1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | (at your option) any later version. |
11 | * 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, but |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | GNU General Public License for more details. |
16 | * 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 along |
18 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail to <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 | |
|
|
28 | #include <bitset> |
|
|
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 | |
32 | #define BODY_ARMS 1 |
35 | enum { |
|
|
36 | body_skill, |
|
|
37 | body_combat, |
|
|
38 | body_range, |
|
|
39 | body_shield, |
|
|
40 | body_arm, |
|
|
41 | body_torso, |
|
|
42 | body_head, |
|
|
43 | body_neck, |
|
|
44 | body_finger, |
|
|
45 | body_shoulder, |
|
|
46 | body_foot, |
|
|
47 | body_hand, |
|
|
48 | body_wrist, |
|
|
49 | body_waist, |
|
|
50 | NUM_BODY_LOCATIONS |
|
|
51 | }; |
|
|
52 | |
|
|
53 | enum slottype_t |
|
|
54 | { |
|
|
55 | slot_none, |
|
|
56 | slot_combat, |
|
|
57 | slot_ranged, |
|
|
58 | }; |
33 | |
59 | |
34 | /* See common/item.c */ |
60 | /* See common/item.c */ |
35 | |
61 | |
36 | typedef struct Body_Locations |
62 | typedef struct Body_Locations |
37 | { |
63 | { |
38 | const char *save_name; /* Name used to load/save it to disk */ |
64 | keyword save_name; /* Name used to load/save it to disk */ |
39 | const char *use_name; /* Name used when describing an item we can use */ |
65 | const char *use_name; /* Name used when describing an item we can use */ |
40 | const char *nonuse_name; /* Name to describe objects we can't use */ |
66 | const char *nonuse_name; /* Name to describe objects we can't use */ |
41 | } Body_Locations; |
67 | } Body_Locations; |
42 | |
68 | |
43 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
69 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
… | |
… | |
81 | #define WILL_APPLY_TREASURE 0x02 |
107 | #define WILL_APPLY_TREASURE 0x02 |
82 | #define WILL_APPLY_EARTHWALL 0x04 |
108 | #define WILL_APPLY_EARTHWALL 0x04 |
83 | #define WILL_APPLY_DOOR 0x08 |
109 | #define WILL_APPLY_DOOR 0x08 |
84 | #define WILL_APPLY_FOOD 0x10 |
110 | #define WILL_APPLY_FOOD 0x10 |
85 | |
111 | |
86 | /* However, if you're keeping a pointer of some sort, you probably |
112 | struct body_slot |
87 | * don't just want it copied, so you'll need to add to common/object.C, |
113 | { |
88 | * e.g. ->copy_to () |
114 | signed char info:4; /* body info as loaded from the file */ |
89 | */ |
115 | signed char used:4; /* Calculated value based on items equipped */ |
|
|
116 | }; |
90 | |
117 | |
91 | typedef refptr<object> object_ptr; |
|
|
92 | typedef refptr<archetype> arch_ptr; |
|
|
93 | |
|
|
94 | // these are not being copied |
|
|
95 | ACC_CLASS (object) |
118 | INTERFACE_CLASS (object) |
96 | struct object_keep : refcounted |
|
|
97 | { |
|
|
98 | /* These variables are not changed by ->copy_to */ |
|
|
99 | |
|
|
100 | tag_t ACC (RW, count); /* Generation count for this object */ |
|
|
101 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
|
|
102 | |
|
|
103 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
|
|
104 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
|
|
105 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
|
|
106 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
|
|
107 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
|
|
108 | /* so that the entire object list does not */ |
|
|
109 | /* need to be gone through. */ |
|
|
110 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
|
|
111 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
|
|
112 | /* Note: stacked in the *same* environment */ |
|
|
113 | object *inv; /* Pointer to the first object in the inventory */ |
|
|
114 | object *ACC (RW, container); /* Current container being used. I think this |
|
|
115 | * is only used by the player right now. |
|
|
116 | */ |
|
|
117 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
118 | * This is typically the container that the object is in. |
|
|
119 | */ |
|
|
120 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
|
|
121 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
|
|
122 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
|
|
123 | }; |
|
|
124 | |
|
|
125 | // these are being copied |
119 | // these are being copied |
126 | struct object_copy : attachable<object> |
120 | struct object_copy : attachable |
127 | { |
121 | { |
|
|
122 | typedef bitset<NUM_FLAGS> flags_t; |
|
|
123 | |
|
|
124 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
|
|
125 | |
|
|
