblnk *next; |
380 | struct oblnk *next; |
330 | tag_t id; |
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331 | } objectlink; |
381 | } objectlink; |
332 | |
382 | |
333 | typedef struct oblinkpt |
383 | typedef struct oblinkpt |
334 | { /* Used to link together several object links */ |
384 | { /* Used to link together several object links */ |
335 | struct oblnk *link; |
385 | struct oblnk *link; |
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344 | * be much left in the archetype - all it really is is a holder for the |
394 | * be much left in the archetype - all it really is is a holder for the |
345 | * object and pointers. This structure should get removed, and just replaced |
395 | * object and pointers. This structure should get removed, and just replaced |
346 | * by the object structure |
396 | * by the object structure |
347 | */ |
397 | */ |
348 | |
398 | |
349 | ACC_CLASS(archetype) |
399 | ACC_CLASS (archetype) |
350 | struct archetype : zero_initialised |
400 | struct archetype : zero_initialised, refcounted |
351 | { |
401 | { |
352 | archetype (); |
402 | archetype (); |
353 | ~archetype (); |
403 | ~archetype (); |
354 | |
404 | |
355 | static archetype *find (const char *arch); |
405 | static archetype *find (const char *arch); |
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406 | |
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407 | void hash_add (); // add to hastable |
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408 | void hash_del (); // remove from hashtable |
356 | |
409 | |
357 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
410 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
358 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
411 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
359 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
412 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
360 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
413 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
361 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
414 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
362 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
415 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
363 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
416 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
364 | * in comparison to the head. |
417 | * in comparison to the head. |
365 | */ |
418 | */ |
366 | }; |
419 | }; |
… | |
… | |
371 | extern int nrofallocobjects; |
424 | extern int nrofallocobjects; |
372 | |
425 | |
373 | /* This returns TRUE if the object is something that |
426 | /* This returns TRUE if the object is something that |
374 | * should be displayed in the look window |
427 | * should be displayed in the look window |
375 | */ |
428 | */ |
376 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
429 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
377 | |
430 | |
378 | /* Used by update_object to know if the object being passed is |
431 | /* Used by update_object to know if the object being passed is |
379 | * being added or removed. |
432 | * being added or removed. |
380 | */ |
433 | */ |
381 | #define UP_OBJ_INSERT 1 |
434 | #define UP_OBJ_INSERT 1 |
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422 | #define ARCH_DETECT_MAGIC "detect_magic" |
475 | #define ARCH_DETECT_MAGIC "detect_magic" |
423 | #define ARCH_DEPLETION "depletion" |
476 | #define ARCH_DEPLETION "depletion" |
424 | #define ARCH_SYMPTOM "symptom" |
477 | #define ARCH_SYMPTOM "symptom" |
425 | |
478 | |
426 | #endif |
479 | #endif |
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480 | |