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29 | |
29 | |
30 | #include "cfperl.h" |
30 | #include "cfperl.h" |
31 | #include "shstr.h" |
31 | #include "shstr.h" |
32 | |
32 | |
33 | typedef int tag_t; |
33 | typedef int tag_t; |
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34 | |
34 | #define NUM_BODY_LOCATIONS 12 |
35 | #define NUM_BODY_LOCATIONS 12 |
35 | #define BODY_ARMS 1 |
36 | #define BODY_ARMS 1 |
36 | |
37 | |
37 | /* See common/item.c */ |
38 | /* See common/item.c */ |
38 | |
39 | |
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110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
113 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
115 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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116 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
115 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
117 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
118 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
119 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
120 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
121 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
122 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
123 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
124 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
125 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
126 | |
125 | facetile *ACC (RW, face); /* Face with colors */ |
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126 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | 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 */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
130 | |
130 | /* This next big block are basically used for monsters and equipment */ |
131 | /* This next big block are basically used for monsters and equipment */ |
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134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | 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 */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
140 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | 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) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
144 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
145 | * meanings by some objects, eg, sp penalty, permanent exp. |
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159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | sint8 ACC (RW, 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 */ |
163 | sint8 ACC (RW, 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 */ |
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165 | faceidx ACC (RW, face); /* Face with colors */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
166 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
167 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
168 | |
167 | /* Following mostly refers to fields only used for monsters */ |
169 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
170 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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197 | char *ACC (RW, spellarg); |
199 | char *ACC (RW, spellarg); |
198 | |
200 | |
199 | /* Following are values used by any object */ |
201 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
202 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
203 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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203 | flags_t flag; /* various flags */ |
204 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
205 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
207 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
208 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | /* Note: stacked in the *same* environment */ |
230 | /* Note: stacked in the *same* environment */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
231 | object *inv; /* Pointer to the first object in the inventory */ |
231 | |
232 | |
232 | //TODO: container must move into client |
233 | //TODO: container must move into client |
233 | object *ACC (RW, container); /* Current container being used. I think this |
234 | object_ptr ACC (RW, container); /* Current container being used. I think this |
234 | * is only used by the player right now. |
235 | * is only used by the player right now. |
235 | */ |
236 | */ |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | * This is typically the container that the object is in. |
238 | * This is typically the container that the object is in. |
238 | */ |
239 | */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
240 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
241 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
241 | client_container *seen_by; // seen by which player/container currently? |
242 | client_container *seen_by; // seen by which player/container currently? |
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243 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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244 | |
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245 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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246 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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247 | bool write (object_freezer &f); |
242 | |
248 | |
243 | MTH static object *create (); |
249 | MTH static object *create (); |
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250 | object &operator =(const object &src); |
244 | MTH void copy_to (object *dst); |
251 | MTH void copy_to (object *dst); |
245 | MTH object *clone (); // create + copy_to |
252 | MTH object *clone (); // create + copy_to |
246 | void do_destroy (); |
253 | void do_destroy (); |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
254 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | MTH void destroy (bool destroy_inventory = false); |
255 | MTH void destroy (bool destroy_inventory = false); |
249 | |
256 | |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
257 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
258 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | MTH object *insert (object *item); // insert into inventory |
259 | MTH object *insert (object *item); // insert into inventory |
253 | void remove_slow (); |
260 | void do_remove (); |
254 | MTH void remove () |
261 | MTH void remove () |
255 | { |
262 | { |
256 | if (!flag [FLAG_REMOVED]) |
