1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
25 | #define OBJECT_H |
26 | |
26 | |
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27 | #include <bitset> |
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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 int tag_t; |
31 | #define NUM_BODY_LOCATIONS 12 |
33 | |
32 | #define BODY_ARMS 1 |
34 | enum { |
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35 | body_skill, |
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36 | body_combat, |
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37 | body_range, |
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38 | body_shield, |
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39 | body_arm, |
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40 | body_torso, |
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41 | body_head, |
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42 | body_neck, |
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43 | body_finger, |
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44 | body_shoulder, |
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45 | body_foot, |
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46 | body_hand, |
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47 | body_wrist, |
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48 | body_waist, |
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49 | NUM_BODY_LOCATIONS |
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50 | }; |
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51 | |
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52 | enum slottype_t |
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53 | { |
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54 | slot_none, |
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55 | slot_combat, |
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56 | slot_ranged, |
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57 | }; |
33 | |
58 | |
34 | /* See common/item.c */ |
59 | /* See common/item.c */ |
35 | |
60 | |
36 | typedef struct Body_Locations |
61 | typedef struct Body_Locations |
37 | { |
62 | { |
38 | const char *save_name; /* Name used to load/save it to disk */ |
63 | keyword save_name; /* Name used to load/save it to disk */ |
39 | const char *use_name; /* Name used when describing an item we can use */ |
64 | const char *use_name; /* Name used when describing an item we can use */ |
40 | const char *nonuse_name; /* Name to describe objects we can't use */ |
65 | const char *nonuse_name; /* Name to describe objects we can't use */ |
41 | } Body_Locations; |
66 | } Body_Locations; |
42 | |
67 | |
43 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
68 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
… | |
… | |
59 | }; |
84 | }; |
60 | |
85 | |
61 | struct UUID |
86 | struct UUID |
62 | { |
87 | { |
63 | uint64 seq; |
88 | uint64 seq; |
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89 | |
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90 | UUID () { } |
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91 | UUID (uint64 seq) : seq(seq) { } |
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92 | operator uint64() { return seq; } |
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93 | void operator =(uint64 seq) { this->seq = seq; } |
64 | }; |
94 | }; |
65 | |
95 | |
66 | extern void init_uuid (); |
96 | extern void init_uuid (); |
67 | extern UUID gen_uuid (); |
97 | extern UUID gen_uuid (); |
68 | extern const uint64 UUID_SKIP; |
98 | extern const uint64 UUID_SKIP; |
… | |
… | |
76 | #define WILL_APPLY_TREASURE 0x02 |
106 | #define WILL_APPLY_TREASURE 0x02 |
77 | #define WILL_APPLY_EARTHWALL 0x04 |
107 | #define WILL_APPLY_EARTHWALL 0x04 |
78 | #define WILL_APPLY_DOOR 0x08 |
108 | #define WILL_APPLY_DOOR 0x08 |
79 | #define WILL_APPLY_FOOD 0x10 |
109 | #define WILL_APPLY_FOOD 0x10 |
80 | |
110 | |
81 | /* However, if you're keeping a pointer of some sort, you probably |
111 | struct body_slot |
82 | * don't just want it copied, so you'll need to add to common/object.C, |
112 | { |
83 | * e.g. ->copy_to () |
113 | signed char info:4; /* body info as loaded from the file */ |
84 | */ |
114 | signed char used:4; /* Calculated value based on items equipped */ |
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115 | }; |
85 | |
116 | |
86 | typedef refptr<object> object_ptr; |
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87 | typedef refptr<archetype> arch_ptr; |
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88 | |
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89 | // these are not being copied |
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90 | ACC_CLASS (object) |
117 | INTERFACE_CLASS (object) |
91 | struct object_keep : refcounted |
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92 | { |
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93 | /* These variables are not changed by ->copy_to */ |
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94 | |
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95 | tag_t ACC (RW, count); /* Generation count for this object */ |
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96 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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97 | |
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98 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
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99 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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100 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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101 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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102 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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103 | /* so that the entire object list does not */ |
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104 | /* need to be gone through. */ |
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105 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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106 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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107 | /* Note: stacked in the *same* environment */ |
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108 | object *inv; /* Pointer to the first object in the inventory */ |
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109 | object *ACC (RW, container); /* Current container being used. I think this |
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110 | * is only used by the player right now. |
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111 | */ |
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112 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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113 | * This is typically the container that the object is in. |
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114 | */ |
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115 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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116 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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117 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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118 | }; |
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119 | |
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120 | // these are being copied |
118 | // these are being copied |