126 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
|
|
127 | uint8 ACC (RW, subtype); /* subtype of object */ |
|
|
128 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
|
|
129 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
|
|
130 | |
128 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
131 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
129 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
132 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
130 | shstr ACC (RW, title); /* Of foo, etc */ |
133 | shstr ACC (RW, title); /* Of foo, etc */ |
131 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
134 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
132 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
135 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
133 | /* If this is an exit, this is the filename */ |
136 | /* If this is an exit, this is the filename */ |
134 | 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 */ |
135 | 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 */ |
136 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
139 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
137 | /* To get put into books and the like. */ |
140 | /* To get put into books and the like. */ |
138 | shstr ACC (RW, materialname); /* specific material name */ |
141 | shstr ACC (RW, materialname); /* specific material name */ |
139 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
142 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
|
|
143 | // 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 */ |
144 | 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 */ |
145 | 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 */ |
146 | 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 */ |
147 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
144 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
148 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
145 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
149 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
146 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
150 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
147 | }; |
151 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
|
|
152 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
148 | |
153 | |
149 | // these are being copied and also cleared |
|
|
150 | struct object_pod |
|
|
151 | { |
|
|
152 | New_Face *ACC (RW, face); /* Face with colors */ |
|
|
153 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
|
|
154 | float ACC (RW, speed); /* The overall speed of this object */ |
154 | 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 */ |
155 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
157 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
|
|
158 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
|
|
159 | |
157 | |
160 | /* This next big block are basically used for monsters and equipment */ |
158 | /* This next big block are basically used for monsters and equipment */ |
161 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
|
|
162 | uint8 ACC (RW, subtype); /* subtype of object */ |
|
|
163 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
159 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
|
|
160 | |
164 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
161 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
165 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
162 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
166 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
163 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
167 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
164 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
168 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
165 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
169 | uint16 ACC (RW, material); /* What materials this object consist of */ |
166 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
170 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
167 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
171 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
168 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
172 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
169 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
173 | /* Note that the last_.. values are sometimes used for non obvious |
170 | /* Note that the last_.. values are sometimes used for non obvious |
174 | * meanings by some objects, eg, sp penalty, permanent exp. |
171 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
