… | |
… | |
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 { |
|
|
36 | body_range, |
|
|
37 | body_shield, |
|
|
38 | body_combat, |
|
|
39 | body_arm, |
|
|
40 | body_torso, |
|
|
41 | body_head, |
|
|
42 | body_neck, |
|
|
43 | body_skill, |
|
|
44 | body_finger, |
|
|
45 | body_shoulder, |
|
|
46 | body_foot, |
|
|
47 | body_hand, |
|
|
48 | body_wrist, |
|
|
49 | body_waist, |
|
|
50 | NUM_BODY_LOCATIONS |
|
|
51 | }; |
36 | |
52 | |
37 | /* See common/item.c */ |
53 | /* See common/item.c */ |
38 | |
54 | |
39 | typedef struct Body_Locations |
55 | typedef struct Body_Locations |
40 | { |
56 | { |
… | |
… | |
89 | /* However, if you're keeping a pointer of some sort, you probably |
105 | /* 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, |
106 | * don't just want it copied, so you'll need to add to common/object.C, |
91 | * e.g. ->copy_to () |
107 | * e.g. ->copy_to () |
92 | */ |
108 | */ |
93 | |
109 | |
|
|
110 | struct body_slot |
|
|
111 | { |
|
|
112 | signed char info:4; /* body info as loaded from the file */ |
|
|
113 | signed char used:4; /* Calculated value based on items equipped */ |
|
|
114 | }; |
|
|
115 | |
94 | INTERFACE_CLASS (object) |
116 | INTERFACE_CLASS (object) |
95 | // these are being copied |
117 | // these are being copied |
96 | struct object_copy : attachable |
118 | struct object_copy : attachable |
97 | { |
119 | { |
98 | typedef bitset<NUM_FLAGS> flags_t; |
120 | typedef bitset<NUM_FLAGS> flags_t; |
99 | |
121 | |
100 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
122 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
|
|
123 | |
|
|
124 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
|
|
125 | uint8 ACC (RW, subtype); /* subtype of object */ |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
126 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
102 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
127 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
|
|
128 | |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
129 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
130 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
131 | shstr ACC (RW, title); /* Of foo, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
132 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
133 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
… | |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
136 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
137 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
138 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
139 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
140 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
|
|
141 | // 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 */ |
142 | 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 */ |
143 | 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 */ |
144 | 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 */ |
145 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
146 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
147 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
148 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
149 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
150 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
151 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
|
|
126 | float ACC (RW, speed); /* The overall speed of this object */ |
152 | 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 */ |
153 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
154 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
155 | |
130 | /* This next big block are basically used for monsters and equipment */ |
156 | /* This next big block are basically used for monsters and equipment */ |
131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
|
|
132 | uint8 ACC (RW, subtype); /* subtype of object */ |
|
|
133 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
157 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
|
|
158 | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
159 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
160 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
161 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
162 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
163 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
164 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
165 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
166 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
167 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
168 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
169 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
157 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
182 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
183 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
184 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
185 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
186 | 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 */ |
187 | body_slot slot [NUM_BODY_LOCATIONS]; |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
188 | faceidx ACC (RW, face); /* Face with colors */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
189 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
190 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
191 | |