121 | struct object_copy : attachable<object> |
119 | struct object_copy : attachable |
122 | { |
120 | { |
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121 | typedef bitset<NUM_FLAGS> flags_t; |
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122 | |
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123 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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124 | |
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125 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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126 | uint8 ACC (RW, subtype); /* subtype of object */ |
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127 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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128 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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129 | |
123 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
130 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
124 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
131 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
125 | shstr ACC (RW, title); /* Of foo, etc */ |
132 | shstr ACC (RW, title); /* Of foo, etc */ |
126 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
133 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
127 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
134 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
128 | /* If this is an exit, this is the filename */ |
135 | /* If this is an exit, this is the filename */ |
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136 | shstr ACC (RW, tag); // a tag used to tracking this object |
129 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
137 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
130 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
138 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
131 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
139 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
132 | /* To get put into books and the like. */ |
140 | /* To get put into books and the like. */ |
133 | shstr ACC (RW, materialname); /* specific material name */ |
141 | shstr ACC (RW, materialname); /* specific material name */ |
134 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
142 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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143 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
135 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
144 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
136 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
145 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
137 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
146 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
138 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
147 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
139 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
148 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
140 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
149 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
141 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
150 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
142 | }; |
151 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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152 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
143 | |
153 | |
144 | // these are being copied and also cleared |
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145 | struct object_pod |
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146 | { |
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147 | New_Face *ACC (RW, face); /* Face with colors */ |
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148 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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149 | float ACC (RW, speed); /* The overall speed of this object */ |
154 | float ACC (RW, speed); /* The overall speed of this object */ |
150 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
155 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
151 | uint32 ACC (RW, nrof); /* How many of the objects */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
152 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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153 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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154 | |
157 | |
155 | /* This next big block are basically used for monsters and equipment */ |
158 | /* This next big block are basically used for monsters and equipment */ |
156 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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157 | uint8 ACC (RW, subtype); /* subtype of object */ |
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158 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
159 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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160 | |
159 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
161 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
160 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
162 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
161 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
163 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
162 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
164 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
163 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
165 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
164 | uint16 ACC (RW, material); /* What materials this object consist of */ |
166 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
165 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
167 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
166 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
168 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
167 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
169 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
168 | /* Note that the last_.. values are sometimes used for non obvious |
170 | /* Note that the last_.. values are sometimes used for non obvious |
169 | * meanings by some objects, eg, sp penalty, permanent exp. |
171 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
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182 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
184 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
183 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
185 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
184 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
186 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
185 | uint32 ACC (RW, weapontype); /* type of weapon */ |
187 | uint32 ACC (RW, weapontype); /* type of weapon */ |
186 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
188 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
187 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
189 | body_slot slot [NUM_BODY_LOCATIONS]; |
188 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
190 | faceidx ACC (RW, face); /* the graphical face */ |
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191 | faceidx ACC (RW, sound); /* the sound face */ |
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192 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
189 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
193 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
190 | /* See the doc/Developers/objects for more info about body locations */ |