187 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
184 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
188 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
185 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
189 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
186 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
190 | uint32 ACC (RW, weapontype); /* type of weapon */ |
187 | uint32 ACC (RW, weapontype); /* type of weapon */ |
191 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
188 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
192 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
189 | body_slot slot [NUM_BODY_LOCATIONS]; |
193 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
190 | faceidx ACC (RW, face); /* Face with colors */ |
194 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
191 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
195 | /* See the doc/Developers/objects for more info about body locations */ |
192 | /* See the pod/objects.pod for more info about body locations */ |
196 | |
193 | |
197 | /* Following mostly refers to fields only used for monsters */ |
194 | /* Following mostly refers to fields only used for monsters */ |
198 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
195 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
199 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
196 | |
200 | /* allows different movement patterns for attackers */ |
197 | /* allows different movement patterns for attackers */ |
201 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
198 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
202 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
199 | 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. */ |
200 | 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 */ |
201 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
205 | /* races/classes can need less/more exp to gain levels */ |
202 | /* races/classes can need less/more exp to gain levels */ |
206 | |
203 | |
207 | /* Spell related information, may be useful elsewhere |
204 | /* Spell related information, may be useful elsewhere |
208 | * Note that other fields are used - these files are basically |
205 | * Note that other fields are used - these files are basically |
209 | * only used in spells. |
206 | * only used in spells. |
210 | */ |
207 | */ |
211 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
208 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
212 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
209 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
|
|
210 | |
213 | uint16 ACC (RW, start_holding); |
211 | uint16 ACC (RW, start_holding); |
214 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
212 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
215 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
213 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
|
|
214 | |
216 | sint8 ACC (RW, range); /* Range of the spell */ |
215 | sint8 ACC (RW, range); /* Range of the spell */ |
217 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
216 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
218 | char *ACC (RW, spellarg); |
|
|
219 | |
|
|
220 | /* Following are values used by any object */ |
|
|
221 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
|
|
222 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
|
|
223 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
|
|
224 | key_value *key_values; /* Fields not explictly known by the loader. */ |
|
|
225 | /* this objects turns into or what this object creates */ |
|
|
226 | uint32 flags[4]; /* various flags */ |
|
|
227 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
|
|
228 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
|
|
229 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
|
|
230 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
|
|
231 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
|
|
232 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
|
|
233 | |
|
|
234 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
217 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
235 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
218 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
|
|
219 | |
236 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
220 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
237 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
221 | 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 */ |
222 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