167 | /* Following mostly refers to fields only used for monsters */ |
192 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
… | |
… | |
178 | * Note that other fields are used - these files are basically |
203 | * Note that other fields are used - these files are basically |
179 | * only used in spells. |
204 | * only used in spells. |
180 | */ |
205 | */ |
181 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
206 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
182 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
207 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
|
|
208 | |
183 | uint16 ACC (RW, start_holding); |
209 | uint16 ACC (RW, start_holding); |
184 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
210 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
211 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
|
|
212 | |
186 | sint8 ACC (RW, range); /* Range of the spell */ |
213 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
214 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
188 | |
|
|
189 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
215 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
216 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
|
|
217 | |
191 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
218 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
219 | 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 */ |
220 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
194 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
221 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
|
|
222 | |
195 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
223 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
196 | |
224 | |
197 | char *ACC (RW, spellarg); |
225 | char *ACC (RW, spellarg); |
198 | |
226 | |
199 | /* Following are values used by any object */ |
227 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
228 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
229 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
|
|
203 | flags_t flag; /* various flags */ |
230 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
231 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
232 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
233 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
234 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
… | |
… | |
228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
255 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | /* Note: stacked in the *same* environment */ |
256 | /* Note: stacked in the *same* environment */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
257 | object *inv; /* Pointer to the first object in the inventory */ |
231 | |
258 | |
232 | //TODO: container must move into client |
259 | //TODO: container must move into client |
233 | object *ACC (RW, container); /* Current container being used. I think this |
260 | object_ptr ACC (RW, container); /* Current container being used. I think this |
234 | * is only used by the player right now. |
261 | * is only used by the player right now. |
235 | */ |
262 | */ |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
263 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | * This is typically the container that the object is in. |
264 | * This is typically the container that the object is in. |
238 | */ |
265 | */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
266 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
267 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
241 | client_container *seen_by; // seen by which player/container currently? |
268 | client_container *seen_by; // seen by which player/container currently? |
|
|
269 | key_value *key_values; /* Fields not explictly known by the loader. */ |
|
|
270 | |
|
|
271 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
|
|
272 | void post_load_check (); // do some adjustments after parsing |
|
|
273 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
|
|
274 | bool write (object_freezer &f); |
242 | |
275 | |
243 | MTH static object *create (); |
276 | MTH static object *create (); |
|
|
277 | object &operator =(const object &src); |
244 | MTH void copy_to (object *dst); |
278 | MTH void copy_to (object *dst); |
245 | MTH object *clone (); // create + copy_to |
279 | MTH object *clone (); // create + copy_to |
246 | void do_destroy (); |
280 | void do_destroy (); |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
281 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | MTH void destroy (bool destroy_inventory = false); |
282 | MTH void destroy (bool destroy_inventory = false); |
249 | |
283 | |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
284 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
285 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | MTH object *insert (object *item); // insert into inventory |
286 | MTH object *insert (object *item); // insert into inventory |
253 | void remove_slow (); |
287 | void do_remove (); |
254 | MTH void remove () |
288 | MTH void remove () |
255 | { |
289 | { |
256 | if (!flag [FLAG_REMOVED]) |
290 | if (!flag [FLAG_REMOVED]) |
257 | remove_slow (); |
291 | do_remove (); |
|
|
292 | } |
|
|
293 | |
|
|
294 | // move this object to the top of its env's inventory to speed up |
|
|
295 | // searches for it. |
|
|
296 | MTH void inv_splay () |
|
|
297 | { |
|
|
298 | if (env && env->inv != this) |
|
|
299 | { |
|
|
