1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
26 | #define OBJECT_H |
26 | |
27 | |
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28 | #include <bitset> |
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29 | |
27 | #include "cfperl.h" |
30 | #include "cfperl.h" |
28 | #include "shstr.h" |
31 | #include "shstr.h" |
29 | |
32 | |
30 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
31 | #define NUM_BODY_LOCATIONS 12 |
34 | #define NUM_BODY_LOCATIONS 12 |
32 | #define BODY_ARMS 1 |
35 | #define BODY_ARMS 1 |
33 | |
36 | |
34 | /* See common/item.c */ |
37 | /* See common/item.c */ |
35 | |
38 | |
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86 | /* However, if you're keeping a pointer of some sort, you probably |
89 | /* However, if you're keeping a pointer of some sort, you probably |
87 | * don't just want it copied, so you'll need to add to common/object.C, |
90 | * don't just want it copied, so you'll need to add to common/object.C, |
88 | * e.g. ->copy_to () |
91 | * e.g. ->copy_to () |
89 | */ |
92 | */ |
90 | |
93 | |
91 | typedef refptr<object> object_ptr; |
94 | INTERFACE_CLASS (object) |
92 | typedef refptr<archetype> arch_ptr; |
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93 | |
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94 | // these are not being copied |
95 | // these are being copied |
95 | ACC_CLASS (object) |
96 | struct object_copy : attachable |
96 | struct object_keep : refcounted |
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97 | { |
97 | { |
98 | /* These variables are not changed by ->copy_to */ |
98 | typedef bitset<NUM_FLAGS> flags_t; |
99 | |
99 | |
100 | tag_t ACC (RW, count); /* Generation count for this object */ |
100 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
101 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
102 | |
102 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
103 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
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104 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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105 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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106 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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107 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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108 | /* so that the entire object list does not */ |
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109 | /* need to be gone through. */ |
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110 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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111 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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112 | /* Note: stacked in the *same* environment */ |
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113 | object *inv; /* Pointer to the first object in the inventory */ |
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114 | object *ACC (RW, container); /* Current container being used. I think this |
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115 | * is only used by the player right now. |
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116 | */ |
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117 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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118 | * This is typically the container that the object is in. |
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119 | */ |
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120 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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121 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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122 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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123 | }; |
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124 | |
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125 | // these are being copied |
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126 | struct object_copy : attachable<object> |
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127 | { |
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128 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
129 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
130 | shstr ACC (RW, title); /* Of foo, etc */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
131 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
132 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
133 | /* If this is an exit, this is the filename */ |
108 | /* If this is an exit, this is the filename */ |
134 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
109 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
135 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
136 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
137 | /* To get put into books and the like. */ |
112 | /* To get put into books and the like. */ |
138 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
139 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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115 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
140 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
141 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
142 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
143 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
144 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
145 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
146 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
147 | }; |
123 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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124 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
148 | |
125 | |
149 | // these are being copied and also cleared |
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150 | struct object_pod |
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151 | { |
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152 | New_Face *ACC (RW, face); /* Face with colors */ |
126 | facetile *ACC (RW, face); /* Face with colors */ |
153 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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154 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed); /* The overall speed of this object */ |
155 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | uint32 ACC (RW, nrof); /* How many of the objects */ |
157 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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158 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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159 | |
130 | |
160 | /* This next big block are basically used for monsters and equipment */ |
131 | /* This next big block are basically used for monsters and equipment */ |
161 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
132 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
162 | uint8 ACC (RW, subtype); /* subtype of object */ |
133 | uint8 ACC (RW, subtype); /* subtype of object */ |
163 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
134 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
164 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
135 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
165 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
166 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
167 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
168 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
169 | uint16 ACC (RW, material); /* What materials this object consist of */ |
140 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
170 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
171 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
172 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
173 | /* Note that the last_.. values are sometimes used for non obvious |
144 | /* Note that the last_.. values are sometimes used for non obvious |
174 | * meanings by some objects, eg, sp penalty, permanent exp. |
145 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
187 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
188 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
189 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
190 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, weapontype); /* type of weapon */ |
191 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
192 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
163 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
193 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
164 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