239 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
|
|
224 | |
240 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
225 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
241 | }; |
|
|
242 | |
226 | |
|
|
227 | char *ACC (RW, spellarg); |
|
|
228 | |
|
|
229 | /* Following are values used by any object */ |
|
|
230 | /* this objects turns into or what this object creates */ |
|
|
231 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
|
|
232 | flags_t flag; /* various flags */ |
|
|
233 | #if FOR_PERL |
|
|
234 | bool ACC (RW, flag[NUM_FLAGS]); |
|
|
235 | #endif |
|
|
236 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
|
|
237 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
|
|
238 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
|
|
239 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
|
|
240 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
|
|
241 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
|
|
242 | }; |
|
|
243 | |
243 | struct object : zero_initialised, object_keep, object_copy, object_pod |
244 | struct object : zero_initialised, object_copy |
244 | { |
245 | { |
245 | typedef unordered_vector<object *> vector; |
246 | // These variables are not changed by ->copy_to |
|
|
247 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
246 | |
248 | |
247 | static vector mortals; |
249 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
248 | static vector active; // active objects, not yet used |
250 | int ACC (RO, count); |
249 | static vector objects; // not used yet, use first->next->... |
251 | int ACC (RO, index); // index into objects |
250 | static object *first; // will be replaced by "objects" |
252 | int ACC (RO, active); // index into actives |
251 | |
253 | |
|
|
254 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
|
|
255 | |
|
|
256 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
|
|
257 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
|
|
258 | /* Note: stacked in the *same* environment */ |
|
|
259 | object *inv; /* Pointer to the first object in the inventory */ |
|
|
260 | |
|
|
261 | //TODO: container must move into client |
|
|
262 | object_ptr ACC (RW, container); /* Current container being used. I think this |
|
|
263 | * is only used by the player right now. |
|
|
264 | */ |
|
|
265 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
266 | * This is typically the container that the object is in. |
|
|
267 | */ |
|
|
268 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
|
|
269 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
|
|
270 | client_container *seen_by; // seen by which player/container currently? |
|
|
271 | key_value *key_values; /* Fields not explictly known by the loader. */ |
|
|
272 | |
|
|
273 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
|
|
274 | void post_load_check (); // do some adjustments after parsing |
|
|
275 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
|
|
276 | bool write (object_freezer &f); |
|
|
277 | |
|
|
278 | MTH int slottype () const; |
252 | static object *create (); |
279 | MTH static object *create (); |
|
|
280 | object &operator =(const object &src); |
253 | void copy_to (object *dst); |
281 | MTH void copy_to (object *dst); |
254 | object *clone (); // create + copy_to |
282 | MTH object *clone (); // create + copy_to |
|
|
283 | void do_destroy (); |
|
|
284 | void gather_callbacks (AV *&callbacks, event_type event) const; |
255 | void destroy (bool destroy_inventory = false); |
285 | MTH void destroy (bool destroy_inventory = false); |
256 | void remove (); |
286 | |
|
|
287 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
|
|
288 | MTH void destroy_inv (bool drop_to_ground = false); |
257 | object *insert (object *item); // insert into inventory |
289 | MTH object *insert (object *item); // insert into inventory |
|
|
290 | void do_remove (); |
|
|
291 | MTH void remove () |
|
|
292 | { |
|
|
293 | if (!flag [FLAG_REMOVED]) |
|
|
294 | do_remove (); |
|
|
295 | } |
258 | |
296 | |
259 | static void free_mortals (); |
|
|
260 | static bool can_merge_slow (object *op1, object *op2); |
297 | static bool can_merge_slow (object *op1, object *op2); |
261 | |
298 | |
262 | // this is often used in time-critical code, so optimise |
299 | // this is often used in time-critical code, so optimise |
263 | static bool can_merge (object *op1, object *op2) |
300 | MTH static bool can_merge (object *op1, object *op2) |
264 | { |
301 | { |
265 | return op1->value == op2->value |
302 | return op1->value == op2->value |
266 | && op1->name == op2->name |
