1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
26 | #define OBJECT_H |
26 | #define OBJECT_H |
27 | |
27 | |
28 | #include <bitset> |
28 | #include <bitset> |
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; |
34 | #define NUM_BODY_LOCATIONS 12 |
34 | |
35 | #define BODY_ARMS 1 |
35 | enum { |
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36 | body_skill, |
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37 | body_combat, |
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38 | body_range, |
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39 | body_shield, |
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40 | body_arm, |
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41 | body_torso, |
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42 | body_head, |
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43 | body_neck, |
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44 | body_finger, |
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45 | body_shoulder, |
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46 | body_foot, |
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47 | body_hand, |
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48 | body_wrist, |
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49 | body_waist, |
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50 | NUM_BODY_LOCATIONS |
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51 | }; |
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52 | |
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53 | enum slottype_t |
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54 | { |
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55 | slot_none, |
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56 | slot_combat, |
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57 | slot_ranged, |
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58 | }; |
36 | |
59 | |
37 | /* See common/item.c */ |
60 | /* See common/item.c */ |
38 | |
61 | |
39 | typedef struct Body_Locations |
62 | typedef struct Body_Locations |
40 | { |
63 | { |
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… | |
89 | /* However, if you're keeping a pointer of some sort, you probably |
112 | /* However, if you're keeping a pointer of some sort, you probably |
90 | * don't just want it copied, so you'll need to add to common/object.C, |
113 | * don't just want it copied, so you'll need to add to common/object.C, |
91 | * e.g. ->copy_to () |
114 | * e.g. ->copy_to () |
92 | */ |
115 | */ |
93 | |
116 | |
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117 | struct body_slot |
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118 | { |
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119 | signed char info:4; /* body info as loaded from the file */ |
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120 | signed char used:4; /* Calculated value based on items equipped */ |
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121 | }; |
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122 | |
94 | INTERFACE_CLASS (object) |
123 | INTERFACE_CLASS (object) |
95 | // these are being copied |
124 | // these are being copied |
96 | struct object_copy : attachable |
125 | struct object_copy : attachable |
97 | { |
126 | { |
98 | typedef bitset<NUM_FLAGS> flags_t; |
127 | typedef bitset<NUM_FLAGS> flags_t; |
99 | |
128 | |
100 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
129 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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130 | |
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131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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132 | uint8 ACC (RW, subtype); /* subtype of object */ |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
133 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
102 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
134 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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135 | |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
136 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
137 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
138 | shstr ACC (RW, title); /* Of foo, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
139 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
140 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
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110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
143 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
144 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
145 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
146 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
147 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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148 | // 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 */ |
149 | 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 */ |
150 | 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 */ |
151 | 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 */ |
152 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
153 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
154 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
155 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
156 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
157 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
158 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
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126 | float ACC (RW, speed); /* The overall speed of this object */ |
159 | 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 */ |
160 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
161 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
162 | |
130 | /* This next big block are basically used for monsters and equipment */ |
163 | /* This next big block are basically used for monsters and equipment */ |
131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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132 | uint8 ACC (RW, subtype); /* subtype of object */ |
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133 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
164 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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165 | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
166 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
167 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
168 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
169 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
170 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
171 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
172 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