194 | /* See the pod/objects.pod for more info about body locations */ |
191 | |
195 | |
192 | /* Following mostly refers to fields only used for monsters */ |
196 | /* Following mostly refers to fields only used for monsters */ |
193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
197 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
194 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
198 | |
195 | /* allows different movement patterns for attackers */ |
199 | /* allows different movement patterns for attackers */ |
196 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
200 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
197 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
201 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
198 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
202 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
199 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
203 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
200 | /* races/classes can need less/more exp to gain levels */ |
204 | /* races/classes can need less/more exp to gain levels */ |
201 | |
205 | |
202 | /* Spell related information, may be useful elsewhere |
206 | /* Spell related information, may be useful elsewhere |
203 | * Note that other fields are used - these files are basically |
207 | * Note that other fields are used - these files are basically |
204 | * only used in spells. |
208 | * only used in spells. |
205 | */ |
209 | */ |
206 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
210 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
207 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
211 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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212 | |
208 | uint16 ACC (RW, start_holding); |
213 | uint16 ACC (RW, start_holding); |
209 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
214 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
210 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
215 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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216 | |
211 | sint8 ACC (RW, range); /* Range of the spell */ |
217 | sint8 ACC (RW, range); /* Range of the spell */ |
212 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
218 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
213 | char *ACC (RW, spellarg); |
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214 | |
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215 | /* Following are values used by any object */ |
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216 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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217 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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218 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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219 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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220 | /* this objects turns into or what this object creates */ |
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221 | uint32 flags[4]; /* various flags */ |
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222 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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223 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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224 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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225 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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226 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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227 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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228 | |
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229 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
219 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
230 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
220 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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221 | |
231 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
222 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
232 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
223 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
233 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
224 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
234 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
225 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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226 | |
235 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
227 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
236 | }; |
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237 | |
228 | |
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229 | char *ACC (RW, spellarg); |
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230 | |
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231 | /* Following are values used by any object */ |
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232 | /* this objects turns into or what this object creates */ |
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233 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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234 | flags_t flag; /* various flags */ |
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235 | #if FOR_PERL |
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236 | bool ACC (RW, flag[NUM_FLAGS]); |
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237 | #endif |
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238 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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239 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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240 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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241 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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242 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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243 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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244 | }; |
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245 | |
238 | struct object : zero_initialised, object_keep, object_copy, object_pod |
246 | struct object : zero_initialised, object_copy |
239 | { |
247 | { |
240 | typedef unordered_vector<object *> vector; |
248 | // These variables are not changed by ->copy_to |
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249 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
241 | |
250 | |
242 | static vector mortals; |
251 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
243 | static vector active; // active objects, not yet used |
252 | int ACC (RO, count); |
244 | static vector objects; // not used yet, use first->next->... |
253 | object_vector_index ACC (RO, index); // index into objects |
245 | static object *first; // will be replaced by "objects" |
254 | object_vector_index ACC (RO, active); // index into actives |
246 | |
255 | |
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256 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
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257 | |