303 | && op1->name == op2->name |
267 | && can_merge_slow (op1, op2); |
304 | && can_merge_slow (op1, op2); |
268 | } |
305 | } |
269 | |
306 | |
270 | void clear (); |
|
|
271 | |
|
|
272 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
|
|
273 | |
|
|
274 | void set_owner (object *owner); |
307 | MTH void set_owner (object *owner); |
|
|
308 | MTH void set_speed (float speed); |
|
|
309 | MTH bool change_weapon (object *ob); |
|
|
310 | MTH bool change_skill (object *ob); |
275 | |
311 | |
|
|
312 | MTH void open_container (object *new_container); |
|
|
313 | MTH void close_container () |
|
|
314 | { |
|
|
315 | open_container (0); |
|
|
316 | } |
|
|
317 | |
|
|
318 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
|
|
319 | bool should_invoke (event_type event) |
|
|
320 | { |
|
|
321 | return ev_want_event [event] || ev_want_type [type] || cb; |
|
|
322 | } |
|
|
323 | |
276 | void instantiate () |
324 | MTH void instantiate (); |
277 | { |
|
|
278 | if (!uuid.seq) // HACK |
|
|
279 | uuid = gen_uuid (); |
|
|
280 | |
325 | |
281 | attachable<object>::instantiate (); |
326 | // recalculate all stats |
282 | } |
327 | MTH void update_stats (); |
|
|
328 | MTH void roll_stats (); |
|
|
329 | MTH void swap_stats (int a, int b); |
|
|
330 | MTH void add_statbonus (); |
|
|
331 | MTH void remove_statbonus (); |
|
|
332 | MTH void drain_stat (); |
|
|
333 | MTH void drain_specific_stat (int deplete_stats); |
|
|
334 | MTH void change_luck (int value); |
283 | |
335 | |
284 | // info must hold 256 * 3 bytes currently |
336 | // info must hold 256 * 3 bytes currently |
285 | const char *debug_desc (char *info) const; |
337 | const char *debug_desc (char *info) const; |
286 | const char *debug_desc () const; |
338 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
|
|
339 | const char *flag_desc (char *desc, int len) const; |
|
|
340 | |
|
|
341 | int number_of () const |
|
|
342 | { |
|
|
343 | return nrof ? nrof : 1; |
|
|
344 | } |
|
|
345 | |
|
|
346 | uint64 total_weight () const |
|
|
347 | { |
|
|
348 | return weight * number_of (); |
|
|
349 | } |
|
|
350 | |
|
|
351 | // return the dominant material of this item, always return something |
|
|
352 | const materialtype_t *dominant_material () const; |
|
|
353 | |
|
|
354 | // return the volume of this object in cm³ |
|
|
355 | uint64 volume () const |
|
|
356 | { |
|
|
357 | return total_weight () |
|
|
358 | * 1000 |
|
|
359 | * (type == CONTAINER ? 1000 : 1) |
|
|
360 | / dominant_material ()->density; |
|
|
361 | } |
|
|
362 | |
|
|
363 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
|
|
364 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
|
|
365 | || type == CLOAK || type == BOOTS || type == GLOVES |
|
|
366 | || type == BRACERS || type == GIRDLE; } |
|
|
367 | MTH bool is_alive () const { return (type == PLAYER |
|
|
368 | || flag [FLAG_MONSTER] |
|
|
369 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
|
|
370 | && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
371 | MTH bool is_arrow () const { return type == ARROW |
|
|
372 | || (type == SPELL_EFFECT |
|
|
373 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
374 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
|
|
375 | |
|
|
376 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
|
|
377 | |
|
|
378 | // temporary: wether the object can be saved in a map file |
|
|
379 | // contr => is a player |
|
|
380 | // head => only save head of a multitile object |
|
|
381 | // owner => can not reference owner yet |
|
|
382 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
|
|
383 | |
|
|
384 | /* This return true if object has still randomitems which |
|
|
385 | * could be expanded. |
|
|
386 | */ |
|
|
387 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
388 | |
|
|
389 | // returns the player that has this object in his inventory, or 0 |
|
|
390 | MTH object *in_player () const |
|
|
391 | { |
|
|
392 | for (object *op = env; op; op = op->env) |
|
|
393 | if (op->type == PLAYER) |
|
|
394 | return op; |
|
|
395 | |
|
|
396 | return 0; |
|
|
397 | } |
|
|
398 | |
|
|
399 | // "temporary" helper function |
|
|
400 | MTH object *head_ () |
|
|
401 | { |
|
|
402 | return head ? head : this; |
|
|
403 | } |
|
|
404 | |
|
|
405 | MTH std::string long_desc (object *who = 0); |
|
|
406 | MTH std::string describe_monster (object *who = 0); |
|
|
407 | MTH std::string describe_item (object *who = 0); |
|
|
408 | MTH std::string describe (object *who = 0); |
|
|
409 | |
|
|
410 | // If this object has no extra parts but should have them, |
|
|
411 | // add them, effectively expanding heads into multipart |
