… | |
… | |
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; |
… | |
… | |
59 | }; |
61 | }; |
60 | |
62 | |
61 | struct UUID |
63 | struct UUID |
62 | { |
64 | { |
63 | uint64 seq; |
65 | uint64 seq; |
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66 | |
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67 | UUID () { } |
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68 | UUID (uint64 seq) : seq(seq) { } |
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69 | operator uint64() { return seq; } |
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70 | void operator =(uint64 seq) { this->seq = seq; } |
64 | }; |
71 | }; |
65 | |
72 | |
66 | extern void init_uuid (); |
73 | extern void init_uuid (); |
67 | extern UUID gen_uuid (); |
74 | extern UUID gen_uuid (); |
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75 | extern const uint64 UUID_SKIP; |
68 | |
76 | |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
77 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
70 | * sprinkled in the code. Note that some of these also replace fields |
78 | * sprinkled in the code. Note that some of these also replace fields |
71 | * that were in the can_apply area. What is the point of having both |
79 | * that were in the can_apply area. What is the point of having both |
72 | * can_apply and will_apply? |
80 | * can_apply and will_apply? |
… | |
… | |
77 | #define WILL_APPLY_DOOR 0x08 |
85 | #define WILL_APPLY_DOOR 0x08 |
78 | #define WILL_APPLY_FOOD 0x10 |
86 | #define WILL_APPLY_FOOD 0x10 |
79 | |
87 | |
80 | /* 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 |
81 | * 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, |
82 | * e.g. copy_object. |
90 | * e.g. ->copy_to () |
83 | */ |
91 | */ |
84 | |
92 | |
85 | // these are not being copied |
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86 | ACC_CLASS (object) |
93 | INTERFACE_CLASS (object) |
87 | struct object_keep : refcounted |
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88 | { |
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89 | tag_t ACC (RW, count); /* Generation count for this object */ |
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90 | UUID uuid; // Unique Identifier, survives saves etc. |
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91 | |
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92 | /* These variables are not changed by copy_object() */ |
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93 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
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94 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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95 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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96 | struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
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97 | struct object *ACC (RW, active_prev); /* List. This is used in process_events */ |
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98 | /* so that the entire object list does not */ |
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99 | /* need to be gone through. */ |
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100 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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101 | struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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102 | /* Note: stacked in the *same* environment */ |
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103 | struct object *inv; /* Pointer to the first object in the inventory */ |
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104 | struct object *ACC (RW, container); /* Current container being used. I think this |
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105 | * is only used by the player right now. |
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106 | */ |
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107 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
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108 | * This is typically the container that the object is in. |
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109 | */ |
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110 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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111 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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112 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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113 | }; |
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114 | |
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115 | // these are being copied |
94 | // these are being copied |
116 | struct object_copy : attachable<object> |
95 | struct object_copy : attachable |
117 | { |
96 | { |
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97 | typedef bitset<NUM_FLAGS> flags_t; |
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98 | |
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99 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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100 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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101 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
102 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
103 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
104 | shstr ACC (RW, title); /* Of foo, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
105 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
106 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
123 | /* If this is an exit, this is the filename */ |
107 | /* If this is an exit, this is the filename */ |
124 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
108 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
125 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
109 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
126 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
110 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
127 | /* To get put into books and the like. */ |
111 | /* To get put into books and the like. */ |
128 | shstr ACC (RW, materialname); /* specific material name */ |
112 | shstr ACC (RW, materialname); /* specific material name */ |
129 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
113 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
130 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
114 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
131 | refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
115 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
132 | refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
116 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
133 | refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ |
117 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
134 | refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
118 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
135 | refptr<object> ACC (RW, spell); /* Spell that was being cast */ |
119 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
136 | refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
120 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
137 | }; |
121 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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122 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
138 | |
123 | |
139 | // these are being copied and also cleared |
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140 | struct object_pod |
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141 | { |
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142 | New_Face *ACC (RW, face); /* Face with colors */ |
124 | New_Face *ACC (RW, face); /* Face with colors */ |
143 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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144 | float ACC (RW, speed); /* The overall speed of this object */ |
125 | float ACC (RW, speed); /* The overall speed of this object */ |
145 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
126 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