300 | if (above) above->below = below; |
|
|
301 | if (below) below->above = above; |
|
|
302 | |
|
|
303 | above = 0; |
|
|
304 | below = env->inv; |
|
|
305 | below->above = this; |
|
|
306 | env->inv = this; |
|
|
307 | } |
258 | } |
308 | } |
259 | |
309 | |
260 | static bool can_merge_slow (object *op1, object *op2); |
310 | static bool can_merge_slow (object *op1, object *op2); |
261 | |
311 | |
262 | // this is often used in time-critical code, so optimise |
312 | // this is often used in time-critical code, so optimise |
… | |
… | |
267 | && can_merge_slow (op1, op2); |
317 | && can_merge_slow (op1, op2); |
268 | } |
318 | } |
269 | |
319 | |
270 | MTH void set_owner (object *owner); |
320 | MTH void set_owner (object *owner); |
271 | MTH void set_speed (float speed); |
321 | MTH void set_speed (float speed); |
|
|
322 | MTH bool change_weapon (object *ob); |
272 | |
323 | |
|
|
324 | MTH void open_container (object *new_container); |
|
|
325 | MTH void close_container () |
|
|
326 | { |
|
|
327 | open_container (0); |
|
|
328 | } |
|
|
329 | |
273 | MTH void instantiate () |
330 | MTH void instantiate (); |
274 | { |
|
|
275 | if (!uuid.seq) // HACK |
|
|
276 | uuid = gen_uuid (); |
|
|
277 | |
|
|
278 | attachable::instantiate (); |
|
|
279 | } |
|
|
280 | |
331 | |
281 | // recalculate all stats |
332 | // recalculate all stats |
282 | MTH void update_stats (); |
333 | MTH void update_stats (); |
283 | MTH void roll_stats (); |
334 | MTH void roll_stats (); |
284 | MTH void swap_stats (int a, int b); |
335 | MTH void swap_stats (int a, int b); |
… | |
… | |
288 | MTH void drain_specific_stat (int deplete_stats); |
339 | MTH void drain_specific_stat (int deplete_stats); |
289 | MTH void change_luck (int value); |
340 | MTH void change_luck (int value); |
290 | |
341 | |
291 | // info must hold 256 * 3 bytes currently |
342 | // info must hold 256 * 3 bytes currently |
292 | const char *debug_desc (char *info) const; |
343 | const char *debug_desc (char *info) const; |
293 | MTH const char *debug_desc () const; |
344 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
294 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
|
|
295 | const char *flag_desc (char *desc, int len) const; |
345 | const char *flag_desc (char *desc, int len) const; |
|
|
346 | |
|
|
347 | int number_of () const |
|
|
348 | { |
|
|
349 | return nrof ? nrof : 1; |
|
|
350 | } |
|
|
351 | |
|
|
352 | uint64 total_weight () const |
|
|
353 | { |
|
|
354 | return weight * number_of (); |
|
|
355 | } |
|
|
356 | |
|
|
357 | // return the dominant material of this item, always return something |
|
|
358 | const materialtype_t *dominant_material () const; |
|
|
359 | |
|
|
360 | // return the volume of this object in cm³ |
|
|
361 | uint64 volume () const |
|
|
362 | { |
|
|
363 | return total_weight () |
|
|
364 | * 1000 |
|
|
365 | * (type == CONTAINER ? 1000 : 1) |
|
|
366 | / dominant_material ()->density; |
|
|
367 | } |
296 | |
368 | |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
369 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
298 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
370 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
371 | || type == CLOAK || type == BOOTS || type == GLOVES |
300 | || type == BRACERS || type == GIRDLE; } |
372 | || type == BRACERS || type == GIRDLE; } |
… | |
… | |
303 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
375 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
304 | && !flag [FLAG_IS_A_TEMPLATE]; } |
376 | && !flag [FLAG_IS_A_TEMPLATE]; } |
305 | MTH bool is_arrow () const { return type == ARROW |
377 | MTH bool is_arrow () const { return type == ARROW |
306 | || (type == SPELL_EFFECT |
378 | || (type == SPELL_EFFECT |
307 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
379 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
380 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
308 | |
381 | |
309 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
382 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
310 | |
383 | |
311 | // temporary: wether the object can be saved in a map file |
384 | // temporary: wether the object can be saved in a map file |
312 | // contr => is a player |
385 | // contr => is a player |
313 | // head => only save head of a multitile object |
386 | // head => only save head of a multitile object |
314 | // owner => can not reference owner yet |
387 | // owner => can not reference owner yet |
315 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } |
388 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
316 | |
389 | |
317 | /* This return true if object has still randomitems which |
390 | /* This return true if object has still randomitems which |
318 | * could be expanded. |
391 | * could be expanded. |
319 | */ |
392 | */ |
320 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
393 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
… | |
… | |
333 | MTH object *head_ () |
406 | MTH object *head_ () |
334 | { |
407 | { |
335 | return head ? head : this; |
408 | return head ? head : this; |
336 | } |
409 | } |
337 | |
410 | |
|
|
411 | MTH std::string long_desc (object *who = 0); |
|
|
412 | MTH std::string describe_monster (object *who = 0); |
|
|
413 | MTH std::string describe_item (object *who = 0); |
|
|
414 | MTH std::string describe (object *who = 0); |
|
|
415 | |
|
|
416 | // If this object has no extra parts but should have them, |