|
|
412 | // objects. This method only works on objects not inserted |
|
|
413 | // anywhere. |
|
|
414 | MTH void expand_tail (); |
|
|
415 | |
|
|
416 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
417 | |
|
|
418 | // insert object at same map position as 'where' |
|
|
419 | // handles both inventory and map "positions" |
|
|
420 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
421 | |
|
|
422 | MTH void activate (); |
|
|
423 | MTH void deactivate (); |
|
|
424 | MTH void activate_recursive (); |
|
|
425 | MTH void deactivate_recursive (); |
|
|
426 | |
|
|
427 | // set the givne flag on all objects in the inventory recursively |
|
|
428 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
429 | |
|
|
430 | void enter_exit (object *exit);//Perl |
|
|
431 | MTH void enter_map (maptile *newmap, int x, int y); |
|
|
432 | |
|
|
433 | // returns the mapspace this object is in |
|
|
434 | mapspace &ms () const; |
287 | |
435 | |
288 | // fully recursive iterator |
436 | // fully recursive iterator |
289 | struct iterator_base |
437 | struct iterator_base |
290 | { |
438 | { |
291 | object *item; |
439 | object *item; |
… | |
… | |
298 | operator object *() const { return item; } |
446 | operator object *() const { return item; } |
299 | |
447 | |
300 | object *operator ->() const { return item; } |
448 | object *operator ->() const { return item; } |
301 | object &operator * () const { return *item; } |
449 | object &operator * () const { return *item; } |
302 | }; |
450 | }; |
|
|
451 | |
|
|
452 | MTH unsigned int random_seed () const |
|
|
453 | { |
|
|
454 | return (unsigned int)uuid.seq; |
|
|
455 | } |
303 | |
456 | |
304 | // depth-first recursive iterator |
457 | // depth-first recursive iterator |
305 | struct depth_iterator : iterator_base |
458 | struct depth_iterator : iterator_base |
306 | { |
459 | { |
307 | depth_iterator (object *container); |
460 | depth_iterator (object *container); |
… | |
… | |
318 | object *end () |
471 | object *end () |
319 | { |
472 | { |
320 | return this; |
473 | return this; |
321 | } |
474 | } |
322 | |
475 | |
|
|
476 | /* This returns TRUE if the object is something that |
|
|
477 | * should be displayed in the floorbox/inventory window |
|
|
478 | */ |
|
|
479 | MTH bool client_visible () const |
|
|
480 | { |
|
|
481 | return !invisible && type != PLAYER; |
|
|
482 | } |
|
|
483 | |
|
|
484 | MTH struct region *region () const; |
|
|
485 | |
323 | protected: |
486 | protected: |
324 | friend struct archetype; |
487 | friend struct archetype; |
325 | |
488 | |
326 | void link (); |
489 | void link (); |
327 | void unlink (); |
490 | void unlink (); |
328 | |
491 | |
329 | object (); |
492 | object (); |
330 | ~object (); |
493 | ~object (); |
331 | }; |
494 | }; |
|
|
495 | |
|
|
496 | // move this object to the top of its env's inventory to speed up |
|
|
497 | // searches for it. |
|
|
498 | static object * |
|
|
499 | splay (object *ob) |
|
|
500 | { |
|
|
501 | if (ob->env && ob->env->inv != ob) |
|
|
502 | { |
|
|
503 | if (ob->above) ob->above->below = ob->below; |
|
|
504 | if (ob->below) ob->below->above = ob->above; |
|
|
505 | |
|
|
506 | ob->above = 0; |
|
|
507 | ob->below = ob->env->inv; |
|
|
508 | ob->below->above = ob; |
|
|
509 | ob->env->inv = ob; |
|
|
510 | } |
|
|
511 | |
|
|
512 | return ob; |
|
|
513 | } |
332 | |
514 | |
333 | typedef struct oblnk |
515 | typedef struct oblnk |
334 | { /* Used to link together several objects */ |
516 | { /* Used to link together several objects */ |
335 | object_ptr ob; |
517 | object_ptr ob; |
336 | struct oblnk *next; |
518 | struct oblnk *next; |
… | |
… | |
340 | { /* Used to link together several object links */ |
522 | { /* Used to link together several object links */ |
341 | struct oblnk *link; |
523 | struct oblnk *link; |
342 | long value; /* Used as connected value in buttons/gates */ |
524 | long value; /* Used as connected value in buttons/gates */ |
343 | struct oblinkpt *next; |
525 | struct oblinkpt *next; |
344 | } oblinkpt; |
526 | } oblinkpt; |
|
|
527 | |
|
|
528 | object *find_skill_by_name (object *who, const char *name); |
|
|
529 | object *find_skill_by_name (object *who, const shstr &sh); |
|
|
530 | object *find_skill_by_number (object *who, int skillno); |
345 | |
531 | |
346 | /* |
532 | /* |
347 | * The archetype structure is a set of rules on how to generate and manipulate |
533 | * The archetype structure is a set of rules on how to generate and manipulate |
348 | * objects which point to archetypes. |
534 | * objects which point to archetypes. |