146 | uint32 ACC (RW, nrof); /* How many of the objects */ |
127 | uint32 ACC (RW, nrof); /* How many of the objects */ |
147 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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148 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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149 | |
128 | |
150 | /* This next big block are basically used for monsters and equipment */ |
129 | /* This next big block are basically used for monsters and equipment */ |
151 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
152 | uint8 ACC (RW, subtype); /* subtype of object */ |
131 | uint8 ACC (RW, subtype); /* subtype of object */ |
153 | 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 */ |
154 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
133 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
155 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
156 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
157 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
158 | 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 */ |
159 | uint16 ACC (RW, material); /* What materials this object consist of */ |
138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
160 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
139 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
161 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
140 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
162 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
141 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
163 | /* Note that the last_.. values are sometimes used for non obvious |
142 | /* Note that the last_.. values are sometimes used for non obvious |
164 | * meanings by some objects, eg, sp penalty, permanent exp. |
143 | * meanings by some objects, eg, sp penalty, permanent exp. |
165 | */ |
144 | */ |
166 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
145 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
… | |
… | |
169 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
148 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
170 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
149 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
171 | sint16 ACC (RW, level); /* Level of creature or object */ |
150 | sint16 ACC (RW, level); /* Level of creature or object */ |
172 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
151 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
173 | sint8 ACC (RW, item_power); /* power rating of the object */ |
152 | sint8 ACC (RW, item_power); /* power rating of the object */ |
174 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
153 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
175 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
154 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
176 | sint32 ACC (RW, weight); /* Attributes of the object */ |
155 | sint32 ACC (RW, weight); /* Attributes of the object */ |
177 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
156 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
178 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
157 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
179 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
158 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
180 | uint32 ACC (RW, weapontype); /* type of weapon */ |
159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
181 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
182 | 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 */ |
183 | 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 */ |
184 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
185 | /* See the doc/Developers/objects for more info about body locations */ |
164 | /* See the pod/objects.pod for more info about body locations */ |
186 | |
165 | |
187 | /* Following mostly refers to fields only used for monsters */ |
166 | /* Following mostly refers to fields only used for monsters */ |
188 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
189 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
168 | |
190 | /* allows different movement patterns for attackers */ |
169 | /* allows different movement patterns for attackers */ |
191 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
170 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
192 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
171 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
193 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
172 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
194 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
173 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
195 | /* races/classes can need less/more exp to gain levels */ |
174 | /* races/classes can need less/more exp to gain levels */ |
196 | |
175 | |
197 | /* Spell related information, may be useful elsewhere |
176 | /* Spell related information, may be useful elsewhere |
198 | * Note that other fields are used - these files are basically |
177 | * Note that other fields are used - these files are basically |
199 | * only used in spells. |
178 | * only used in spells. |
200 | */ |
179 | */ |
201 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
180 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
202 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
181 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
203 | uint16 ACC (RW, start_holding); |
182 | uint16 ACC (RW, start_holding); |
204 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
183 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
205 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
184 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
206 | sint8 ACC (RW, range); /* Range of the spell */ |
185 | sint8 ACC (RW, range); /* Range of the spell */ |
207 | 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 */ |
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187 | |
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188 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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189 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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190 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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191 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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192 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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193 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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194 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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195 | |
208 | char *ACC (RW, spellarg); |
196 | char *ACC (RW, spellarg); |
209 | |
197 | |
210 | /* Following are values used by any object */ |
198 | /* Following are values used by any object */ |
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199 | /* this objects turns into or what this object creates */ |
211 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
200 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
212 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
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213 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
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214 | key_value *key_values; /* Fields not explictly known by the loader. */ |
201 | key_value *key_values; /* Fields not explictly known by the loader. */ |
215 | /* this objects turns into or what this object creates */ |
202 | flags_t flag; /* various flags */ |
216 | uint32 flags[4]; /* various flags */ |
203 | #if FOR_PERL |
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204 | bool ACC (RW, flag[NUM_FLAGS]); |
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205 | #endif |
217 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
206 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
218 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
207 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
219 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
208 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
220 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