263 | if (!flag [FLAG_REMOVED]) |
257 | remove_slow (); |
264 | do_remove (); |
258 | } |
265 | } |
259 | |
266 | |
260 | static bool can_merge_slow (object *op1, object *op2); |
267 | static bool can_merge_slow (object *op1, object *op2); |
261 | |
268 | |
262 | // this is often used in time-critical code, so optimise |
269 | // this is often used in time-critical code, so optimise |
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267 | && can_merge_slow (op1, op2); |
274 | && can_merge_slow (op1, op2); |
268 | } |
275 | } |
269 | |
276 | |
270 | MTH void set_owner (object *owner); |
277 | MTH void set_owner (object *owner); |
271 | MTH void set_speed (float speed); |
278 | MTH void set_speed (float speed); |
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279 | MTH void set_weapon (object *ob); |
272 | |
280 | |
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281 | MTH void open_container (object *new_container); |
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282 | MTH void close_container () |
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283 | { |
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284 | open_container (0); |
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285 | } |
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286 | |
273 | MTH void instantiate () |
287 | MTH void instantiate (); |
274 | { |
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275 | if (!uuid.seq) // HACK |
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276 | uuid = gen_uuid (); |
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277 | |
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278 | attachable::instantiate (); |
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279 | } |
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280 | |
288 | |
281 | // recalculate all stats |
289 | // recalculate all stats |
282 | MTH void update_stats (); |
290 | MTH void update_stats (); |
283 | MTH void roll_stats (); |
291 | MTH void roll_stats (); |
284 | MTH void swap_stats (int a, int b); |
292 | MTH void swap_stats (int a, int b); |
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288 | MTH void drain_specific_stat (int deplete_stats); |
296 | MTH void drain_specific_stat (int deplete_stats); |
289 | MTH void change_luck (int value); |
297 | MTH void change_luck (int value); |
290 | |
298 | |
291 | // info must hold 256 * 3 bytes currently |
299 | // info must hold 256 * 3 bytes currently |
292 | const char *debug_desc (char *info) const; |
300 | const char *debug_desc (char *info) const; |
293 | MTH const char *debug_desc () const; |
301 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
294 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
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295 | const char *flag_desc (char *desc, int len) const; |
302 | const char *flag_desc (char *desc, int len) const; |
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303 | |
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304 | int number_of () const |
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305 | { |
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306 | return nrof ? nrof : 1; |
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307 | } |
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308 | |
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309 | uint64 total_weight () const |
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310 | { |
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311 | return weight * number_of (); |
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312 | } |
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313 | |
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314 | // return the dominant material of this item, always return something |
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315 | const materialtype_t *dominant_material () const; |
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316 | |
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317 | // return the volume of this object in cm³ |
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318 | uint64 volume () const |
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319 | { |
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320 | return total_weight () |
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321 | * 1000 |
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322 | * (type == CONTAINER ? 1000 : 1) |
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323 | / dominant_material ()->density; |
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324 | } |
296 | |
325 | |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
326 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
298 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
327 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
328 | || type == CLOAK || type == BOOTS || type == GLOVES |
300 | || type == BRACERS || type == GIRDLE; } |
329 | || type == BRACERS || type == GIRDLE; } |
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303 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
332 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
304 | && !flag [FLAG_IS_A_TEMPLATE]; } |
333 | && !flag [FLAG_IS_A_TEMPLATE]; } |
305 | MTH bool is_arrow () const { return type == ARROW |
334 | MTH bool is_arrow () const { return type == ARROW |
306 | || (type == SPELL_EFFECT |
335 | || (type == SPELL_EFFECT |
307 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
336 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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337 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
308 | |
338 | |
309 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
339 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
310 | |
340 | |
311 | // temporary: wether the object can be saved in a map file |
341 | // temporary: wether the object can be saved in a map file |
312 | // contr => is a player |
342 | // contr => is a player |
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333 | MTH object *head_ () |
363 | MTH object *head_ () |
334 | { |
364 | { |
335 | return head ? head : this; |
365 | return head ? head : this; |
336 | } |
366 | } |
337 | |
367 | |
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368 | MTH std::string long_desc (object *who = 0); |
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369 | MTH std::string describe_monster (object *who = 0); |
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370 | MTH std::string describe_item (object *who = 0); |