349 | * This probably belongs in arch.h, but there really doesn't appear to |
535 | * This probably belongs in arch.h, but there really doesn't appear to |
350 | * be much left in the archetype - all it really is is a holder for the |
536 | * 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 |
537 | * object and pointers. This structure should get removed, and just replaced |
352 | * by the object structure |
538 | * by the object structure |
353 | */ |
539 | */ |
354 | |
540 | |
355 | ACC_CLASS (archetype) |
541 | INTERFACE_CLASS (archetype) |
356 | struct archetype : zero_initialised, refcounted |
542 | struct archetype : zero_initialised, attachable |
357 | { |
543 | { |
358 | archetype (); |
544 | archetype (); |
359 | ~archetype (); |
545 | ~archetype (); |
|
|
546 | void gather_callbacks (AV *&callbacks, event_type event) const; |
360 | |
547 | |
|
|
548 | static archetype *read (object_thawer &f); |
|
|
549 | static archetype *get (const char *name); // find or create |
361 | static archetype *find (const char *arch); |
550 | static archetype *find (const char *name); |
362 | |
551 | |
363 | void hash_add (); // add to hastable |
552 | void hash_add (); // add to hashtable |
364 | void hash_del (); // remove from hashtable |
553 | void hash_del (); // remove from hashtable |
365 | |
554 | |
|
|
555 | bool linked;//TODO: go away |
|
|
556 | sint8 tail_x, tail_y;//TODO: go away |
|
|
557 | int ACC (RW, archid); // index in archvector |
366 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
558 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
|
|
559 | bool ACC (RW, stub); // if true, this is an invalid archetype |
367 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
560 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
368 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
561 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
369 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
562 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
370 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
563 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
371 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
564 | 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 |
|
|
373 | * in comparison to the head. |
|
|
374 | */ |
|
|
375 | }; |
|
|
376 | |
565 | |
|
|
566 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
|
|
567 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
|
|
568 | }; |
|
|
569 | |
|
|
570 | typedef object_vector<object, &object::index > objectvec; |
|
|
571 | typedef object_vector<object, &object::active> activevec; |
|
|
572 | typedef object_vector<archetype, &archetype::archid> archvec; |
|
|
573 | |
377 | extern object *objects; |
574 | extern objectvec objects; |
378 | extern object *active_objects; |
575 | extern activevec actives; |
|
|
576 | extern archvec archetypes; |
379 | |
577 | |
380 | extern int nrofallocobjects; |
578 | #define for_all_objects(var) \ |
|
|
579 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
580 | statementvar (object *, var, objects [_i]) |
381 | |
581 | |
382 | /* This returns TRUE if the object is something that |
582 | #define for_all_actives(var) \ |
383 | * should be displayed in the look window |
583 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
384 | */ |
584 | statementvar (object *, var, actives [_i]) |
385 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
585 | |
|
|
586 | #define for_all_archetypes(var) \ |
|
|
587 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
|
|
588 | statementvar (archetype *, var, archetypes [_i]) |
386 | |
589 | |
387 | /* Used by update_object to know if the object being passed is |
590 | /* Used by update_object to know if the object being passed is |
388 | * being added or removed. |
591 | * being added or removed. |
389 | */ |
592 | */ |
390 | #define UP_OBJ_INSERT 1 |
593 | #define UP_OBJ_INSERT 1 |
… | |
… | |
425 | #define INS_ON_TOP 0x0008 |
628 | #define INS_ON_TOP 0x0008 |
426 | #define INS_BELOW_ORIGINATOR 0x0010 |
629 | #define INS_BELOW_ORIGINATOR 0x0010 |
427 | #define INS_MAP_LOAD 0x0020 |
630 | #define INS_MAP_LOAD 0x0020 |
428 | |
631 | |
429 | #define ARCH_SINGULARITY "singularity" |
632 | #define ARCH_SINGULARITY "singularity" |
430 | #define ARCH_SINGULARITY_LEN 11 |
|
|
431 | #define ARCH_DETECT_MAGIC "detect_magic" |
633 | #define ARCH_DETECT_MAGIC "detect_magic" |
432 | #define ARCH_DEPLETION "depletion" |
634 | #define ARCH_DEPLETION "depletion" |
433 | #define ARCH_SYMPTOM "symptom" |
635 | #define ARCH_SYMPTOM "symptom" |
434 | |
636 | |
435 | #endif |
637 | #endif |