173 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
174 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
175 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
176 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
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157 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
189 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
190 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
191 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
192 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
193 | 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 */ |
194 | body_slot slot [NUM_BODY_LOCATIONS]; |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
195 | faceidx ACC (RW, face); /* Face with colors */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
196 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
197 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
198 | |
167 | /* Following mostly refers to fields only used for monsters */ |
199 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
200 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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178 | * Note that other fields are used - these files are basically |
210 | * Note that other fields are used - these files are basically |
179 | * only used in spells. |
211 | * only used in spells. |
180 | */ |
212 | */ |
181 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
213 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
182 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
214 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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215 | |
183 | uint16 ACC (RW, start_holding); |
216 | uint16 ACC (RW, start_holding); |
184 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
217 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
218 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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219 | |
186 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | 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 */ |
188 | |
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189 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
222 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
223 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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224 | |
191 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
225 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
226 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
193 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
227 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
194 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
228 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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229 | |
195 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
196 | |
231 | |
197 | char *ACC (RW, spellarg); |
232 | char *ACC (RW, spellarg); |
198 | |
233 | |
199 | /* Following are values used by any object */ |
234 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
235 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
236 | 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 */ |
237 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
238 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
239 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
240 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
241 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
… | |
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216 | { |
250 | { |
217 | // These variables are not changed by ->copy_to |
251 | // These variables are not changed by ->copy_to |
218 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
252 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
219 | |
253 | |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
254 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
221 | int ACC (RO, count); // index into objects |
255 | int ACC (RO, count); |
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256 | int ACC (RO, index); // index into objects |
222 | int ACC (RO, active); // index into actives |
257 | int ACC (RO, active); // index into actives |
223 | |
258 | |
224 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
259 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
225 | |
260 | |
226 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
261 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
227 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
262 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
228 | /* Note: stacked in the *same* environment */ |
263 | /* Note: stacked in the *same* environment */ |
229 | object *inv; /* Pointer to the first object in the inventory */ |
264 | object *inv; /* Pointer to the first object in the inventory */ |
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265 | |
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266 | //TODO: container must move into client |
230 | object *ACC (RW, container); /* Current container being used. I think this |
267 | object_ptr ACC (RW, container); /* Current container being used. I think this |
231 | * is only used by the player right now. |
268 | * is only used by the player right now. |
232 | */ |
269 | */ |
233 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
270 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
234 | * This is typically the container that the object is in. |
271 | * This is typically the container that the object is in. |
235 | */ |
272 | */ |
236 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
273 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
237 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
274 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
238 | client_container *seen_by; // seen by which player/container currently? |
275 | client_container *seen_by; // seen by which player/container currently? |
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276 | key_value *key_values; /* Fields not explictly known by the loader. */ |
239 | |
277 | |
240 | //static vector active_list; // active objects, not yet used |
278 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
241 | //static vector object_list; // not used yet, use first->next->... |
279 | void post_load_check (); // do some adjustments after parsing |
242 | static object *first; // will be replaced by "objects" |
280 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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281 | bool write (object_freezer &f); |
243 | |
282 | |
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283 | MTH int slottype () const; |
244 | MTH static object *create (); |
284 | MTH static object *create (); |
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285 | object &operator =(const object &src); |