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258 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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259 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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260 | /* Note: stacked in the *same* environment */ |
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261 | object *inv; /* Pointer to the first object in the inventory */ |
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262 | |
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263 | //TODO: container must move into client |
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264 | object_ptr ACC (RW, container); /* Current container being used. I think this |
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265 | * is only used by the player right now. |
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266 | */ |
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267 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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268 | * This is typically the container that the object is in. |
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269 | */ |
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270 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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271 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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272 | client_container *seen_by; // seen by which player/container currently? |
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273 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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274 | |
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275 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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276 | MTH void post_load_check (); // do some adjustments after parsing |
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277 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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278 | bool write (object_freezer &f); |
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279 | |
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280 | MTH int slottype () const; |
247 | static object *create (); |
281 | MTH static object *create (); |
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282 | const mapxy &operator =(const mapxy &pos); |
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283 | object &operator =(const object &src); |
248 | void copy_to (object *dst); |
284 | MTH void copy_to (object *dst); |
249 | object *clone (); // create + copy_to |
285 | MTH object *clone (); // create + copy_to |
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286 | void do_destroy (); |
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287 | void gather_callbacks (AV *&callbacks, event_type event) const; |
250 | void destroy (bool destroy_inventory = false); |
288 | MTH void destroy (bool destroy_inventory = false); |
251 | void remove (); |
289 | |
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290 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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291 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | object *insert (object *item); // insert into inventory |
292 | MTH object *insert (object *item); // insert into inventory |
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293 | MTH void play_sound (faceidx sound) const; |
253 | |
294 | |
254 | static void free_mortals (); |
295 | void do_remove (); |
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296 | MTH void remove () |
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297 | { |
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298 | if (!flag [FLAG_REMOVED]) |
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299 | do_remove (); |
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300 | } |
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301 | |
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302 | void move_to (const mapxy &pos) |
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303 | { |
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304 | remove (); |
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305 | *this = pos; |
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306 | insert_at (this, this); |
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307 | } |
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308 | |
255 | static bool can_merge_slow (object *op1, object *op2); |
309 | static bool can_merge_slow (object *op1, object *op2); |
256 | |
310 | |
257 | // this is often used in time-critical code, so optimise |
311 | // this is often used in time-critical code, so optimise |
258 | static bool can_merge (object *op1, object *op2) |
312 | MTH static bool can_merge (object *op1, object *op2) |
259 | { |
313 | { |
260 | return op1->value != op2->value |
314 | return op1->value == op2->value |
261 | && op1->name != op2->name |
315 | && op1->name == op2->name |
262 | && can_merge_slow (op1, op2); |
316 | && can_merge_slow (op1, op2); |
263 | } |
317 | } |
264 | |
318 | |
265 | void clear (); |
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266 | |
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267 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
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268 | |
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269 | void set_owner (object *owner); |
319 | MTH void set_owner (object *owner); |
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320 | MTH void set_speed (float speed); |
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321 | MTH bool change_weapon (object *ob); |
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322 | MTH bool change_skill (object *ob); |
270 | |
323 | |
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324 | MTH void open_container (object *new_container); |
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325 | MTH void close_container () |
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326 | { |
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327 | open_container (0); |
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328 | } |
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329 | |
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330 | MTH object *force_find (const shstr name); |
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331 | MTH void force_add (const shstr name, int duration = 0); |
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332 | |
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333 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
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334 | bool should_invoke (event_type event) |
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335 | { |
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336 | return ev_want_event [event] || ev_want_type [type] || cb; |
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337 | } |
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338 | |
271 | void instantiate () |
339 | MTH void instantiate (); |
272 | { |
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273 | if (!uuid.seq) // HACK |
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274 | uuid = gen_uuid (); |
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275 | |
340 | |
276 | attachable<object>::instantiate (); |
341 | // recalculate all stats |
277 | } |
342 | MTH void update_stats (); |
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343 | MTH void roll_stats (); |
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344 | MTH void swap_stats (int a, int b); |
