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30 | #include "cfperl.h" |
30 | #include "cfperl.h" |
31 | #include "shstr.h" |
31 | #include "shstr.h" |
32 | |
32 | |
33 | typedef int tag_t; |
33 | typedef int tag_t; |
34 | |
34 | |
35 | #define NUM_BODY_LOCATIONS 12 |
35 | enum { |
36 | #define BODY_ARMS 1 |
36 | body_skill, |
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37 | body_combat, |
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38 | body_range, |
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39 | body_shield, |
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40 | body_arm, |
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41 | body_torso, |
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42 | body_head, |
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43 | body_neck, |
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44 | body_finger, |
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45 | body_shoulder, |
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46 | body_foot, |
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47 | body_hand, |
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48 | body_wrist, |
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49 | body_waist, |
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50 | NUM_BODY_LOCATIONS |
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51 | }; |
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52 | |
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53 | enum slottype_t |
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54 | { |
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55 | slot_none, |
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56 | slot_combat, |
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57 | slot_ranged, |
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58 | }; |
37 | |
59 | |
38 | /* See common/item.c */ |
60 | /* See common/item.c */ |
39 | |
61 | |
40 | typedef struct Body_Locations |
62 | typedef struct Body_Locations |
41 | { |
63 | { |
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90 | /* However, if you're keeping a pointer of some sort, you probably |
112 | /* However, if you're keeping a pointer of some sort, you probably |
91 | * don't just want it copied, so you'll need to add to common/object.C, |
113 | * don't just want it copied, so you'll need to add to common/object.C, |
92 | * e.g. ->copy_to () |
114 | * e.g. ->copy_to () |
93 | */ |
115 | */ |
94 | |
116 | |
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117 | struct body_slot |
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118 | { |
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119 | signed char info:4; /* body info as loaded from the file */ |
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120 | signed char used:4; /* Calculated value based on items equipped */ |
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121 | }; |
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122 | |
95 | INTERFACE_CLASS (object) |
123 | INTERFACE_CLASS (object) |
96 | // these are being copied |
124 | // these are being copied |
97 | struct object_copy : attachable |
125 | struct object_copy : attachable |
98 | { |
126 | { |
99 | typedef bitset<NUM_FLAGS> flags_t; |
127 | typedef bitset<NUM_FLAGS> flags_t; |
100 | |
128 | |
101 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
129 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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130 | |
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131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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132 | uint8 ACC (RW, subtype); /* subtype of object */ |
102 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
133 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
103 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
134 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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135 | |
104 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
136 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
105 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
137 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
106 | shstr ACC (RW, title); /* Of foo, etc */ |
138 | shstr ACC (RW, title); /* Of foo, etc */ |
107 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
139 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
108 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
140 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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127 | float ACC (RW, speed); /* The overall speed of this object */ |
159 | float ACC (RW, speed); /* The overall speed of this object */ |
128 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
160 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
129 | uint32 ACC (RW, nrof); /* How many of the objects */ |
161 | uint32 ACC (RW, nrof); /* How many of the objects */ |
130 | |
162 | |
131 | /* This next big block are basically used for monsters and equipment */ |
163 | /* This next big block are basically used for monsters and equipment */ |
132 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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133 | uint8 ACC (RW, subtype); /* subtype of object */ |
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134 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
164 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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165 | |
135 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
166 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
136 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
167 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
137 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
168 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
138 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
169 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
139 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
170 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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158 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
189 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
159 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
190 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
160 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
191 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
161 | uint32 ACC (RW, weapontype); /* type of weapon */ |
192 | uint32 ACC (RW, weapontype); /* type of weapon */ |
162 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
193 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
163 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
194 | body_slot slot [NUM_BODY_LOCATIONS]; |
164 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
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165 | faceidx ACC (RW, face); /* Face with colors */ |
195 | faceidx ACC (RW, face); /* Face with colors */ |
166 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
196 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
167 | /* See the pod/objects.pod for more info about body locations */ |
197 | /* See the pod/objects.pod for more info about body locations */ |
168 | |
198 | |
169 | /* Following mostly refers to fields only used for monsters */ |
199 | /* Following mostly refers to fields only used for monsters */ |
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180 | * Note that other fields are used - these files are basically |
210 | * Note that other fields are used - these files are basically |