194 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
195 | /* See the doc/Developers/objects for more info about body locations */ |
166 | /* See the pod/objects.pod for more info about body locations */ |
196 | |
167 | |
197 | /* Following mostly refers to fields only used for monsters */ |
168 | /* Following mostly refers to fields only used for monsters */ |
198 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
169 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
199 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
170 | |
200 | /* allows different movement patterns for attackers */ |
171 | /* allows different movement patterns for attackers */ |
201 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
172 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
202 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
173 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
203 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
174 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
204 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
175 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
205 | /* races/classes can need less/more exp to gain levels */ |
176 | /* races/classes can need less/more exp to gain levels */ |
206 | |
177 | |
207 | /* Spell related information, may be useful elsewhere |
178 | /* Spell related information, may be useful elsewhere |
208 | * Note that other fields are used - these files are basically |
179 | * Note that other fields are used - these files are basically |
209 | * only used in spells. |
180 | * only used in spells. |
210 | */ |
181 | */ |
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213 | uint16 ACC (RW, start_holding); |
184 | uint16 ACC (RW, start_holding); |
214 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
215 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
186 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
216 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | sint8 ACC (RW, range); /* Range of the spell */ |
217 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
188 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
218 | char *ACC (RW, spellarg); |
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219 | |
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220 | /* Following are values used by any object */ |
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221 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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222 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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223 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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224 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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225 | /* this objects turns into or what this object creates */ |
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226 | uint32 flags[4]; /* various flags */ |
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227 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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228 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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229 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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230 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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231 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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232 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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233 | |
189 | |
234 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
235 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
191 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
236 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
237 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
193 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
238 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
194 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
239 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
195 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
240 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
196 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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197 | |
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198 | char *ACC (RW, spellarg); |
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199 | |
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200 | /* Following are values used by any object */ |
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201 | /* this objects turns into or what this object creates */ |
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202 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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203 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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204 | flags_t flag; /* various flags */ |
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205 | #if FOR_PERL |
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206 | bool ACC (RW, flag[NUM_FLAGS]); |
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207 | #endif |
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208 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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209 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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210 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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211 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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212 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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213 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
241 | }; |
214 | }; |
242 | |
215 | |
243 | struct object : zero_initialised, object_keep, object_copy, object_pod |
216 | struct object : zero_initialised, object_copy |
244 | { |
217 | { |
245 | typedef unordered_vector<object *> vector; |
218 | // These variables are not changed by ->copy_to |
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219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
246 | |
220 | |
247 | static vector mortals; |
221 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
248 | static vector active; // active objects, not yet used |
222 | int ACC (RO, count); |
249 | static vector objects; // not used yet, use first->next->... |
223 | int ACC (RO, index); // index into objects |
250 | static object *first; // will be replaced by "objects" |
224 | int ACC (RO, active); // index into actives |
251 | |
225 | |
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226 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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227 | |
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228 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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229 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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230 | /* Note: stacked in the *same* environment */ |
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231 | object *inv; /* Pointer to the first object in the inventory */ |
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232 | |
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233 | //TODO: container must move into client |
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234 | object *ACC (RW, container); /* Current container being used. I think this |
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235 | * is only used by the player right now. |
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236 | */ |
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237 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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238 | * This is typically the container that the object is in. |
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239 | */ |
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240 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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241 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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242 | client_container *seen_by; // seen by which player/container currently? |
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243 | |
252 | static object *create (); |
244 | MTH static object *create (); |
253 | void copy_to (object *dst); |
245 | MTH void copy_to (object *dst); |
254 | object *clone (); // create + copy_to |
246 | MTH object *clone (); // create + copy_to |