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345 | MTH void add_statbonus (); |
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346 | MTH void remove_statbonus (); |
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347 | MTH void drain_stat (); |
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348 | MTH void drain_specific_stat (int deplete_stats); |
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349 | MTH void change_luck (int value); |
278 | |
350 | |
279 | // info must hold 256 * 3 bytes currently |
351 | // info must hold 256 * 3 bytes currently |
280 | const char *debug_desc (char *info) const; |
352 | const char *debug_desc (char *info) const; |
281 | const char *debug_desc () const; |
353 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
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354 | const char *flag_desc (char *desc, int len) const; |
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355 | |
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356 | int number_of () const |
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357 | { |
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358 | return nrof ? nrof : 1; |
|
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359 | } |
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360 | |
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361 | uint64 total_weight () const |
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362 | { |
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363 | return weight * number_of (); |
|
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364 | } |
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365 | |
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366 | // return the dominant material of this item, always return something |
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367 | const materialtype_t *dominant_material () const; |
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368 | |
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369 | // return the volume of this object in cm³ |
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370 | uint64 volume () const |
|
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371 | { |
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372 | return total_weight () |
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373 | * 1000 |
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374 | * (type == CONTAINER ? 1000 : 1) |
|
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375 | / dominant_material ()->density; |
|
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376 | } |
|
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377 | |
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378 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
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379 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
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380 | || type == CLOAK || type == BOOTS || type == GLOVES |
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381 | || type == BRACERS || type == GIRDLE; } |
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382 | MTH bool is_alive () const { return (type == PLAYER |
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383 | || flag [FLAG_MONSTER] |
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384 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
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385 | && !flag [FLAG_IS_A_TEMPLATE]; } |
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386 | MTH bool is_arrow () const { return type == ARROW |
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387 | || (type == SPELL_EFFECT |
|
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388 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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389 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
|
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390 | |
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391 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
|
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392 | |
|
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393 | // temporary: wether the object can be saved in a map file |
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394 | // contr => is a player |
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395 | // head => only save head of a multitile object |
|
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396 | // owner => can not reference owner yet |
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397 | MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
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398 | |
|
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399 | /* This return true if object has still randomitems which |
|
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400 | * could be expanded. |
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401 | */ |
|
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402 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
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403 | |
|
|
404 | // returns the player that has this object in his inventory, or 0 |
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405 | MTH object *in_player () const |
|
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406 | { |
|
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407 | for (object *op = env; op; op = op->env) |
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408 | if (op->type == PLAYER) |
|
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409 | return op; |
|
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410 | |
|
|
411 | return 0; |
|
|
412 | } |
|
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413 | |
|
|
414 | // "temporary" helper function |
|
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415 | MTH object *head_ () |
|
|
416 | { |
|
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417 | return head ? head : this; |
|
|
418 | } |
|
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419 | |
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420 | MTH bool is_head () |
|
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421 | { |
|
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422 | return head_ () == this; |
|
|
423 | } |
|
|
424 | |
|
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425 | MTH std::string long_desc (object *who = 0); |
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426 | MTH std::string describe_monster (object *who = 0); |
|
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427 | MTH std::string describe_item (object *who = 0); |
|
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428 | MTH std::string describe (object *who = 0); |
|
|
429 | |
|
|
430 | // If this object has no extra parts but should have them, |
|
|
431 | // add them, effectively expanding heads into multipart |
|
|
432 | // objects. This method only works on objects not inserted |
|
|
433 | // anywhere. |
|
|
434 | MTH void expand_tail (); |
|
|
435 | |
|
|
436 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
437 | |
|
|
438 | // insert object at same map position as 'where' |
|
|
439 | // handles both inventory and map "positions" |
|
|
440 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
441 | MTH void drop_unpaid_items (); |
|
|
442 | |
|
|
443 | MTH void activate (); |
|
|
444 | MTH void deactivate (); |
|
|
445 | MTH void activate_recursive (); |
|
|
446 | MTH void deactivate_recursive (); |
|
|
447 | |
|
|
448 | // set the givne flag on all objects in the inventory recursively |