209 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
221 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
210 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
222 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
211 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
223 | |
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224 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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225 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
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226 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
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227 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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228 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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229 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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231 | }; |
212 | }; |
232 | |
213 | |
233 | struct object : zero_initialised, object_keep, object_copy, object_pod |
214 | struct object : zero_initialised, object_copy |
234 | { |
215 | { |
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216 | typedef unordered_vector<object *> vector; |
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217 | |
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218 | // These variables are not changed by ->copy_to |
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219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
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220 | |
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221 | tag_t ACC (RW, count); /* Generation count for this object */ |
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222 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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223 | |
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224 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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225 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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226 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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227 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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228 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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229 | /* so that the entire object list does not */ |
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230 | /* need to be gone through. */ |
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231 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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232 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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233 | /* Note: stacked in the *same* environment */ |
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234 | object *inv; /* Pointer to the first object in the inventory */ |
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235 | object *ACC (RW, container); /* Current container being used. I think this |
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236 | * is only used by the player right now. |
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237 | */ |
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238 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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239 | * This is typically the container that the object is in. |
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240 | */ |
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241 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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242 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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243 | client_container *seen_by; // seen by which player/container currently? |
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244 | |
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245 | static vector active; // active objects, not yet used |
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246 | static vector objects; // not used yet, use first->next->... |
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247 | static object *first; // will be replaced by "objects" |
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248 | |
235 | static object *create (); |
249 | static object *create (); |
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250 | void copy_to (object *dst); |
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251 | object *clone (); // create + copy_to |
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252 | void do_destroy (); |
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253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
236 | void free (bool free_inventory = false); |
254 | void destroy (bool destroy_inventory = false); |
237 | |
255 | |
238 | static void free_mortals (); |
256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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257 | void destroy_inv (bool drop_to_ground = false); |
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258 | void remove (); |
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259 | object *insert (object *item); // insert into inventory |
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260 | |
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261 | static bool can_merge_slow (object *op1, object *op2); |
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262 | |
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263 | // this is often used in time-critical code, so optimise |
239 | static bool can_merge (object *op1, object *op2); |
264 | static bool can_merge (object *op1, object *op2) |
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265 | { |
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266 | return op1->value == op2->value |
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267 | && op1->name == op2->name |
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268 | && can_merge_slow (op1, op2); |
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269 | } |
240 | |
270 | |
241 | void clear (); |
271 | void set_owner (object *owner); |
242 | void clone (object *destination); |
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243 | |
272 | |
244 | void instantiate () |
273 | void instantiate () |
245 | { |
274 | { |
246 | if (!uuid.seq) // HACK |
275 | if (!uuid.seq) // HACK |
247 | uuid = gen_uuid (); |
276 | uuid = gen_uuid (); |
248 | |
277 | |
249 | attachable<object>::instantiate (); |
278 | attachable::instantiate (); |
250 | } |
279 | } |
251 | |
280 | |
252 | void set_owner (object *owner); |
281 | // recalculate all stats |
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282 | void update_stats (); |
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283 | void roll_stats (); |
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284 | void swap_stats (int a, int b); |
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285 | void add_statbonus (); |
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286 | void remove_statbonus (); |
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287 | void drain_stat (); |
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288 | void drain_specific_stat (int deplete_stats); |
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289 | void change_luck (int value); |
253 | |
290 | |
254 | // info must hold 256 * 3 bytes currently |
291 | // info must hold 256 * 3 bytes currently |
255 | const char *debug_desc (char *info) const; |
292 | const char *debug_desc (char *info) const; |
256 | const char *debug_desc () const; |
293 | const char *debug_desc () const; |
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294 | |
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295 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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296 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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297 | || type == CLOAK || type == BOOTS || type == GLOVES |