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247 | void do_destroy (); |
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248 | void gather_callbacks (AV *&callbacks, event_type event) const; |
255 | void destroy (bool destroy_inventory = false); |
249 | MTH void destroy (bool destroy_inventory = false); |
256 | void remove (); |
250 | |
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251 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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252 | MTH void destroy_inv (bool drop_to_ground = false); |
257 | object *insert (object *item); // insert into inventory |
253 | MTH object *insert (object *item); // insert into inventory |
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254 | void do_remove (); |
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255 | MTH void remove () |
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256 | { |
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257 | if (!flag [FLAG_REMOVED]) |
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258 | do_remove (); |
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259 | } |
258 | |
260 | |
259 | static void free_mortals (); |
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260 | static bool can_merge_slow (object *op1, object *op2); |
261 | static bool can_merge_slow (object *op1, object *op2); |
261 | |
262 | |
262 | // this is often used in time-critical code, so optimise |
263 | // this is often used in time-critical code, so optimise |
263 | static bool can_merge (object *op1, object *op2) |
264 | MTH static bool can_merge (object *op1, object *op2) |
264 | { |
265 | { |
265 | return op1->value == op2->value |
266 | return op1->value == op2->value |
266 | && op1->name == op2->name |
267 | && op1->name == op2->name |
267 | && can_merge_slow (op1, op2); |
268 | && can_merge_slow (op1, op2); |
268 | } |
269 | } |
269 | |
270 | |
270 | void clear (); |
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271 | |
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272 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
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273 | |
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274 | void set_owner (object *owner); |
271 | MTH void set_owner (object *owner); |
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272 | MTH void set_speed (float speed); |
275 | |
273 | |
276 | void instantiate () |
274 | MTH void instantiate () |
277 | { |
275 | { |
278 | if (!uuid.seq) // HACK |
276 | if (!uuid.seq) // HACK |
279 | uuid = gen_uuid (); |
277 | uuid = gen_uuid (); |
280 | |
278 | |
281 | attachable<object>::instantiate (); |
279 | attachable::instantiate (); |
282 | } |
280 | } |
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281 | |
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282 | // recalculate all stats |
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283 | MTH void update_stats (); |
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284 | MTH void roll_stats (); |
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285 | MTH void swap_stats (int a, int b); |
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286 | MTH void add_statbonus (); |
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287 | MTH void remove_statbonus (); |
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288 | MTH void drain_stat (); |
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289 | MTH void drain_specific_stat (int deplete_stats); |
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290 | MTH void change_luck (int value); |
283 | |
291 | |
284 | // info must hold 256 * 3 bytes currently |
292 | // info must hold 256 * 3 bytes currently |
285 | const char *debug_desc (char *info) const; |
293 | const char *debug_desc (char *info) const; |
286 | const char *debug_desc () const; |
294 | MTH const char *debug_desc () const; |
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295 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
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296 | const char *flag_desc (char *desc, int len) const; |
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297 | |
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298 | int number_of () const |
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299 | { |
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300 | return nrof ? nrof : 1; |
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301 | } |
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302 | |
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303 | uint64 total_weight () const |
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304 | { |
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305 | return weight * number_of (); |
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306 | } |
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307 | |
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308 | // return the dominant material of this item, always return something |
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309 | const materialtype_t *dominant_material () const; |
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310 | |
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311 | // return the volume of this object in cm³ |
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312 | uint64 volume () const |
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313 | { |
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314 | return total_weight () |
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315 | * 1000 |
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316 | * (type == CONTAINER ? 1000 : 1) |
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317 | / dominant_material ()->density; |
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318 | } |
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319 | |
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320 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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321 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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322 | || type == CLOAK || type == BOOTS || type == GLOVES |
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323 | || type == BRACERS || type == GIRDLE; } |
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324 | MTH bool is_alive () const { return (type == PLAYER |
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325 | || flag [FLAG_MONSTER] |
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326 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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327 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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328 | MTH bool is_arrow () const { return type == ARROW |
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329 | || (type == SPELL_EFFECT |
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330 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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331 | |
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332 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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333 | |
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334 | // temporary: wether the object can be saved in a map file |
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335 | // contr => is a player |
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336 | // head => only save head of a multitile object |
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337 | // owner => can not reference owner yet |
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338 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
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339 | |
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340 | /* This return true if object has still randomitems which |
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341 | * could be expanded. |
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342 | */ |
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343 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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344 | |
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345 | // returns the player that has this object in his inventory, or 0 |
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346 | MTH object *in_player () const |
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347 | { |
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348 | for (object *op = env; op; op = op->env) |
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349 | if (op->type == PLAYER) |
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350 | return op; |
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351 | |
