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121 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
122 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
123 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
124 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
125 | |
125 | |
126 | facetile *ACC (RW, face); /* Face with colors */ |
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127 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | float ACC (RW, speed); /* The overall speed of this object */ |
128 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
127 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
129 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
130 | |
129 | |
131 | /* This next big block are basically used for monsters and equipment */ |
130 | /* This next big block are basically used for monsters and equipment */ |
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160 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
161 | uint32 ACC (RW, weapontype); /* type of weapon */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
162 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
163 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
162 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
164 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
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164 | faceidx ACC (RW, face); /* Face with colors */ |
165 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
166 | /* See the pod/objects.pod for more info about body locations */ |
166 | /* See the pod/objects.pod for more info about body locations */ |
167 | |
167 | |
168 | /* Following mostly refers to fields only used for monsters */ |
168 | /* Following mostly refers to fields only used for monsters */ |
169 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
169 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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198 | char *ACC (RW, spellarg); |
198 | char *ACC (RW, spellarg); |
199 | |
199 | |
200 | /* Following are values used by any object */ |
200 | /* Following are values used by any object */ |
201 | /* this objects turns into or what this object creates */ |
201 | /* this objects turns into or what this object creates */ |
202 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
203 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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204 | flags_t flag; /* various flags */ |
203 | flags_t flag; /* various flags */ |
205 | #if FOR_PERL |
204 | #if FOR_PERL |
206 | bool ACC (RW, flag[NUM_FLAGS]); |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
207 | #endif |
206 | #endif |
208 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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229 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
230 | /* Note: stacked in the *same* environment */ |
229 | /* Note: stacked in the *same* environment */ |
231 | object *inv; /* Pointer to the first object in the inventory */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
232 | |
231 | |
233 | //TODO: container must move into client |
232 | //TODO: container must move into client |
234 | object *ACC (RW, container); /* Current container being used. I think this |
233 | object_ptr ACC (RW, container); /* Current container being used. I think this |
235 | * is only used by the player right now. |
234 | * is only used by the player right now. |
236 | */ |
235 | */ |
237 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
238 | * This is typically the container that the object is in. |
237 | * This is typically the container that the object is in. |
239 | */ |
238 | */ |
240 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
241 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
242 | client_container *seen_by; // seen by which player/container currently? |
241 | client_container *seen_by; // seen by which player/container currently? |
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242 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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243 | |
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244 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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245 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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246 | bool write (object_freezer &f); |
243 | |
247 | |
244 | MTH static object *create (); |
248 | MTH static object *create (); |
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249 | object &operator =(const object &src); |
245 | MTH void copy_to (object *dst); |
250 | MTH void copy_to (object *dst); |
246 | MTH object *clone (); // create + copy_to |
251 | MTH object *clone (); // create + copy_to |
247 | void do_destroy (); |
252 | void do_destroy (); |
248 | void gather_callbacks (AV *&callbacks, event_type event) const; |
253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
249 | MTH void destroy (bool destroy_inventory = false); |
254 | MTH void destroy (bool destroy_inventory = false); |
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269 | } |
274 | } |
270 | |
275 | |
271 | MTH void set_owner (object *owner); |
276 | MTH void set_owner (object *owner); |
272 | MTH void set_speed (float speed); |
277 | MTH void set_speed (float speed); |
273 | |
278 | |
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279 | MTH void open_container (object *new_container); |
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280 | MTH void close_container () |
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281 | { |
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282 | open_container (0); |
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283 | } |
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284 | |
274 | MTH void instantiate () |
285 | MTH void instantiate (); |
275 | { |
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276 | if (!uuid.seq) // HACK |
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277 | uuid = gen_uuid (); |
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278 | |
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279 | attachable::instantiate (); |
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280 | } |
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281 | |
286 | |
282 | // recalculate all stats |
287 | // recalculate all stats |
283 | MTH void update_stats (); |
288 | MTH void update_stats (); |
284 | MTH void roll_stats (); |
289 | MTH void roll_stats (); |
285 | MTH void swap_stats (int a, int b); |
290 | MTH void swap_stats (int a, int b); |
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304 | { |
309 | { |
305 | return weight * number_of (); |
310 | return weight * number_of (); |
306 | } |
311 | } |
307 | |
312 | |
308 | // return the dominant material of this item, always return something |
313 | // return the dominant material of this item, always return something |
309 | materialtype_t *dominant_material () const; |
314 | const materialtype_t *dominant_material () const; |
310 | |
315 | |
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316 | // return the volume of this object in cm³ |
311 | uint64 volume () const |
317 | uint64 volume () const |
312 | { |
318 | { |
313 | return total_weight () / dominant_material ()->density; |
319 | return total_weight () |
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320 | * 1000 |
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321 | * (type == CONTAINER ? 1000 : 1) |
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322 | / dominant_material ()->density; |
314 | } |
323 | } |
315 | |
324 | |
316 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
325 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
317 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
326 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
318 | || type == CLOAK || type == BOOTS || type == GLOVES |
327 | || type == CLOAK || type == BOOTS || type == GLOVES |
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437 | |
446 | |
438 | extern objectvec objects; |
447 | extern objectvec objects; |
439 | extern activevec actives; |
448 | extern activevec actives; |
440 | |
449 | |
441 | #define for_all_objects(var) \ |
450 | #define for_all_objects(var) \ |
442 | for (int _i = 0; _i < objects.size (); ++_i) \ |
451 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
443 | declvar (object *, var, objects [_i]) |
452 | declvar (object *, var, objects [_i]) |
444 | |
453 | |
445 | #define for_all_actives(var) \ |
454 | #define for_all_actives(var) \ |
446 | for (int _i = 0; _i < actives.size (); ++_i) \ |
455 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
447 | declvar (object *, var, actives [_i]) |
456 | declvar (object *, var, actives [_i]) |
448 | |
457 | |
449 | typedef struct oblnk |
458 | typedef struct oblnk |
450 | { /* Used to link together several objects */ |
459 | { /* Used to link together several objects */ |
451 | object_ptr ob; |
460 | object_ptr ob; |
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473 | { |
482 | { |
474 | archetype (); |
483 | archetype (); |
475 | ~archetype (); |
484 | ~archetype (); |
476 | void gather_callbacks (AV *&callbacks, event_type event) const; |
485 | void gather_callbacks (AV *&callbacks, event_type event) const; |
477 | |
486 | |
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487 | static bool load (object_thawer &f); |
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488 | static archetype *get (const char *name); // find or create |
478 | static archetype *find (const char *name); |
489 | static archetype *find (const char *name); |
479 | |
490 | |
480 | void hash_add (); // add to hashtable |
491 | void hash_add (); // add to hashtable |
481 | void hash_del (); // remove from hashtable |
492 | void hash_del (); // remove from hashtable |
482 | |
493 | |
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484 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
495 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
485 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
496 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
486 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
497 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
487 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
498 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
488 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
499 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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500 | bool ACC (RW, linked); // linked into list of heads |
489 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
501 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
490 | * in comparison to the head. |
502 | * in comparison to the head. |
491 | */ |
503 | */ |
492 | }; |
504 | }; |
493 | |
505 | |