1 | /* |
1 | /*-999 |
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) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
26 | #define OBJECT_H |
26 | |
27 | |
|
|
28 | #include <bitset> |
|
|
29 | |
27 | #include "cfperl.h" |
30 | #include "cfperl.h" |
28 | #include "shstr.h" |
31 | #include "shstr.h" |
29 | |
32 | |
30 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
31 | #define NUM_BODY_LOCATIONS 12 |
34 | #define NUM_BODY_LOCATIONS 12 |
32 | #define BODY_ARMS 1 |
35 | #define BODY_ARMS 1 |
33 | |
36 | |
34 | /* See common/item.c */ |
37 | /* See common/item.c */ |
35 | |
38 | |
… | |
… | |
59 | }; |
62 | }; |
60 | |
63 | |
61 | struct UUID |
64 | struct UUID |
62 | { |
65 | { |
63 | uint64 seq; |
66 | uint64 seq; |
|
|
67 | |
|
|
68 | UUID () { } |
|
|
69 | UUID (uint64 seq) : seq(seq) { } |
|
|
70 | operator uint64() { return seq; } |
|
|
71 | void operator =(uint64 seq) { this->seq = seq; } |
64 | }; |
72 | }; |
65 | |
73 | |
66 | extern void init_uuid (); |
74 | extern void init_uuid (); |
67 | extern UUID gen_uuid (); |
75 | extern UUID gen_uuid (); |
|
|
76 | extern const uint64 UUID_SKIP; |
68 | |
77 | |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
78 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
70 | * sprinkled in the code. Note that some of these also replace fields |
79 | * 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 |
80 | * that were in the can_apply area. What is the point of having both |
72 | * can_apply and will_apply? |
81 | * can_apply and will_apply? |
… | |
… | |
77 | #define WILL_APPLY_DOOR 0x08 |
86 | #define WILL_APPLY_DOOR 0x08 |
78 | #define WILL_APPLY_FOOD 0x10 |
87 | #define WILL_APPLY_FOOD 0x10 |
79 | |
88 | |
80 | /* However, if you're keeping a pointer of some sort, you probably |
89 | /* 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, |
90 | * don't just want it copied, so you'll need to add to common/object.C, |
82 | * e.g. copy_object. |
91 | * e.g. ->copy_to () |
83 | */ |
92 | */ |
84 | |
93 | |
85 | typedef refptr<object> object_ptr; |
94 | INTERFACE_CLASS (object) |
86 | |
|
|
87 | // these are not being copied |
95 | // these are being copied |
88 | ACC_CLASS (object) |
96 | struct object_copy : attachable |
89 | struct object_keep : refcounted |
|
|
90 | { |
97 | { |
91 | tag_t ACC (RW, count); /* Generation count for this object */ |
98 | typedef bitset<NUM_FLAGS> flags_t; |
92 | UUID uuid; // Unique Identifier, survives saves etc. |
|
|
93 | |
99 | |
94 | /* These variables are not changed by copy_object() */ |
100 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
95 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
96 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
102 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
97 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
|
|
98 | object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
|
|
99 | object *ACC (RW, active_prev); /* List. This is used in process_events */ |
|
|
100 | /* so that the entire object list does not */ |
|
|
101 | /* need to be gone through. */ |
|
|
102 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
|
|
103 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
|
|
104 | /* Note: stacked in the *same* environment */ |
|
|
105 | object *inv; /* Pointer to the first object in the inventory */ |
|
|
106 | object *ACC (RW, container); /* Current container being used. I think this |
|
|
107 | * is only used by the player right now. |
|
|
108 | */ |
|
|
109 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
110 | * This is typically the container that the object is in. |
|
|
111 | */ |
|
|
112 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
|
|
113 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
|
|
114 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
|
|
115 | }; |
|
|
116 | |
|
|
117 | // these are being copied |
|
|
118 | struct object_copy : attachable<object> |
|
|
119 | { |
|
|
120 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
121 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
122 | shstr ACC (RW, title); /* Of foo, etc */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
123 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
124 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
125 | /* If this is an exit, this is the filename */ |
108 | /* If this is an exit, this is the filename */ |
126 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
109 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
127 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
128 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
129 | /* To get put into books and the like. */ |
112 | /* To get put into books and the like. */ |
130 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
131 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
132 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
115 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
133 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
116 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
134 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
117 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
135 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
118 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
136 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
