… | |
… | |
80 | /* 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 |
81 | * 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, |
82 | * e.g. copy_object. |
82 | * e.g. copy_object. |
83 | */ |
83 | */ |
84 | |
84 | |
|
|
85 | typedef refptr<object> object_ptr; |
|
|
86 | |
85 | // these are not being copied |
87 | // these are not being copied |
86 | ACC_CLASS (object) |
88 | ACC_CLASS (object) |
87 | struct object_keep : refcounted |
89 | struct object_keep : refcounted |
88 | { |
90 | { |
89 | tag_t ACC (RW, count); /* Unique object number for this object */ |
91 | tag_t ACC (RW, count); /* Generation count for this object */ |
90 | UUID uuid; // Unique Identifier, survives saves etc. |
92 | UUID uuid; // Unique Identifier, survives saves etc. |
91 | |
93 | |
92 | /* These variables are not changed by copy_object() */ |
94 | /* These variables are not changed by copy_object() */ |
93 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
95 | 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 */ |
96 | 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 */ |
97 | 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' */ |
98 | 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 */ |
99 | object *ACC (RW, active_prev); /* List. This is used in process_events */ |
98 | /* so that the entire object list does not */ |
100 | /* so that the entire object list does not */ |
99 | /* need to be gone through. */ |
101 | /* need to be gone through. */ |
100 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
102 | 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 */ |
103 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
102 | /* Note: stacked in the *same* environment */ |
104 | /* Note: stacked in the *same* environment */ |
103 | struct object *inv; /* Pointer to the first object in the inventory */ |
105 | object *inv; /* Pointer to the first object in the inventory */ |
104 | struct object *ACC (RW, container); /* Current container being used. I think this |
106 | object *ACC (RW, container); /* Current container being used. I think this |
105 | * is only used by the player right now. |
107 | * is only used by the player right now. |
106 | */ |
108 | */ |
107 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
109 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
108 | * This is typically the container that the object is in. |
110 | * This is typically the container that the object is in. |
109 | */ |
111 | */ |
110 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
112 | 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 |
113 | 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 */ |
114 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
113 | }; |
115 | }; |
114 | |
116 | |
115 | // these are being copied |
117 | // these are being copied |
116 | struct object_copy : attachable<object> |
118 | struct object_copy : attachable<object> |
117 | { |
119 | { |
… | |
… | |
125 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
127 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
126 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
128 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
127 | /* To get put into books and the like. */ |
129 | /* To get put into books and the like. */ |
128 | shstr ACC (RW, materialname); /* specific material name */ |
130 | shstr ACC (RW, materialname); /* specific material name */ |
129 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
131 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
130 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
132 | 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 */ |
133 | 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 */ |
134 | 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 */ |
135 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
134 | refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
136 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
135 | refptr<object> ACC (RW, spell); /* Spell that was being cast */ |
137 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
136 | refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
138 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
137 | }; |
139 | }; |
138 | |
140 | |
139 | // these are being copied and also cleared |
141 | // these are being copied and also cleared |
140 | struct object_pod |
142 | struct object_pod |
141 | { |
143 | { |
|
|
144 | New_Face *ACC (RW, face); /* Face with colors */ |
142 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
145 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
143 | float ACC (RW, speed); /* The overall speed of this object */ |
146 | float ACC (RW, speed); /* The overall speed of this object */ |
144 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
147 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
145 | uint32 ACC (RW, nrof); /* How many of the objects */ |
148 | uint32 ACC (RW, nrof); /* How many of the objects */ |
146 | New_Face *ACC (RW, face); /* Face with colors */ |
|
|
147 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
149 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
148 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
150 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
149 | |
151 | |
150 | /* This next big block are basically used for monsters and equipment */ |
152 | /* This next big block are basically used for monsters and equipment */ |
151 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
153 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
… | |
… | |
174 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
176 | 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 */ |
177 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
176 | sint32 ACC (RW, weight); /* Attributes of the object */ |
178 | sint32 ACC (RW, weight); /* Attributes of the object */ |
177 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
179 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
178 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
180 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
179 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
|
|
180 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
181 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
181 | uint32 ACC (RW, weapontype); /* type of weapon */ |
182 | uint32 ACC (RW, weapontype); /* type of weapon */ |
182 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
183 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
183 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
184 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
184 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
185 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
|
|
186 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
185 | /* See the doc/Developers/objects for more info about body locations */ |
187 | /* See the doc/Developers/objects for more info about body locations */ |
186 | |
188 | |
187 | /* Following mostly refers to fields only used for monsters */ |
189 | /* Following mostly refers to fields only used for monsters */ |
188 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
|
|
189 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
|
|