181 | * only used in spells. |
211 | * only used in spells. |
182 | */ |
212 | */ |
183 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
213 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
184 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
214 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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215 | |
185 | uint16 ACC (RW, start_holding); |
216 | uint16 ACC (RW, start_holding); |
186 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
217 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
187 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
218 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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219 | |
188 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | sint8 ACC (RW, range); /* Range of the spell */ |
189 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
221 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
190 | |
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191 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
222 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
192 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
223 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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224 | |
193 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
225 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
194 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
226 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
195 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
227 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
196 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
228 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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229 | |
197 | 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 */ |
198 | |
231 | |
199 | char *ACC (RW, spellarg); |
232 | char *ACC (RW, spellarg); |
200 | |
233 | |
201 | /* Following are values used by any object */ |
234 | /* Following are values used by any object */ |
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241 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
274 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
242 | client_container *seen_by; // seen by which player/container currently? |
275 | client_container *seen_by; // seen by which player/container currently? |
243 | key_value *key_values; /* Fields not explictly known by the loader. */ |
276 | key_value *key_values; /* Fields not explictly known by the loader. */ |
244 | |
277 | |
245 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
278 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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279 | void post_load_check (); // do some adjustments after parsing |
246 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
280 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
247 | bool write (object_freezer &f); |
281 | bool write (object_freezer &f); |
248 | |
282 | |
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283 | MTH int slottype () const; |
249 | MTH static object *create (); |
284 | MTH static object *create (); |
250 | object &operator =(const object &src); |
285 | object &operator =(const object &src); |
251 | MTH void copy_to (object *dst); |
286 | MTH void copy_to (object *dst); |
252 | MTH object *clone (); // create + copy_to |
287 | MTH object *clone (); // create + copy_to |
253 | void do_destroy (); |
288 | void do_destroy (); |
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262 | { |
297 | { |
263 | if (!flag [FLAG_REMOVED]) |
298 | if (!flag [FLAG_REMOVED]) |
264 | do_remove (); |
299 | do_remove (); |
265 | } |
300 | } |
266 | |
301 | |
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302 | // move this object to the top of its env's inventory to speed up |
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303 | // searches for it. |
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304 | MTH object *inv_splay () |
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305 | { |
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306 | if (env && env->inv != this) |
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307 | { |
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308 | if (above) above->below = below; |
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309 | if (below) below->above = above; |
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310 | |
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311 | above = 0; |
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312 | below = env->inv; |
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313 | below->above = this; |
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314 | env->inv = this; |
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315 | } |
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316 | |
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317 | return this; |
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318 | } |
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319 | |
267 | static bool can_merge_slow (object *op1, object *op2); |
320 | static bool can_merge_slow (object *op1, object *op2); |
268 | |
321 | |
269 | // this is often used in time-critical code, so optimise |
322 | // this is often used in time-critical code, so optimise |
270 | MTH static bool can_merge (object *op1, object *op2) |
323 | MTH static bool can_merge (object *op1, object *op2) |
271 | { |
324 | { |
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274 | && can_merge_slow (op1, op2); |
327 | && can_merge_slow (op1, op2); |
275 | } |
328 | } |
276 | |
329 | |
277 | MTH void set_owner (object *owner); |
330 | MTH void set_owner (object *owner); |
278 | MTH void set_speed (float speed); |
331 | MTH void set_speed (float speed); |
279 | MTH void set_weapon (object *ob); |
332 | MTH bool change_weapon (object *ob); |
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333 | MTH bool change_skill (object *ob); |
280 | |
334 | |
281 | MTH void open_container (object *new_container); |
335 | MTH void open_container (object *new_container); |
282 | MTH void close_container () |
336 | MTH void close_container () |
283 | { |
337 | { |
284 | open_container (0); |
338 | open_container (0); |
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480 | { /* Used to link together several object links */ |
534 | { /* Used to link together several object links */ |
481 | struct oblnk *link; |
535 | struct oblnk *link; |
482 | long value; /* Used as connected value in buttons/gates */ |
536 | long value; /* Used as connected value in buttons/gates */ |
483 | struct oblinkpt *next; |
537 | struct oblinkpt *next; |
484 | } oblinkpt; |
538 | } oblinkpt; |
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539 | |
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540 | object *find_skill_by_name (object *who, const char *name); |
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541 | object *find_skill_by_name (object *who, const shstr &sh); |
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542 | object *find_skill_by_number (object *who, int skillno); |
485 | |
543 | |
486 | /* |
544 | /* |
487 | * The archetype structure is a set of rules on how to generate and manipulate |
545 | * The archetype structure is a set of rules on how to generate and manipulate |
488 | * objects which point to archetypes. |
546 | * objects which point to archetypes. |
489 | * This probably belongs in arch.h, but there really doesn't appear to |
547 | * This probably belongs in arch.h, but there really doesn't appear to |