137 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
138 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
139 | }; |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
|
|
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
140 | |
124 | |
141 | // these are being copied and also cleared |
|
|
142 | struct object_pod |
|
|
143 | { |
|
|
144 | New_Face *ACC (RW, face); /* Face with colors */ |
125 | facetile *ACC (RW, face); /* Face with colors */ |
145 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
|
|
146 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | float ACC (RW, speed); /* The overall speed of this object */ |
147 | 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 */ |
148 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
149 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
|
|
150 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
|
|
151 | |
129 | |
152 | /* This next big block are basically used for monsters and equipment */ |
130 | /* This next big block are basically used for monsters and equipment */ |
153 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
154 | uint8 ACC (RW, subtype); /* subtype of object */ |
132 | uint8 ACC (RW, subtype); /* subtype of object */ |
155 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
133 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
156 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
157 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
158 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
159 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
160 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
161 | uint16 ACC (RW, material); /* What materials this object consist of */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
162 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
163 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
164 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
165 | /* Note that the last_.. values are sometimes used for non obvious |
143 | /* Note that the last_.. values are sometimes used for non obvious |
166 | * meanings by some objects, eg, sp penalty, permanent exp. |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
167 | */ |
145 | */ |
168 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
146 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
… | |
… | |
171 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
149 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
172 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
150 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
173 | sint16 ACC (RW, level); /* Level of creature or object */ |
151 | sint16 ACC (RW, level); /* Level of creature or object */ |
174 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
152 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
175 | sint8 ACC (RW, item_power); /* power rating of the object */ |
153 | sint8 ACC (RW, item_power); /* power rating of the object */ |
176 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
154 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
177 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
155 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
178 | sint32 ACC (RW, weight); /* Attributes of the object */ |
156 | sint32 ACC (RW, weight); /* Attributes of the object */ |
179 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
157 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
180 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
158 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
181 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
182 | uint32 ACC (RW, weapontype); /* type of weapon */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
183 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
184 | sint8 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 */ |
185 | sint8 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 */ |
186 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
187 | /* See the doc/Developers/objects for more info about body locations */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
188 | |
166 | |
189 | /* Following mostly refers to fields only used for monsters */ |
167 | /* Following mostly refers to fields only used for monsters */ |
190 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
191 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
169 | |
192 | /* allows different movement patterns for attackers */ |
170 | /* allows different movement patterns for attackers */ |
193 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
171 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
194 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
172 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
195 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
173 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
196 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
174 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
197 | /* races/classes can need less/more exp to gain levels */ |
175 | /* races/classes can need less/more exp to gain levels */ |
198 | |
176 | |
199 | /* Spell related information, may be useful elsewhere |
177 | /* Spell related information, may be useful elsewhere |
200 | * Note that other fields are used - these files are basically |
178 | * Note that other fields are used - these files are basically |