245 | MTH void copy_to (object *dst); |
286 | MTH void copy_to (object *dst); |
246 | MTH object *clone (); // create + copy_to |
287 | MTH object *clone (); // create + copy_to |
247 | void do_destroy (); |
288 | void do_destroy (); |
248 | void gather_callbacks (AV *&callbacks, event_type event) const; |
289 | void gather_callbacks (AV *&callbacks, event_type event) const; |
249 | MTH void destroy (bool destroy_inventory = false); |
290 | MTH void destroy (bool destroy_inventory = false); |
250 | |
291 | |
251 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
292 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
252 | MTH void destroy_inv (bool drop_to_ground = false); |
293 | MTH void destroy_inv (bool drop_to_ground = false); |
253 | MTH void remove (); |
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254 | MTH object *insert (object *item); // insert into inventory |
294 | MTH object *insert (object *item); // insert into inventory |
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295 | void do_remove (); |
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296 | MTH void remove () |
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297 | { |
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298 | if (!flag [FLAG_REMOVED]) |
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299 | do_remove (); |
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300 | } |
255 | |
301 | |
256 | static bool can_merge_slow (object *op1, object *op2); |
302 | static bool can_merge_slow (object *op1, object *op2); |
257 | |
303 | |
258 | // this is often used in time-critical code, so optimise |
304 | // this is often used in time-critical code, so optimise |
259 | MTH static bool can_merge (object *op1, object *op2) |
305 | MTH static bool can_merge (object *op1, object *op2) |
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263 | && can_merge_slow (op1, op2); |
309 | && can_merge_slow (op1, op2); |
264 | } |
310 | } |
265 | |
311 | |
266 | MTH void set_owner (object *owner); |
312 | MTH void set_owner (object *owner); |
267 | MTH void set_speed (float speed); |
313 | MTH void set_speed (float speed); |
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314 | MTH bool change_weapon (object *ob); |
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315 | MTH bool change_skill (object *ob); |
268 | |
316 | |
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317 | MTH void open_container (object *new_container); |
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318 | MTH void close_container () |
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319 | { |
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320 | open_container (0); |
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321 | } |
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322 | |
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323 | // overwrite the attachable invoke function with a version that also checks ev_want_type |
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324 | bool invoke (event_type event, ...) |
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325 | { |
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326 | if (ev_want_event [event] || ev_want_type [type] || cb) |
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327 | { |
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328 | va_list ap; |
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329 | va_start (ap, event); |
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330 | vinvoke (event, ap); |
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331 | va_end (ap); |
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332 | } |
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333 | } |
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334 | |
269 | MTH void instantiate () |
335 | MTH void instantiate (); |
270 | { |
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271 | if (!uuid.seq) // HACK |
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272 | uuid = gen_uuid (); |
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273 | |
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274 | attachable::instantiate (); |
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275 | } |
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276 | |
336 | |
277 | // recalculate all stats |
337 | // recalculate all stats |
278 | MTH void update_stats (); |
338 | MTH void update_stats (); |
279 | MTH void roll_stats (); |
339 | MTH void roll_stats (); |
280 | MTH void swap_stats (int a, int b); |
340 | MTH void swap_stats (int a, int b); |
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284 | MTH void drain_specific_stat (int deplete_stats); |
344 | MTH void drain_specific_stat (int deplete_stats); |
285 | MTH void change_luck (int value); |
345 | MTH void change_luck (int value); |
286 | |
346 | |
287 | // info must hold 256 * 3 bytes currently |
347 | // info must hold 256 * 3 bytes currently |
288 | const char *debug_desc (char *info) const; |
348 | const char *debug_desc (char *info) const; |
289 | MTH const char *debug_desc () const; |
349 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
290 | const char *flag_desc (char *desc, int len) const; |
350 | const char *flag_desc (char *desc, int len) const; |
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351 | |
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352 | int number_of () const |
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353 | { |
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354 | return nrof ? nrof : 1; |
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355 | } |
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356 | |
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357 | uint64 total_weight () const |
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358 | { |
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359 | return weight * number_of (); |
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360 | } |
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361 | |
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362 | // return the dominant material of this item, always return something |
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363 | const materialtype_t *dominant_material () const; |
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364 | |
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365 | // return the volume of this object in cm³ |
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366 | uint64 volume () const |
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367 | { |
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368 | return total_weight () |
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369 | * 1000 |
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370 | * (type == CONTAINER ? 1000 : 1) |