|
|
417 | // add them, effectively expanding heads into multipart |
|
|
418 | // objects. This method only works on objects not inserted |
|
|
419 | // anywhere. |
|
|
420 | MTH void expand_tail (); |
|
|
421 | |
|
|
422 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
423 | |
338 | // insert object at same map position as 'where' |
424 | // insert object at same map position as 'where' |
339 | // handles both inventory and map "positions" |
425 | // handles both inventory and map "positions" |
340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
426 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
341 | |
427 | |
342 | MTH void activate (); |
428 | MTH void activate (); |
… | |
… | |
345 | MTH void deactivate_recursive (); |
431 | MTH void deactivate_recursive (); |
346 | |
432 | |
347 | // set the givne flag on all objects in the inventory recursively |
433 | // set the givne flag on all objects in the inventory recursively |
348 | MTH void set_flag_inv (int flag, int value = 1); |
434 | MTH void set_flag_inv (int flag, int value = 1); |
349 | |
435 | |
350 | void enter_exit (object *exit);//PERL |
436 | void enter_exit (object *exit);//Perl |
351 | MTH void enter_map (maptile *newmap, int x, int y); |
437 | MTH void enter_map (maptile *newmap, int x, int y); |
352 | |
438 | |
353 | // returns the mapspace this object is in |
439 | // returns the mapspace this object is in |
354 | mapspace &ms () const; |
440 | mapspace &ms () const; |
355 | |
441 | |
… | |
… | |
399 | MTH bool client_visible () const |
485 | MTH bool client_visible () const |
400 | { |
486 | { |
401 | return !invisible && type != PLAYER; |
487 | return !invisible && type != PLAYER; |
402 | } |
488 | } |
403 | |
489 | |
|
|
490 | MTH struct region *region () const; |
|
|
491 | |
404 | protected: |
492 | protected: |
405 | friend struct archetype; |
493 | friend struct archetype; |
406 | |
494 | |
407 | void link (); |
495 | void link (); |
408 | void unlink (); |
496 | void unlink (); |
… | |
… | |
416 | |
504 | |
417 | extern objectvec objects; |
505 | extern objectvec objects; |
418 | extern activevec actives; |
506 | extern activevec actives; |
419 | |
507 | |
420 | #define for_all_objects(var) \ |
508 | #define for_all_objects(var) \ |
421 | for (int _i = 0; _i < objects.size (); ++_i) \ |
509 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
422 | declvar (object *, var, objects [_i]) |
510 | declvar (object *, var, objects [_i]) |
423 | |
511 | |
424 | #define for_all_actives(var) \ |
512 | #define for_all_actives(var) \ |
425 | for (int _i = 0; _i < actives.size (); ++_i) \ |
513 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
426 | declvar (object *, var, actives [_i]) |
514 | declvar (object *, var, actives [_i]) |
427 | |
515 | |
428 | typedef struct oblnk |
516 | typedef struct oblnk |
429 | { /* Used to link together several objects */ |
517 | { /* Used to link together several objects */ |
430 | object_ptr ob; |
518 | object_ptr ob; |
… | |
… | |
452 | { |
540 | { |
453 | archetype (); |
541 | archetype (); |
454 | ~archetype (); |
542 | ~archetype (); |
455 | void gather_callbacks (AV *&callbacks, event_type event) const; |
543 | void gather_callbacks (AV *&callbacks, event_type event) const; |
456 | |
544 | |
|
|
545 | static archetype *read (object_thawer &f); |
|
|
546 | static archetype *get (const char *name); // find or create |
457 | static archetype *find (const char *arch); |
547 | static archetype *find (const char *name); |
458 | |
548 | |
459 | void hash_add (); // add to hashtable |
549 | void hash_add (); // add to hashtable |
460 | void hash_del (); // remove from hashtable |
550 | void hash_del (); // remove from hashtable |
461 | |
551 | |
462 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
552 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
463 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
553 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
464 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
554 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
465 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
555 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
466 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
556 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
467 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
557 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
|
|
558 | bool ACC (RW, linked); // linked into list of heads |
468 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
559 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
469 | * in comparison to the head. |
560 | * in comparison to the head. |
470 | */ |
561 | */ |
471 | }; |
562 | }; |
472 | |
563 | |
… | |
… | |
511 | #define INS_ON_TOP 0x0008 |
602 | #define INS_ON_TOP 0x0008 |
512 | #define INS_BELOW_ORIGINATOR 0x0010 |
603 | #define INS_BELOW_ORIGINATOR 0x0010 |
513 | #define INS_MAP_LOAD 0x0020 |
604 | #define INS_MAP_LOAD 0x0020 |
514 | |
605 | |
515 | #define ARCH_SINGULARITY "singularity" |
606 | #define ARCH_SINGULARITY "singularity" |
516 | #define ARCH_SINGULARITY_LEN 11 |
|
|
517 | #define ARCH_DETECT_MAGIC "detect_magic" |
607 | #define ARCH_DETECT_MAGIC "detect_magic" |
518 | #define ARCH_DEPLETION "depletion" |
608 | #define ARCH_DEPLETION "depletion" |
519 | #define ARCH_SYMPTOM "symptom" |
609 | #define ARCH_SYMPTOM "symptom" |
520 | |
610 | |
521 | #endif |
611 | #endif |