… | |
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16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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 |
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26 | |
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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; |
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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; |
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92 | typedef refptr<archetype> arch_ptr; |
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93 | |
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94 | // these are not being copied |
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95 | ACC_CLASS (object) |
93 | ACC_CLASS (object) |
96 | struct object_keep : refcounted |
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97 | { |
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98 | /* These variables are not changed by ->copy_to */ |
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99 | |
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100 | tag_t ACC (RW, count); /* Generation count for this object */ |
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101 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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102 | |
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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 |
94 | // these are being copied |
126 | struct object_copy : attachable<object> |
95 | struct object_copy |
127 | { |
96 | { |
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97 | typedef bitset<NUM_FLAGS> flags_t; |
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98 | |
128 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
99 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
129 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
100 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
130 | shstr ACC (RW, title); /* Of foo, etc */ |
101 | shstr ACC (RW, title); /* Of foo, etc */ |
131 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
102 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
132 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
103 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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142 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
113 | 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 */ |
114 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
144 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
115 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
145 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
116 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
146 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
117 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
147 | }; |
118 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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119 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
148 | |
120 | |
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 */ |
121 | New_Face *ACC (RW, face); /* Face with colors */ |
153 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
122 | 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 */ |
123 | 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 */ |
124 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
125 | uint32 ACC (RW, nrof); /* How many of the objects */ |
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159 | |
128 | |
160 | /* This next big block are basically used for monsters and equipment */ |
129 | /* This next big block are basically used for monsters and equipment */ |
161 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
162 | uint8 ACC (RW, subtype); /* subtype of object */ |
131 | uint8 ACC (RW, subtype); /* subtype of object */ |
163 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
132 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
164 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
133 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
165 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
166 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
167 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
168 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
137 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
169 | uint16 ACC (RW, material); /* What materials this object consist of */ |
138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
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187 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
156 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
188 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
157 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
189 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
158 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
190 | uint32 ACC (RW, weapontype); /* type of weapon */ |
159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
191 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
192 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
161 | 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 */ |
162 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
194 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
195 | /* See the doc/Developers/objects for more info about body locations */ |
164 | /* See the doc/Developers/objects for more info about body locations */ |
196 | |
165 | |
197 | /* Following mostly refers to fields only used for monsters */ |
166 | /* Following mostly refers to fields only used for monsters */ |
198 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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216 | sint8 ACC (RW, range); /* Range of the spell */ |
185 | sint8 ACC (RW, range); /* Range of the spell */ |
217 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
186 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
218 | char *ACC (RW, spellarg); |
187 | char *ACC (RW, spellarg); |
219 | |
188 | |
220 | /* Following are values used by any object */ |
189 | /* Following are values used by any object */ |
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190 | /* this objects turns into or what this object creates */ |
221 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
191 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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. */ |
192 | key_value *key_values; /* Fields not explictly known by the loader. */ |
225 | /* this objects turns into or what this object creates */ |
193 | flags_t flag; /* various flags */ |
226 | uint32 flags[4]; /* various flags */ |
194 | #if FOR_PERL |
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195 | bool ACC (RW, flag[NUM_FLAGS]); |
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196 | #endif |
227 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
197 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
228 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
198 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
229 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
199 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
230 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
200 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
231 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
201 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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238 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
208 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
239 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
209 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
240 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
210 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
241 | }; |
211 | }; |
242 | |
212 | |
243 | struct object : zero_initialised, object_keep, object_copy, object_pod |
213 | struct object : zero_initialised, refcounted, attachable<object>, object_copy |
244 | { |
214 | { |
245 | typedef unordered_vector<object *> vector; |
215 | typedef unordered_vector<object *> vector; |
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216 | |
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217 | // These variables are not changed by ->copy_to |
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218 | |
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219 | tag_t ACC (RW, count); /* Generation count for this object */ |