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298 | || type == BRACERS || type == GIRDLE; } |
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299 | bool is_alive () const { return (type == PLAYER |
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300 | || flag [FLAG_MONSTER] |
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301 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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302 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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303 | bool is_arrow () const { return type == ARROW |
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304 | || (type == SPELL_EFFECT |
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305 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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306 | |
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307 | /* This return true if object has still randomitems which |
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308 | * could be expanded. |
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309 | */ |
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310 | bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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311 | |
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312 | // returns the player that has this object in his inventory, or 0 |
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313 | object *in_player () const |
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314 | { |
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315 | for (object *op = env; op; op = op->env) |
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316 | if (op->type == PLAYER) |
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317 | return op; |
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318 | |
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319 | return 0; |
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320 | } |
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321 | |
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322 | // returns the mapspace this object is in |
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323 | mapspace &ms () const; |
257 | |
324 | |
258 | // fully recursive iterator |
325 | // fully recursive iterator |
259 | struct iterator_base |
326 | struct iterator_base |
260 | { |
327 | { |
261 | object *item; |
328 | object *item; |
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298 | |
365 | |
299 | object (); |
366 | object (); |
300 | ~object (); |
367 | ~object (); |
301 | }; |
368 | }; |
302 | |
369 | |
303 | #define get_object() object::create () |
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304 | #define free_object(op) (op)->free (0) |
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305 | #define free_object2(op, free_inv) (op)->free (free_inv) |
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306 | #define clear_owner(op) (op)->owner = 0 |
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307 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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308 | #define get_owner(op) (op)->owner |
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309 | #define clear_object(op) (op)->clear () |
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310 | |
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311 | static inline void |
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312 | set_owner (object *op, object *owner) |
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313 | { |
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314 | op->set_owner (owner); |
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315 | } |
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316 | |
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317 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
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318 | |
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319 | typedef struct oblnk |
370 | typedef struct oblnk |
320 | { /* Used to link together several objects */ |
371 | { /* Used to link together several objects */ |
321 | object *ob; |
372 | object_ptr ob; |
322 | struct oblnk *next; |
373 | struct oblnk *next; |
323 | tag_t id; |
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324 | } objectlink; |
374 | } objectlink; |
325 | |
375 | |
326 | typedef struct oblinkpt |
376 | typedef struct oblinkpt |
327 | { /* Used to link together several object links */ |
377 | { /* Used to link together several object links */ |
328 | struct oblnk *link; |
378 | struct oblnk *link; |
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337 | * be much left in the archetype - all it really is is a holder for the |
387 | * be much left in the archetype - all it really is is a holder for the |
338 | * object and pointers. This structure should get removed, and just replaced |
388 | * object and pointers. This structure should get removed, and just replaced |
339 | * by the object structure |
389 | * by the object structure |
340 | */ |
390 | */ |
341 | |
391 | |
342 | ACC_CLASS(archetype) |
392 | INTERFACE_CLASS (archetype) |
343 | struct archetype : zero_initialised |
393 | struct archetype : zero_initialised, attachable |
344 | { |
394 | { |
345 | archetype (); |
395 | archetype (); |
346 | ~archetype (); |
396 | ~archetype (); |
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397 | void gather_callbacks (AV *&callbacks, event_type event) const; |
347 | |
398 | |
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399 | static archetype *find (const char *arch); |
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400 | |
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401 | void hash_add (); // add to hashtable |
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402 | void hash_del (); // remove from hashtable |
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403 | |
348 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
404 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
349 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
405 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
350 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
406 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
351 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
407 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
352 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
408 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
353 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
409 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
354 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
410 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
355 | * in comparison to the head. |
411 | * in comparison to the head. |
356 | */ |
412 | */ |
357 | }; |
413 | }; |
358 | |
414 | |
359 | extern object *objects; |
415 | extern object *objects; |
360 | extern object *active_objects; |
416 | extern object *active_objects; |
361 | |
417 | |
362 | extern int nrofallocobjects; |
418 | extern int nrofallocobjects; |
363 | |
419 | |
364 | /* This returns TRUE if the object is something that |
420 | /* This returns TRUE if the object is something that |
365 | * should be displayed in the look window |
421 | * should be displayed in the look window |
366 | */ |
422 | */ |
367 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
423 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
368 | |
424 | |
369 | /* Used by update_object to know if the object being passed is |
425 | /* Used by update_object to know if the object being passed is |
370 | * being added or removed. |
426 | * being added or removed. |
371 | */ |
427 | */ |
372 | #define UP_OBJ_INSERT 1 |
428 | #define UP_OBJ_INSERT 1 |
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413 | #define ARCH_DETECT_MAGIC "detect_magic" |
469 | #define ARCH_DETECT_MAGIC "detect_magic" |
414 | #define ARCH_DEPLETION "depletion" |
470 | #define ARCH_DEPLETION "depletion" |
415 | #define ARCH_SYMPTOM "symptom" |
471 | #define ARCH_SYMPTOM "symptom" |
416 | |
472 | |
417 | #endif |
473 | #endif |
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474 | |