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352 | return 0; |
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353 | } |
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354 | |
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355 | // "temporary" helper function |
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356 | MTH object *head_ () |
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357 | { |
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358 | return head ? head : this; |
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359 | } |
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360 | |
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361 | // insert object at same map position as 'where' |
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362 | // handles both inventory and map "positions" |
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363 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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364 | |
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365 | MTH void activate (); |
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366 | MTH void deactivate (); |
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367 | MTH void activate_recursive (); |
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368 | MTH void deactivate_recursive (); |
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369 | |
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370 | // set the givne flag on all objects in the inventory recursively |
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371 | MTH void set_flag_inv (int flag, int value = 1); |
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372 | |
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373 | void enter_exit (object *exit);//PERL |
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374 | MTH void enter_map (maptile *newmap, int x, int y); |
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375 | |
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376 | // returns the mapspace this object is in |
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377 | mapspace &ms () const; |
287 | |
378 | |
288 | // fully recursive iterator |
379 | // fully recursive iterator |
289 | struct iterator_base |
380 | struct iterator_base |
290 | { |
381 | { |
291 | object *item; |
382 | object *item; |
… | |
… | |
298 | operator object *() const { return item; } |
389 | operator object *() const { return item; } |
299 | |
390 | |
300 | object *operator ->() const { return item; } |
391 | object *operator ->() const { return item; } |
301 | object &operator * () const { return *item; } |
392 | object &operator * () const { return *item; } |
302 | }; |
393 | }; |
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394 | |
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395 | MTH unsigned int random_seed () const |
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396 | { |
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397 | return (unsigned int)uuid.seq; |
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398 | } |
303 | |
399 | |
304 | // depth-first recursive iterator |
400 | // depth-first recursive iterator |
305 | struct depth_iterator : iterator_base |
401 | struct depth_iterator : iterator_base |
306 | { |
402 | { |
307 | depth_iterator (object *container); |
403 | depth_iterator (object *container); |
… | |
… | |
318 | object *end () |
414 | object *end () |
319 | { |
415 | { |
320 | return this; |
416 | return this; |
321 | } |
417 | } |
322 | |
418 | |
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419 | /* This returns TRUE if the object is something that |
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420 | * should be displayed in the floorbox/inventory window |
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421 | */ |
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422 | MTH bool client_visible () const |
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423 | { |
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424 | return !invisible && type != PLAYER; |
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425 | } |
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426 | |
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427 | MTH struct region *region () const; |
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428 | |
323 | protected: |
429 | protected: |
324 | friend struct archetype; |
430 | friend struct archetype; |
325 | |
431 | |
326 | void link (); |
432 | void link (); |
327 | void unlink (); |
433 | void unlink (); |
328 | |
434 | |
329 | object (); |
435 | object (); |
330 | ~object (); |
436 | ~object (); |
331 | }; |
437 | }; |
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438 | |
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439 | typedef object_vector<object, &object::index > objectvec; |
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440 | typedef object_vector<object, &object::active> activevec; |
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441 | |
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442 | extern objectvec objects; |
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443 | extern activevec actives; |
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444 | |
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445 | #define for_all_objects(var) \ |
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446 | for (int _i = 0; _i < objects.size (); ++_i) \ |
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447 | declvar (object *, var, objects [_i]) |
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448 | |
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449 | #define for_all_actives(var) \ |
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450 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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451 | declvar (object *, var, actives [_i]) |
332 | |
452 | |
333 | typedef struct oblnk |
453 | typedef struct oblnk |
334 | { /* Used to link together several objects */ |
454 | { /* Used to link together several objects */ |
335 | object_ptr ob; |
455 | object_ptr ob; |
336 | struct oblnk *next; |
456 | struct oblnk *next; |
… | |
… | |
350 | * be much left in the archetype - all it really is is a holder for the |
470 | * be much left in the archetype - all it really is is a holder for the |
351 | * object and pointers. This structure should get removed, and just replaced |
471 | * object and pointers. This structure should get removed, and just replaced |
352 | * by the object structure |
472 | * by the object structure |
353 | */ |
473 | */ |
354 | |
474 | |
355 | ACC_CLASS (archetype) |
475 | INTERFACE_CLASS (archetype) |
356 | struct archetype : zero_initialised, refcounted |
476 | struct archetype : zero_initialised, attachable |
357 | { |
477 | { |
358 | archetype (); |
478 | archetype (); |
359 | ~archetype (); |
479 | ~archetype (); |
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480 | void gather_callbacks (AV *&callbacks, event_type event) const; |
360 | |
481 | |
361 | static archetype *find (const char *arch); |
482 | static archetype *find (const char *name); |
362 | |
483 | |
363 | void hash_add (); // add to hastable |
484 | void hash_add (); // add to hashtable |
364 | void hash_del (); // remove from hashtable |
485 | void hash_del (); // remove from hashtable |
365 | |
486 | |
366 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
487 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
367 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
488 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
368 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
489 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
… | |
… | |
371 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
492 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
372 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
493 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
373 | * in comparison to the head. |
494 | * in comparison to the head. |
374 | */ |
495 | */ |
375 | }; |
496 | }; |
376 | |
|
|
377 | extern object *objects; |
|
|
378 | extern object *active_objects; |
|
|
379 | |
|
|
380 | extern int nrofallocobjects; |
|
|
381 | |
|
|
382 | /* This returns TRUE if the object is something that |
|
|
383 | * should be displayed in the look window |
|
|
384 | */ |
|
|
385 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
|
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386 | |
497 | |
387 | /* Used by update_object to know if the object being passed is |
498 | /* Used by update_object to know if the object being passed is |
388 | * being added or removed. |
499 | * being added or removed. |
389 | */ |
500 | */ |
390 | #define UP_OBJ_INSERT 1 |
501 | #define UP_OBJ_INSERT 1 |