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371 | / dominant_material ()->density; |
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372 | } |
291 | |
373 | |
292 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
374 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
293 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
375 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
294 | || type == CLOAK || type == BOOTS || type == GLOVES |
376 | || type == CLOAK || type == BOOTS || type == GLOVES |
295 | || type == BRACERS || type == GIRDLE; } |
377 | || type == BRACERS || type == GIRDLE; } |
… | |
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298 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
380 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
299 | && !flag [FLAG_IS_A_TEMPLATE]; } |
381 | && !flag [FLAG_IS_A_TEMPLATE]; } |
300 | MTH bool is_arrow () const { return type == ARROW |
382 | MTH bool is_arrow () const { return type == ARROW |
301 | || (type == SPELL_EFFECT |
383 | || (type == SPELL_EFFECT |
302 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
384 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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385 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
303 | |
386 | |
304 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
387 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
305 | |
388 | |
306 | // temporary: wether the object can be saved in a map file |
389 | // temporary: wether the object can be saved in a map file |
307 | // contr => is a player |
390 | // contr => is a player |
308 | // head => only save head of a multitile object |
391 | // head => only save head of a multitile object |
309 | // owner => can not reference owner yet |
392 | // owner => can not reference owner yet |
310 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
393 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
311 | |
394 | |
312 | /* This return true if object has still randomitems which |
395 | /* This return true if object has still randomitems which |
313 | * could be expanded. |
396 | * could be expanded. |
314 | */ |
397 | */ |
315 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
398 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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328 | MTH object *head_ () |
411 | MTH object *head_ () |
329 | { |
412 | { |
330 | return head ? head : this; |
413 | return head ? head : this; |
331 | } |
414 | } |
332 | |
415 | |
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416 | MTH std::string long_desc (object *who = 0); |
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417 | MTH std::string describe_monster (object *who = 0); |
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418 | MTH std::string describe_item (object *who = 0); |
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419 | MTH std::string describe (object *who = 0); |
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420 | |
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421 | // If this object has no extra parts but should have them, |
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422 | // add them, effectively expanding heads into multipart |
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423 | // objects. This method only works on objects not inserted |
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424 | // anywhere. |
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425 | MTH void expand_tail (); |
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426 | |
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427 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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428 | |
333 | // insert object at same map position as 'where' |
429 | // insert object at same map position as 'where' |
334 | // handles both inventory and map "positions" |
430 | // handles both inventory and map "positions" |
335 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
431 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
336 | |
432 | |
337 | MTH void activate (); |
433 | MTH void activate (); |
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… | |
340 | MTH void deactivate_recursive (); |
436 | MTH void deactivate_recursive (); |
341 | |
437 | |
342 | // set the givne flag on all objects in the inventory recursively |
438 | // set the givne flag on all objects in the inventory recursively |
343 | MTH void set_flag_inv (int flag, int value = 1); |
439 | MTH void set_flag_inv (int flag, int value = 1); |
344 | |
440 | |
345 | void enter_exit (object *exit);//PERL |
441 | void enter_exit (object *exit);//Perl |
346 | MTH void enter_map (maptile *newmap, int x, int y); |
442 | MTH void enter_map (maptile *newmap, int x, int y); |
347 | |
443 | |
348 | // returns the mapspace this object is in |
444 | // returns the mapspace this object is in |
349 | mapspace &ms () const; |
445 | mapspace &ms () const; |
350 | |
446 | |
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386 | object *end () |
482 | object *end () |
387 | { |
483 | { |
388 | return this; |
484 | return this; |
389 | } |
485 | } |
390 | |
486 | |
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487 | /* This returns TRUE if the object is something that |
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488 | * should be displayed in the floorbox/inventory window |
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489 | */ |
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490 | MTH bool client_visible () const |
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491 | { |
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492 | return !invisible && type != PLAYER; |
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493 | } |
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494 | |
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495 | MTH struct region *region () const; |
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496 | |
391 | protected: |
497 | protected: |
392 | friend struct archetype; |
498 | friend struct archetype; |
393 | |
499 | |
394 | void link (); |
500 | void link (); |
395 | void unlink (); |
501 | void unlink (); |
396 | |
502 | |
397 | object (); |
503 | object (); |
398 | ~object (); |
504 | ~object (); |
399 | }; |
505 | }; |
400 | |
506 | |
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507 | // move this object to the top of its env's inventory to speed up |
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508 | // searches for it. |
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509 | static object * |
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510 | splay (object *ob) |
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511 | { |
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512 | if (ob->env && ob->env->inv != ob) |