201 | * only used in spells. |
179 | * only used in spells. |
202 | */ |
180 | */ |
203 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
181 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
204 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
182 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
205 | uint16 ACC (RW, start_holding); |
183 | uint16 ACC (RW, start_holding); |
206 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
184 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
207 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
185 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
208 | sint8 ACC (RW, range); /* Range of the spell */ |
186 | sint8 ACC (RW, range); /* Range of the spell */ |
209 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
187 | 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 */ |
|
|
190 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
|
|
191 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
|
|
192 | 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 */ |
|
|
194 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
|
|
195 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
|
|
196 | |
210 | char *ACC (RW, spellarg); |
197 | char *ACC (RW, spellarg); |
211 | |
198 | |
212 | /* Following are values used by any object */ |
199 | /* Following are values used by any object */ |
|
|
200 | /* this objects turns into or what this object creates */ |
213 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
214 | archetype *ACC (RW, arch); /* Pointer to archetype */ |
|
|
215 | archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
|
|
216 | key_value *key_values; /* Fields not explictly known by the loader. */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
217 | /* this objects turns into or what this object creates */ |
203 | flags_t flag; /* various flags */ |
218 | uint32 flags[4]; /* various flags */ |
204 | #if FOR_PERL |
|
|
205 | bool ACC (RW, flag[NUM_FLAGS]); |
|
|
206 | #endif |
219 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
220 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
208 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
221 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
209 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
222 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
210 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
223 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
211 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
224 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
225 | |
|
|
226 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
|
|
227 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
|
|
228 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
|
|
229 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
|
|
230 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
|
|
231 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
|
|
232 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
|
|
233 | }; |
213 | }; |
234 | |
214 | |
235 | struct object : zero_initialised, object_keep, object_copy, object_pod |
215 | struct object : zero_initialised, object_copy |
236 | { |
216 | { |
237 | typedef unordered_vector<object *> vector; |
217 | // These variables are not changed by ->copy_to |
|
|
218 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
238 | |
219 | |
239 | static vector mortals; |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
240 | static vector active; // active objects, not yet used |
221 | int ACC (RO, count); |
241 | static vector objects; // not used yet, use first->next->... |
222 | int ACC (RO, index); // index into objects |
242 | static object *first; // will be replaced by "objects" |
223 | int ACC (RO, active); // index into actives |
243 | |
224 | |
|
|
225 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
|
|
226 | |
|
|
227 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
|
|
228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
|
|
229 | /* Note: stacked in the *same* environment */ |
|
|
230 | object *inv; /* Pointer to the first object in the inventory */ |
|
|
231 | |
|
|
232 | //TODO: container must move into client |
|
|
233 | object *ACC (RW, container); /* Current container being used. I think this |
|
|
234 | * is only used by the player right now. |
|
|
235 | */ |
|
|
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
237 | * This is typically the container that the object is in. |
|
|
238 | */ |
|
|
239 | 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 |
|
|
241 | client_container *seen_by; // seen by which player/container currently? |
|
|
242 | |
244 | static object *create (); |
243 | MTH static object *create (); |
|
|
244 | MTH void copy_to (object *dst); |
|
|
245 | MTH object *clone (); // create + copy_to |
|
|
246 | void do_destroy (); |
|
|
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
245 | void destroy (bool destroy_inventory = false); |
248 | MTH void destroy (bool destroy_inventory = false); |
246 | |
249 | |
247 | static void free_mortals (); |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
|
|
251 | MTH void destroy_inv (bool drop_to_ground = false); |
|
|
252 | MTH object *insert (object *item); // insert into inventory |
|
|
253 | void remove_slow (); |
|
|