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371 | MTH std::string describe (object *who = 0); |
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372 | |
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373 | // If this object has no extra parts but should have them, |
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374 | // add them, effectively expanding heads into multipart |
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375 | // objects. This method only works on objects not inserted |
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376 | // anywhere. |
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377 | MTH void expand_tail (); |
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378 | |
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379 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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380 | |
338 | // insert object at same map position as 'where' |
381 | // insert object at same map position as 'where' |
339 | // handles both inventory and map "positions" |
382 | // handles both inventory and map "positions" |
340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
383 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
341 | |
384 | |
342 | MTH void activate (); |
385 | MTH void activate (); |
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345 | MTH void deactivate_recursive (); |
388 | MTH void deactivate_recursive (); |
346 | |
389 | |
347 | // set the givne flag on all objects in the inventory recursively |
390 | // set the givne flag on all objects in the inventory recursively |
348 | MTH void set_flag_inv (int flag, int value = 1); |
391 | MTH void set_flag_inv (int flag, int value = 1); |
349 | |
392 | |
350 | void enter_exit (object *exit);//PERL |
393 | void enter_exit (object *exit);//Perl |
351 | MTH void enter_map (maptile *newmap, int x, int y); |
394 | MTH void enter_map (maptile *newmap, int x, int y); |
352 | |
395 | |
353 | // returns the mapspace this object is in |
396 | // returns the mapspace this object is in |
354 | mapspace &ms () const; |
397 | mapspace &ms () const; |
355 | |
398 | |
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399 | MTH bool client_visible () const |
442 | MTH bool client_visible () const |
400 | { |
443 | { |
401 | return !invisible && type != PLAYER; |
444 | return !invisible && type != PLAYER; |
402 | } |
445 | } |
403 | |
446 | |
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447 | MTH struct region *region () const; |
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448 | |
404 | protected: |
449 | protected: |
405 | friend struct archetype; |
450 | friend struct archetype; |
406 | |
451 | |
407 | void link (); |
452 | void link (); |
408 | void unlink (); |
453 | void unlink (); |
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416 | |
461 | |
417 | extern objectvec objects; |
462 | extern objectvec objects; |
418 | extern activevec actives; |
463 | extern activevec actives; |
419 | |
464 | |
420 | #define for_all_objects(var) \ |
465 | #define for_all_objects(var) \ |
421 | for (int _i = 0; _i < objects.size (); ++_i) \ |
466 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
422 | declvar (object *, var, objects [_i]) |
467 | declvar (object *, var, objects [_i]) |
423 | |
468 | |
424 | #define for_all_actives(var) \ |
469 | #define for_all_actives(var) \ |
425 | for (int _i = 0; _i < actives.size (); ++_i) \ |
470 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
426 | declvar (object *, var, actives [_i]) |
471 | declvar (object *, var, actives [_i]) |
427 | |
472 | |
428 | typedef struct oblnk |
473 | typedef struct oblnk |
429 | { /* Used to link together several objects */ |
474 | { /* Used to link together several objects */ |
430 | object_ptr ob; |
475 | object_ptr ob; |
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452 | { |
497 | { |
453 | archetype (); |
498 | archetype (); |
454 | ~archetype (); |
499 | ~archetype (); |
455 | void gather_callbacks (AV *&callbacks, event_type event) const; |
500 | void gather_callbacks (AV *&callbacks, event_type event) const; |
456 | |
501 | |
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502 | static archetype *read (object_thawer &f); |
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503 | static archetype *get (const char *name); // find or create |
457 | static archetype *find (const char *arch); |
504 | static archetype *find (const char *name); |
458 | |
505 | |
459 | void hash_add (); // add to hashtable |
506 | void hash_add (); // add to hashtable |
460 | void hash_del (); // remove from hashtable |
507 | void hash_del (); // remove from hashtable |
461 | |
508 | |
462 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
509 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
463 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
510 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
464 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
511 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
465 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
512 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
466 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
513 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
467 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
514 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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515 | bool ACC (RW, linked); // linked into list of heads |
468 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
516 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
469 | * in comparison to the head. |
517 | * in comparison to the head. |
470 | */ |
518 | */ |
471 | }; |
519 | }; |
472 | |
520 | |
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511 | #define INS_ON_TOP 0x0008 |
559 | #define INS_ON_TOP 0x0008 |
512 | #define INS_BELOW_ORIGINATOR 0x0010 |
560 | #define INS_BELOW_ORIGINATOR 0x0010 |
513 | #define INS_MAP_LOAD 0x0020 |
561 | #define INS_MAP_LOAD 0x0020 |
514 | |
562 | |
515 | #define ARCH_SINGULARITY "singularity" |
563 | #define ARCH_SINGULARITY "singularity" |
516 | #define ARCH_SINGULARITY_LEN 11 |
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517 | #define ARCH_DETECT_MAGIC "detect_magic" |
564 | #define ARCH_DETECT_MAGIC "detect_magic" |
518 | #define ARCH_DEPLETION "depletion" |
565 | #define ARCH_DEPLETION "depletion" |
519 | #define ARCH_SYMPTOM "symptom" |
566 | #define ARCH_SYMPTOM "symptom" |
520 | |
567 | |
521 | #endif |
568 | #endif |