… | |
… | |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
25 | #define OBJECT_H |
|
|
26 | |
|
|
27 | #include <bitset> |
26 | |
28 | |
27 | #include "cfperl.h" |
29 | #include "cfperl.h" |
28 | #include "shstr.h" |
30 | #include "shstr.h" |
29 | |
31 | |
30 | typedef uint32 tag_t; |
32 | typedef uint32 tag_t; |
… | |
… | |
86 | /* However, if you're keeping a pointer of some sort, you probably |
88 | /* However, if you're keeping a pointer of some sort, you probably |
87 | * don't just want it copied, so you'll need to add to common/object.C, |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
88 | * e.g. ->copy_to () |
90 | * e.g. ->copy_to () |
89 | */ |
91 | */ |
90 | |
92 | |
91 | typedef refptr<object> object_ptr; |
|
|
92 | typedef refptr<archetype> arch_ptr; |
|
|
93 | |
|
|
94 | // these are not being copied |
93 | // these are not being copied |
95 | ACC_CLASS (object) |
94 | ACC_CLASS (object) |
96 | struct object_keep : refcounted |
95 | struct object_keep : refcounted |
97 | { |
96 | { |
98 | /* These variables are not changed by ->copy_to */ |
97 | /* These variables are not changed by ->copy_to */ |
99 | |
98 | |
100 | tag_t ACC (RW, count); /* Generation count for this object */ |
99 | tag_t ACC (RW, count); /* Generation count for this object */ |
101 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
100 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
102 | |
101 | |
103 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
102 | player_ptr 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 */ |
103 | 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 */ |
104 | 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' */ |
105 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
107 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
106 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
108 | /* so that the entire object list does not */ |
107 | /* so that the entire object list does not */ |
… | |
… | |
118 | * This is typically the container that the object is in. |
117 | * This is typically the container that the object is in. |
119 | */ |
118 | */ |
120 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
119 | 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 |
120 | 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 */ |
121 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
|
|
122 | client_container *seen_by; // seen by which player/container currently? |
123 | }; |
123 | }; |
124 | |
124 | |
125 | // these are being copied |
125 | // these are being copied |
126 | struct object_copy : attachable<object> |
126 | struct object_copy : attachable<object> |
127 | { |
127 | { |
… | |
… | |
142 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
142 | 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 */ |
143 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
144 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
144 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
145 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
145 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
146 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
146 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
|
|
147 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
|
|
148 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
147 | }; |
149 | }; |
148 | |
150 | |
149 | // these are being copied and also cleared |
151 | // these are being copied and also cleared |
150 | struct object_pod |
152 | struct object_pod |
151 | { |
153 | { |
|
|
154 | typedef bitset<NUM_FLAGS> flags_t; |
|
|
155 | |
152 | New_Face *ACC (RW, face); /* Face with colors */ |
156 | New_Face *ACC (RW, face); /* Face with colors */ |
153 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
157 | 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 */ |
158 | 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 */ |
159 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
160 | uint32 ACC (RW, nrof); /* How many of the objects */ |
… | |
… | |
216 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | sint8 ACC (RW, range); /* Range of the spell */ |
217 | 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 */ |
218 | char *ACC (RW, spellarg); |
222 | char *ACC (RW, spellarg); |
219 | |
223 | |
220 | /* Following are values used by any object */ |
224 | /* Following are values used by any object */ |
|
|
225 | /* this objects turns into or what this object creates */ |
221 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
226 | 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. */ |
227 | key_value *key_values; /* Fields not explictly known by the loader. */ |
225 | /* this objects turns into or what this object creates */ |
228 | object_pod::flags_t flags; /* various flags */ |
226 | uint32 flags[4]; /* various flags */ |
|
|
227 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
229 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