254 | MTH void remove () |
|
|
255 | { |
|
|
256 | if (!flag [FLAG_REMOVED]) |
|
|
257 | remove_slow (); |
|
|
258 | } |
|
|
259 | |
248 | static bool can_merge (object *op1, object *op2); |
260 | static bool can_merge_slow (object *op1, object *op2); |
249 | |
261 | |
250 | void clear (); |
262 | // this is often used in time-critical code, so optimise |
251 | void clone (object *destination); |
263 | MTH static bool can_merge (object *op1, object *op2) |
|
|
264 | { |
|
|
265 | return op1->value == op2->value |
|
|
266 | && op1->name == op2->name |
|
|
267 | && can_merge_slow (op1, op2); |
|
|
268 | } |
252 | |
269 | |
253 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
270 | MTH void set_owner (object *owner); |
|
|
271 | MTH void set_speed (float speed); |
254 | |
272 | |
255 | void instantiate () |
273 | MTH void instantiate () |
256 | { |
274 | { |
257 | if (!uuid.seq) // HACK |
275 | if (!uuid.seq) // HACK |
258 | uuid = gen_uuid (); |
276 | uuid = gen_uuid (); |
259 | |
277 | |
260 | attachable<object>::instantiate (); |
278 | attachable::instantiate (); |
261 | } |
279 | } |
262 | |
280 | |
263 | void set_owner (object *owner); |
281 | // recalculate all stats |
|
|
282 | MTH void update_stats (); |
|
|
283 | MTH void roll_stats (); |
|
|
284 | MTH void swap_stats (int a, int b); |
|
|
285 | MTH void add_statbonus (); |
|
|
286 | MTH void remove_statbonus (); |
|
|
287 | MTH void drain_stat (); |
|
|
288 | MTH void drain_specific_stat (int deplete_stats); |
|
|
289 | MTH void change_luck (int value); |
264 | |
290 | |
265 | // info must hold 256 * 3 bytes currently |
291 | // info must hold 256 * 3 bytes currently |
266 | const char *debug_desc (char *info) const; |
292 | const char *debug_desc (char *info) const; |
267 | const char *debug_desc () const; |
293 | MTH const char *debug_desc () const; |
|
|
294 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
|
|
295 | const char *flag_desc (char *desc, int len) const; |
|
|
296 | |
|
|
297 | 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 |
|
|
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
|
|
300 | || type == BRACERS || type == GIRDLE; } |
|
|
301 | MTH bool is_alive () const { return (type == PLAYER |
|
|
302 | || flag [FLAG_MONSTER] |
|
|
303 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
|
|
304 | && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
305 | MTH bool is_arrow () const { return type == ARROW |
|
|
306 | || (type == SPELL_EFFECT |
|
|
307 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
308 | |
|
|
309 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
|
|
310 | |
|
|
311 | // temporary: wether the object can be saved in a map file |
|
|
312 | // contr => is a player |
|
|
313 | // head => only save head of a multitile object |
|
|
314 | // owner => can not reference owner yet |
|
|
315 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
|
|
316 | |
|
|
317 | /* This return true if object has still randomitems which |
|
|
318 | * could be expanded. |
|
|
319 | */ |
|
|
320 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
321 | |
|
|
322 | // returns the player that has this object in his inventory, or 0 |
|
|
323 | MTH object *in_player () const |
|
|
324 | { |
|
|
325 | for (object *op = env; op; op = op->env) |
|
|
326 | if (op->type == PLAYER) |
|
|
327 | return op; |
|
|
328 | |
|
|
329 | return 0; |
|
|
330 | } |
|
|
331 | |
|
|
332 | // "temporary" helper function |
|
|
333 | MTH object *head_ () |
|
|
334 | { |
|
|
335 | return head ? head : this; |
|
|
336 | } |
|
|
337 | |
|
|
338 | // insert object at same map position as 'where' |
|
|
339 | // handles both inventory and map "positions" |
|
|
340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
341 | |
|
|
342 | MTH void activate (); |
|
|
343 | MTH void deactivate (); |
|
|
344 | MTH void activate_recursive (); |
|
|
345 | MTH void deactivate_recursive (); |
|
|
346 | |
|
|
347 | // set the givne flag on all objects in the inventory recursively |
|
|
348 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
349 | |
|
|
350 | void enter_exit (object *exit);//PERL |
|
|
351 | MTH void enter_map (maptile *newmap, int x, int y); |
|
|
352 | |
|
|
353 | // returns the mapspace this object is in |
|
|
354 | mapspace &ms () const; |
268 | |
355 | |
269 | // fully recursive iterator |
356 | // fully recursive iterator |
270 | struct iterator_base |
357 | struct iterator_base |
271 | { |
358 | { |
272 | object *item; |
359 | object *item; |
… | |
… | |
279 | operator object *() const { return item; } |
366 | operator object *() const { return item; } |
280 | |
367 | |
281 | object *operator ->() const { return item; } |
368 | object *operator ->() const { return item; } |
282 | object &operator * () const { return *item; } |
369 | object &operator * () const { return *item; } |
283 | }; |
370 | }; |
|
|
371 | |
|
|
372 | MTH unsigned int random_seed () const |
|
|
373 | { |
|
|
374 | return (unsigned int)uuid.seq; |
|
|
375 | } |
284 | |
376 | |
285 | // depth-first recursive iterator |
377 | // depth-first recursive iterator |
286 | struct depth_iterator : iterator_base |
378 | struct depth_iterator : iterator_base |
287 | { |
379 | { |
288 | depth_iterator (object *container); |
380 | depth_iterator (object *container); |
… | |
… | |
299 | object *end () |
391 | object *end () |
300 | { |
392 | { |
301 | return this; |