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220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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221 | |
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222 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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223 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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224 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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225 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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226 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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227 | /* so that the entire object list does not */ |
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228 | /* need to be gone through. */ |
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229 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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230 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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231 | /* Note: stacked in the *same* environment */ |
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232 | object *inv; /* Pointer to the first object in the inventory */ |
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233 | object *ACC (RW, container); /* Current container being used. I think this |
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234 | * is only used by the player right now. |
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235 | */ |
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236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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237 | * This is typically the container that the object is in. |
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238 | */ |
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239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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241 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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242 | client_container *seen_by; // seen by which player/container currently? |
246 | |
243 | |
247 | static vector mortals; |
244 | static vector mortals; |
248 | static vector active; // active objects, not yet used |
245 | static vector active; // active objects, not yet used |
249 | static vector objects; // not used yet, use first->next->... |
246 | static vector objects; // not used yet, use first->next->... |
250 | static object *first; // will be replaced by "objects" |
247 | static object *first; // will be replaced by "objects" |
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265 | return op1->value == op2->value |
262 | return op1->value == op2->value |
266 | && op1->name == op2->name |
263 | && op1->name == op2->name |
267 | && can_merge_slow (op1, op2); |
264 | && can_merge_slow (op1, op2); |
268 | } |
265 | } |
269 | |
266 | |
270 | void clear (); |
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271 | |
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272 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
267 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
273 | |
268 | |
274 | void set_owner (object *owner); |
269 | void set_owner (object *owner); |
275 | |
270 | |
276 | void instantiate () |
271 | void instantiate () |
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278 | if (!uuid.seq) // HACK |
273 | if (!uuid.seq) // HACK |
279 | uuid = gen_uuid (); |
274 | uuid = gen_uuid (); |
280 | |
275 | |
281 | attachable<object>::instantiate (); |
276 | attachable<object>::instantiate (); |
282 | } |
277 | } |
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278 | |
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279 | // recalculate all stats |
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280 | void update_stats (); |
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281 | void roll_stats (); |
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282 | void swap_stats (int a, int b); |
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283 | void add_statbonus (); |
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284 | void remove_statbonus (); |
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285 | void drain_stat (); |
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286 | void drain_specific_stat (int deplete_stats); |
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287 | void change_luck (int value); |
283 | |
288 | |
284 | // info must hold 256 * 3 bytes currently |
289 | // info must hold 256 * 3 bytes currently |
285 | const char *debug_desc (char *info) const; |
290 | const char *debug_desc (char *info) const; |
286 | const char *debug_desc () const; |
291 | const char *debug_desc () const; |
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292 | |
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293 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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294 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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295 | || type == CLOAK || type == BOOTS || type == GLOVES |
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296 | || type == BRACERS || type == GIRDLE; } |
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297 | bool is_alive () const { return (type == PLAYER |
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298 | || flag [FLAG_MONSTER] |
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299 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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300 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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301 | bool is_arrow () const { return type == ARROW |
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302 | || (type == SPELL_EFFECT |
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303 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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304 | |
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305 | /* This return true if object has still randomitems which |
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306 | * could be expanded. |
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307 | */ |
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308 | bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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309 | |
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310 | // returns the player that has this object in his inventory, or 0 |
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311 | object *in_player () const |
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312 | { |
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313 | for (object *op = env; op; op = op->env) |
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314 | if (op->type == PLAYER) |
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315 | return op; |
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316 | |
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317 | return 0; |
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318 | } |
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319 | |
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320 | // returns the mapspace this object is in |
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321 | mapspace &ms () const; |
287 | |
322 | |
288 | // fully recursive iterator |
323 | // fully recursive iterator |
289 | struct iterator_base |
324 | struct iterator_base |
290 | { |
325 | { |
291 | object *item; |
326 | object *item; |
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380 | extern int nrofallocobjects; |
415 | extern int nrofallocobjects; |
381 | |
416 | |
382 | /* This returns TRUE if the object is something that |
417 | /* This returns TRUE if the object is something that |
383 | * should be displayed in the look window |
418 | * should be displayed in the look window |
384 | */ |
419 | */ |
385 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
420 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
386 | |
421 | |
387 | /* Used by update_object to know if the object being passed is |
422 | /* Used by update_object to know if the object being passed is |
388 | * being added or removed. |
423 | * being added or removed. |
389 | */ |
424 | */ |
390 | #define UP_OBJ_INSERT 1 |
425 | #define UP_OBJ_INSERT 1 |