190 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
190 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
191 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
191 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
192 | /* allows different movement patterns for attackers */ |
192 | /* allows different movement patterns for attackers */ |
193 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
193 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
194 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
194 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
… | |
… | |
201 | * only used in spells. |
201 | * only used in spells. |
202 | */ |
202 | */ |
203 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
203 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
204 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
204 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
205 | uint16 ACC (RW, start_holding); |
205 | uint16 ACC (RW, start_holding); |
206 | char *ACC (RW, spellarg); |
|
|
207 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
206 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
208 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
207 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
209 | sint8 ACC (RW, range); /* Range of the spell */ |
208 | sint8 ACC (RW, range); /* Range of the spell */ |
210 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
209 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
|
|
210 | char *ACC (RW, spellarg); |
211 | |
211 | |
212 | /* Following are values used by any object */ |
212 | /* Following are values used by any object */ |
213 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
213 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
214 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
214 | archetype *ACC (RW, arch); /* Pointer to archetype */ |
215 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
215 | archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
216 | key_value *key_values; /* Fields not explictly known by the loader. */ |
216 | key_value *key_values; /* Fields not explictly known by the loader. */ |
217 | /* this objects turns into or what this object creates */ |
217 | /* this objects turns into or what this object creates */ |
218 | uint32 flags[4]; /* various flags */ |
218 | uint32 flags[4]; /* various flags */ |
219 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
219 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
220 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
220 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
… | |
… | |
232 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
232 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
233 | }; |
233 | }; |
234 | |
234 | |
235 | struct object : zero_initialised, object_keep, object_copy, object_pod |
235 | struct object : zero_initialised, object_keep, object_copy, object_pod |
236 | { |
236 | { |
|
|
237 | typedef unordered_vector<object *> vector; |
|
|
238 | |
|
|
239 | static vector mortals; |
|
|
240 | static vector active; // active objects, not yet used |
|
|
241 | static vector objects; // not used yet, use first->next->... |
|
|
242 | static object *first; // will be replaced by "objects" |
|
|
243 | |
237 | static object *create (); |
244 | static object *create (); |
238 | void free (bool free_inventory = false); |
245 | void destroy (bool destroy_inventory = false); |
239 | |
246 | |
240 | static void free_mortals (); |
247 | static void free_mortals (); |
241 | static bool can_merge (object *op1, object *op2); |
248 | static bool can_merge (object *op1, object *op2); |
242 | |
249 | |
243 | void clear (); |
250 | void clear (); |
244 | void clone (object *destination); |
251 | void clone (object *destination); |
|
|
252 | |
|
|
253 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
245 | |
254 | |
246 | void instantiate () |
255 | void instantiate () |
247 | { |
256 | { |
248 | if (!uuid.seq) // HACK |
257 | if (!uuid.seq) // HACK |
249 | uuid = gen_uuid (); |
258 | uuid = gen_uuid (); |
250 | |
259 | |
251 | attachable<object>::instantiate (); |
260 | attachable<object>::instantiate (); |
252 | } |
261 | } |
253 | |
262 | |
254 | void set_owner (object *owner); |
263 | void set_owner (object *owner); |
255 | object *get_owner (); |
|
|
256 | |
264 | |
257 | // info must hold 256 * 3 bytes currently |
265 | // info must hold 256 * 3 bytes currently |
258 | const char *debug_desc (char *info) const; |
266 | const char *debug_desc (char *info) const; |
259 | const char *debug_desc () const; |
267 | const char *debug_desc () const; |
260 | |
268 | |
… | |
… | |
302 | object (); |
310 | object (); |
303 | ~object (); |
311 | ~object (); |
304 | }; |
312 | }; |
305 | |
313 | |
306 | #define get_object() object::create () |
314 | #define get_object() object::create () |
307 | #define free_object(op) (op)->free (0) |
315 | #define free_object(op) (op)->destroy (0) |
308 | #define free_object2(op, free_inv) (op)->free (free_inv) |
316 | #define free_object2(op, free_inv) (op)->destroy (free_inv) |
309 | #define clear_owner(op) (op)->owner = 0 |
317 | #define clear_owner(op) (op)->owner = 0 |
310 | #define copy_owner(op,other) (op)->owner = (other)->owner |
318 | #define copy_owner(op,other) (op)->owner = (other)->owner |
|
|
319 | #define get_owner(op) (op)->owner |
311 | #define clear_object(op) (op)->clear () |
320 | #define clear_object(op) (op)->clear () |
312 | |
|
|
313 | static inline object * |
|
|
314 | get_owner (object *op) |
|
|
315 | { |
|
|
316 | return op->get_owner (); |
|
|
317 | } |
|
|
318 | |
321 | |
319 | static inline void |
322 | static inline void |
320 | set_owner (object *op, object *owner) |
323 | set_owner (object *op, object *owner) |
321 | { |
324 | { |
322 | op->set_owner (owner); |
325 | op->set_owner (owner); |
… | |
… | |
351 | struct archetype : zero_initialised |
354 | struct archetype : zero_initialised |
352 | { |
355 | { |
353 | archetype (); |
356 | archetype (); |
354 | ~archetype (); |
357 | ~archetype (); |
355 | |
358 | |
|
|
359 | static archetype *find (const char *arch); |
|
|
360 | |
356 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
361 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
357 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
362 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
358 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
363 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
359 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
364 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
360 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
365 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
361 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
366 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
362 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
367 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
363 | * in comparison to the head. |
368 | * in comparison to the head. |
364 | */ |
369 | */ |
365 | }; |
370 | }; |
366 | |
371 | |
367 | extern object *objects; |
372 | extern object *objects; |
368 | extern object *active_objects; |
373 | extern object *active_objects; |
369 | |
374 | |