393 | return this; |
302 | } |
394 | } |
303 | |
395 | |
|
|
396 | /* This returns TRUE if the object is something that |
|
|
397 | * should be displayed in the floorbox/inventory window |
|
|
398 | */ |
|
|
399 | MTH bool client_visible () const |
|
|
400 | { |
|
|
401 | return !invisible && type != PLAYER; |
|
|
402 | } |
|
|
403 | |
304 | protected: |
404 | protected: |
305 | friend struct archetype; |
405 | friend struct archetype; |
306 | |
406 | |
307 | void link (); |
407 | void link (); |
308 | void unlink (); |
408 | void unlink (); |
309 | |
409 | |
310 | object (); |
410 | object (); |
311 | ~object (); |
411 | ~object (); |
312 | }; |
412 | }; |
313 | |
413 | |
314 | #define get_object() object::create () |
414 | typedef object_vector<object, &object::index > objectvec; |
315 | #define free_object(op) (op)->destroy (0) |
415 | typedef object_vector<object, &object::active> activevec; |
316 | #define free_object2(op, free_inv) (op)->destroy (free_inv) |
|
|
317 | #define clear_owner(op) (op)->owner = 0 |
|
|
318 | #define copy_owner(op,other) (op)->owner = (other)->owner |
|
|
319 | #define get_owner(op) (op)->owner |
|
|
320 | #define clear_object(op) (op)->clear () |
|
|
321 | |
416 | |
322 | static inline void |
417 | extern objectvec objects; |
323 | set_owner (object *op, object *owner) |
418 | extern activevec actives; |
324 | { |
|
|
325 | op->set_owner (owner); |
|
|
326 | } |
|
|
327 | |
419 | |
328 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
420 | #define for_all_objects(var) \ |
|
|
421 | for (int _i = 0; _i < objects.size (); ++_i) \ |
|
|
422 | declvar (object *, var, objects [_i]) |
|
|
423 | |
|
|
424 | #define for_all_actives(var) \ |
|
|
425 | for (int _i = 0; _i < actives.size (); ++_i) \ |
|
|
426 | declvar (object *, var, actives [_i]) |
329 | |
427 | |
330 | typedef struct oblnk |
428 | typedef struct oblnk |
331 | { /* Used to link together several objects */ |
429 | { /* Used to link together several objects */ |
332 | object *ob; |
430 | object_ptr ob; |
333 | struct oblnk *next; |
431 | struct oblnk *next; |
334 | tag_t id; |
|
|
335 | } objectlink; |
432 | } objectlink; |
336 | |
433 | |
337 | typedef struct oblinkpt |
434 | typedef struct oblinkpt |
338 | { /* Used to link together several object links */ |
435 | { /* Used to link together several object links */ |
339 | struct oblnk *link; |
436 | struct oblnk *link; |
… | |
… | |
348 | * be much left in the archetype - all it really is is a holder for the |
445 | * be much left in the archetype - all it really is is a holder for the |
349 | * object and pointers. This structure should get removed, and just replaced |
446 | * object and pointers. This structure should get removed, and just replaced |
350 | * by the object structure |
447 | * by the object structure |
351 | */ |
448 | */ |
352 | |
449 | |
353 | ACC_CLASS(archetype) |
450 | INTERFACE_CLASS (archetype) |
354 | struct archetype : zero_initialised |
451 | struct archetype : zero_initialised, attachable |
355 | { |
452 | { |
356 | archetype (); |
453 | archetype (); |
357 | ~archetype (); |
454 | ~archetype (); |
|
|
455 | void gather_callbacks (AV *&callbacks, event_type event) const; |
358 | |
456 | |
359 | static archetype *find (const char *arch); |
457 | static archetype *find (const char *arch); |
|
|
458 | |
|
|
459 | void hash_add (); // add to hashtable |
|
|
460 | void hash_del (); // remove from hashtable |
360 | |
461 | |
361 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
462 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
362 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
463 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
363 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
464 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
364 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
465 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
365 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
466 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
366 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
467 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
367 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
468 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
368 | * in comparison to the head. |
469 | * in comparison to the head. |
369 | */ |
470 | */ |
370 | }; |
471 | }; |
371 | |
|
|
372 | extern object *objects; |
|
|
373 | extern object *active_objects; |
|
|
374 | |
|
|
375 | extern int nrofallocobjects; |
|
|
376 | |
|
|
377 | /* This returns TRUE if the object is something that |
|
|
378 | * should be displayed in the look window |
|
|
379 | */ |
|
|
380 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
|
|
381 | |
472 | |
382 | /* Used by update_object to know if the object being passed is |
473 | /* Used by update_object to know if the object being passed is |
383 | * being added or removed. |
474 | * being added or removed. |
384 | */ |
475 | */ |
385 | #define UP_OBJ_INSERT 1 |
476 | #define UP_OBJ_INSERT 1 |
… | |
… | |
426 | #define ARCH_DETECT_MAGIC "detect_magic" |
517 | #define ARCH_DETECT_MAGIC "detect_magic" |
427 | #define ARCH_DEPLETION "depletion" |
518 | #define ARCH_DEPLETION "depletion" |
428 | #define ARCH_SYMPTOM "symptom" |
519 | #define ARCH_SYMPTOM "symptom" |
429 | |
520 | |
430 | #endif |
521 | #endif |
|
|
522 | |