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513 | { |
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514 | if (ob->above) ob->above->below = ob->below; |
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515 | if (ob->below) ob->below->above = ob->above; |
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516 | |
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517 | ob->above = 0; |
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518 | ob->below = ob->env->inv; |
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519 | ob->below->above = ob; |
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520 | ob->env->inv = ob; |
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521 | } |
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522 | |
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523 | return ob; |
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524 | } |
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525 | |
401 | typedef object_vector<object, &object::count > objectvec; |
526 | typedef object_vector<object, &object::index > objectvec; |
402 | typedef object_vector<object, &object::active> activevec; |
527 | typedef object_vector<object, &object::active> activevec; |
403 | |
528 | |
404 | extern objectvec objects; |
529 | extern objectvec objects; |
405 | extern activevec actives; |
530 | extern activevec actives; |
406 | |
531 | |
407 | #define for_all_objects(var) \ |
532 | #define for_all_objects(var) \ |
408 | for (int _i = 0; _i < objects.size (); ++_i) \ |
533 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
409 | declvar (object *, var, objects [_i]) |
534 | declvar (object *, var, objects [_i]) |
410 | |
535 | |
411 | #define for_all_actives(var) \ |
536 | #define for_all_actives(var) \ |
412 | for (int _i = 0; _i < actives.size (); ++_i) \ |
537 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
413 | declvar (object *, var, actives [_i]) |
538 | declvar (object *, var, actives [_i]) |
414 | |
539 | |
415 | typedef struct oblnk |
540 | typedef struct oblnk |
416 | { /* Used to link together several objects */ |
541 | { /* Used to link together several objects */ |
417 | object_ptr ob; |
542 | object_ptr ob; |
… | |
… | |
422 | { /* Used to link together several object links */ |
547 | { /* Used to link together several object links */ |
423 | struct oblnk *link; |
548 | struct oblnk *link; |
424 | long value; /* Used as connected value in buttons/gates */ |
549 | long value; /* Used as connected value in buttons/gates */ |
425 | struct oblinkpt *next; |
550 | struct oblinkpt *next; |
426 | } oblinkpt; |
551 | } oblinkpt; |
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552 | |
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553 | object *find_skill_by_name (object *who, const char *name); |
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554 | object *find_skill_by_name (object *who, const shstr &sh); |
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555 | object *find_skill_by_number (object *who, int skillno); |
427 | |
556 | |
428 | /* |
557 | /* |
429 | * The archetype structure is a set of rules on how to generate and manipulate |
558 | * The archetype structure is a set of rules on how to generate and manipulate |
430 | * objects which point to archetypes. |
559 | * objects which point to archetypes. |
431 | * This probably belongs in arch.h, but there really doesn't appear to |
560 | * This probably belongs in arch.h, but there really doesn't appear to |
… | |
… | |
439 | { |
568 | { |
440 | archetype (); |
569 | archetype (); |
441 | ~archetype (); |
570 | ~archetype (); |
442 | void gather_callbacks (AV *&callbacks, event_type event) const; |
571 | void gather_callbacks (AV *&callbacks, event_type event) const; |
443 | |
572 | |
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573 | static archetype *read (object_thawer &f); |
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574 | static archetype *get (const char *name); // find or create |
444 | static archetype *find (const char *arch); |
575 | static archetype *find (const char *name); |
445 | |
576 | |
446 | void hash_add (); // add to hashtable |
577 | void hash_add (); // add to hashtable |
447 | void hash_del (); // remove from hashtable |
578 | void hash_del (); // remove from hashtable |
448 | |
579 | |
449 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
580 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
450 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
581 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
451 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
582 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
452 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
583 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
453 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
584 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
454 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
585 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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586 | bool ACC (RW, linked); // linked into list of heads |
455 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
587 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
456 | * in comparison to the head. |
588 | * in comparison to the head. |
457 | */ |
589 | */ |
458 | }; |
590 | }; |
459 | |
|
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460 | /* This returns TRUE if the object is something that |
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461 | * should be displayed in the floorbox window |
|
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462 | */ |
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463 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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464 | |
591 | |
465 | /* Used by update_object to know if the object being passed is |
592 | /* Used by update_object to know if the object being passed is |
466 | * being added or removed. |
593 | * being added or removed. |
467 | */ |
594 | */ |
468 | #define UP_OBJ_INSERT 1 |
595 | #define UP_OBJ_INSERT 1 |
… | |
… | |
503 | #define INS_ON_TOP 0x0008 |
630 | #define INS_ON_TOP 0x0008 |
504 | #define INS_BELOW_ORIGINATOR 0x0010 |
631 | #define INS_BELOW_ORIGINATOR 0x0010 |
505 | #define INS_MAP_LOAD 0x0020 |
632 | #define INS_MAP_LOAD 0x0020 |
506 | |
633 | |
507 | #define ARCH_SINGULARITY "singularity" |
634 | #define ARCH_SINGULARITY "singularity" |
508 | #define ARCH_SINGULARITY_LEN 11 |
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509 | #define ARCH_DETECT_MAGIC "detect_magic" |
635 | #define ARCH_DETECT_MAGIC "detect_magic" |
510 | #define ARCH_DEPLETION "depletion" |
636 | #define ARCH_DEPLETION "depletion" |
511 | #define ARCH_SYMPTOM "symptom" |
637 | #define ARCH_SYMPTOM "symptom" |
512 | |
638 | |
513 | #endif |
639 | #endif |