228 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
230 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
229 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
231 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
230 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
232 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
231 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
233 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
… | |
… | |
240 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
242 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
241 | }; |
243 | }; |
242 | |
244 | |
243 | struct object : zero_initialised, object_keep, object_copy, object_pod |
245 | struct object : zero_initialised, object_keep, object_copy, object_pod |
244 | { |
246 | { |
|
|
247 | typedef object_pod::flags_t flags_t; |
245 | typedef unordered_vector<object *> vector; |
248 | typedef unordered_vector<object *> vector; |
246 | |
249 | |
247 | static vector mortals; |
250 | static vector mortals; |
248 | static vector active; // active objects, not yet used |
251 | static vector active; // active objects, not yet used |
249 | static vector objects; // not used yet, use first->next->... |
252 | static vector objects; // not used yet, use first->next->... |
… | |
… | |
265 | return op1->value == op2->value |
268 | return op1->value == op2->value |
266 | && op1->name == op2->name |
269 | && op1->name == op2->name |
267 | && can_merge_slow (op1, op2); |
270 | && can_merge_slow (op1, op2); |
268 | } |
271 | } |
269 | |
272 | |
270 | void clear (); |
|
|
271 | |
|
|
272 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
273 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
273 | |
274 | |
274 | void set_owner (object *owner); |
275 | void set_owner (object *owner); |
275 | |
276 | |
276 | void instantiate () |
277 | void instantiate () |
… | |
… | |
278 | if (!uuid.seq) // HACK |
279 | if (!uuid.seq) // HACK |
279 | uuid = gen_uuid (); |
280 | uuid = gen_uuid (); |
280 | |
281 | |
281 | attachable<object>::instantiate (); |
282 | attachable<object>::instantiate (); |
282 | } |
283 | } |
|
|
284 | |
|
|
285 | // recalculate all stats |
|
|
286 | void update_stats (); |
|
|
287 | void roll_stats (); |
|
|
288 | void swap_stats (int a, int b); |
|
|
289 | void add_statbonus (); |
|
|
290 | void remove_statbonus (); |
|
|
291 | void drain_stat (); |
|
|
292 | void drain_specific_stat (int deplete_stats); |
|
|
293 | void change_luck (int value); |
283 | |
294 | |
284 | // info must hold 256 * 3 bytes currently |
295 | // info must hold 256 * 3 bytes currently |
285 | const char *debug_desc (char *info) const; |
296 | const char *debug_desc (char *info) const; |
286 | const char *debug_desc () const; |
297 | const char *debug_desc () const; |
|
|
298 | |
|
|
299 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
|
|
300 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
|
|
301 | || type == CLOAK || type == BOOTS || type == GLOVES |
|
|
302 | || type == BRACERS || type == GIRDLE; } |
|
|
303 | bool is_alive () const { return (type == PLAYER |
|
|
304 | || flags [FLAG_MONSTER] |
|
|
305 | || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) |
|
|
306 | && !flags [FLAG_IS_A_TEMPLATE]; } |
|
|
307 | bool is_arrow () const { return type == ARROW |
|
|
308 | || (type == SPELL_EFFECT |
|
|
309 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
310 | |
|
|
311 | /* This return true if object has still randomitems which |
|
|
312 | * could be expanded. |
|
|
313 | */ |
|
|
314 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
|
|
315 | |
|
|
316 | // returns the player that has this object in his inventory, or 0 |
|
|
317 | object *in_player () const |
|
|
318 | { |
|
|
319 | for (object *op = env; op; op = op->env) |
|
|
320 | if (op->type == PLAYER) |
|
|
321 | return op; |
|
|
322 | |
|
|
323 | return 0; |
|
|
324 | } |
|
|
325 | |
|
|
326 | // returns the mapspace this object is in |
|
|
327 | mapspace &ms () const; |
287 | |
328 | |
288 | // fully recursive iterator |
329 | // fully recursive iterator |
289 | struct iterator_base |
330 | struct iterator_base |
290 | { |
331 | { |
291 | object *item; |
332 | object *item; |
… | |
… | |
380 | extern int nrofallocobjects; |
421 | extern int nrofallocobjects; |
381 | |
422 | |
382 | /* This returns TRUE if the object is something that |
423 | /* This returns TRUE if the object is something that |
383 | * should be displayed in the look window |
424 | * should be displayed in the look window |
384 | */ |
425 | */ |
385 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
426 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
386 | |
427 | |
387 | /* Used by update_object to know if the object being passed is |
428 | /* Used by update_object to know if the object being passed is |
388 | * being added or removed. |
429 | * being added or removed. |
389 | */ |
430 | */ |
390 | #define UP_OBJ_INSERT 1 |
431 | #define UP_OBJ_INSERT 1 |