|
|
449 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
450 | |
|
|
451 | void enter_exit (object *exit);//Perl |
|
|
452 | MTH void enter_map (maptile *newmap, int x, int y); |
|
|
453 | |
|
|
454 | // returns the mapspace this object is in |
|
|
455 | mapspace &ms () const; |
282 | |
456 | |
283 | // fully recursive iterator |
457 | // fully recursive iterator |
284 | struct iterator_base |
458 | struct iterator_base |
285 | { |
459 | { |
286 | object *item; |
460 | object *item; |
… | |
… | |
293 | operator object *() const { return item; } |
467 | operator object *() const { return item; } |
294 | |
468 | |
295 | object *operator ->() const { return item; } |
469 | object *operator ->() const { return item; } |
296 | object &operator * () const { return *item; } |
470 | object &operator * () const { return *item; } |
297 | }; |
471 | }; |
|
|
472 | |
|
|
473 | MTH unsigned int random_seed () const |
|
|
474 | { |
|
|
475 | return (unsigned int)uuid.seq; |
|
|
476 | } |
298 | |
477 | |
299 | // depth-first recursive iterator |
478 | // depth-first recursive iterator |
300 | struct depth_iterator : iterator_base |
479 | struct depth_iterator : iterator_base |
301 | { |
480 | { |
302 | depth_iterator (object *container); |
481 | depth_iterator (object *container); |
… | |
… | |
313 | object *end () |
492 | object *end () |
314 | { |
493 | { |
315 | return this; |
494 | return this; |
316 | } |
495 | } |
317 | |
496 | |
|
|
497 | /* This returns TRUE if the object is something that |
|
|
498 | * should be displayed in the floorbox/inventory window |
|
|
499 | */ |
|
|
500 | MTH bool client_visible () const |
|
|
501 | { |
|
|
502 | return !invisible && type != PLAYER; |
|
|
503 | } |
|
|
504 | |
|
|
505 | MTH struct region *region () const; |
|
|
506 | |
|
|
507 | void statusmsg (const char *msg, int color = NDI_BLACK); |
|
|
508 | void failmsg (const char *msg, int color = NDI_RED); |
|
|
509 | |
|
|
510 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
|
|
511 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
|
|
512 | |
318 | protected: |
513 | protected: |
319 | friend struct archetype; |
|
|
320 | |
|
|
321 | void link (); |
514 | void link (); |
322 | void unlink (); |
515 | void unlink (); |
323 | |
516 | |
324 | object (); |
517 | object (); |
325 | ~object (); |
518 | ~object (); |
326 | }; |
519 | }; |
|
|
520 | |
|
|
521 | // move this object to the top of its env's inventory to speed up |
|
|
522 | // searches for it. |
|
|
523 | static object * |
|
|
524 | splay (object *ob) |
|
|
525 | { |
|
|
526 | if (ob->env && ob->env->inv != ob) |
|
|
527 | { |
|
|
528 | if (ob->above) ob->above->below = ob->below; |
|
|
529 | if (ob->below) ob->below->above = ob->above; |
|
|
530 | |
|
|
531 | ob->above = 0; |
|
|
532 | ob->below = ob->env->inv; |
|
|
533 | ob->below->above = ob; |
|
|
534 | ob->env->inv = ob; |
|
|
535 | } |
|
|
536 | |
|
|
537 | return ob; |
|
|
538 | } |
327 | |
539 | |
328 | typedef struct oblnk |
540 | typedef struct oblnk |
329 | { /* Used to link together several objects */ |
541 | { /* Used to link together several objects */ |
330 | object_ptr ob; |
542 | object_ptr ob; |
331 | struct oblnk *next; |
543 | struct oblnk *next; |
… | |
… | |
335 | { /* Used to link together several object links */ |
547 | { /* Used to link together several object links */ |
336 | struct oblnk *link; |
548 | struct oblnk *link; |
337 | long value; /* Used as connected value in buttons/gates */ |
549 | long value; /* Used as connected value in buttons/gates */ |
338 | struct oblinkpt *next; |
550 | struct oblinkpt *next; |
339 | } oblinkpt; |
551 | } oblinkpt; |
|
|
552 | |
|
|
553 | object *find_skill_by_name (object *who, const char *name); |
|
|
554 | object *find_skill_by_name (object *who, const shstr &sh); |
|
|
555 | object *find_skill_by_number (object *who, int skillno); |
340 | |
556 | |
341 | /* |
557 | /* |
342 | * The archetype structure is a set of rules on how to generate and manipulate |
558 | * The archetype structure is a set of rules on how to generate and manipulate |
343 | * objects which point to archetypes. |
559 | * objects which point to archetypes. |
344 | * This probably belongs in arch.h, but there really doesn't appear to |
560 | * This probably belongs in arch.h, but there really doesn't appear to |
345 | * be much left in the archetype - all it really is is a holder for the |
561 | * be much left in the archetype - all it really is is a holder for the |
346 | * object and pointers. This structure should get removed, and just replaced |
562 | * object and pointers. This structure should get removed, and just replaced |
347 | * by the object structure |
563 | * by the object structure |
348 | */ |
564 | */ |
349 | |
565 | |
350 | ACC_CLASS (archetype) |
566 | INTERFACE_CLASS (archetype) |
351 | struct archetype : zero_initialised, refcounted |
567 | struct archetype : object |
352 | { |
568 | { |
353 | archetype (); |
569 | archetype (const char *name); |
354 | ~archetype (); |
570 | ~archetype (); |
|
|
571 | void gather_callbacks (AV *&callbacks, event_type event) const; |
355 | |
572 | |
356 | static archetype *find (const char *arch); |
573 | static archetype *read (object_thawer &f); |
357 | |
574 | |
358 | void hash_add (); // add to hastable |
575 | MTH static archetype *get (const_utf8_string name); // find or create |
359 | void hash_del (); // remove from hashtable |
576 | MTH static archetype *find (const_utf8_string name); |
360 | |
577 | |
|
|
578 | MTH void link (); |
|
|
579 | MTH void unlink (); |
|
|
580 | |
|
|
581 | object_vector_index ACC (RW, archid); // index in archvector |
361 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
582 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
362 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
583 | bool ACC (RW, stub); // if true, this is an invalid archetype |
363 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
|
|
364 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
|
|
365 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
|
|
366 | 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 |
|
|
368 | * in comparison to the head. |
|
|
369 | */ |
|
|
370 | }; |
|
|
371 | |
584 | |
|
|
585 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
|
|
586 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
|
|
587 | }; |
|
|
588 | |
|
|
589 | inline void |
|
|
590 | object_freezer::put (keyword k, archetype *v) |
|
|
591 | { |
|
|
592 | put (k, v ? &v->archname : (const char *)0); |
|
|
593 | } |
|
|
594 | |
|
|
595 | typedef object_vector<object, &object::index > objectvec; |
|
|
596 | typedef object_vector<object, &object::active> activevec; |
|
|
597 | typedef object_vector<archetype, &archetype::archid> archvec; |
|
|
598 | |
372 | extern object *objects; |
599 | extern objectvec objects; |
373 | extern object *active_objects; |
600 | extern activevec actives; |
|
|
601 | extern archvec archetypes; |
374 | |
602 | |
375 | extern int nrofallocobjects; |
603 | #define for_all_objects(var) \ |
|
|
604 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
605 | statementvar (object *, var, objects [_i]) |
376 | |
606 | |
377 | /* This returns TRUE if the object is something that |
607 | #define for_all_actives(var) \ |
378 | * should be displayed in the look window |
608 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
379 | */ |
609 | statementvar (object *, var, actives [_i]) |
380 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
610 | |
|
|
611 | #define for_all_archetypes(var) \ |
|
|
612 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
|
|
613 | statementvar (archetype *, var, archetypes [_i]) |
381 | |
614 | |
382 | /* Used by update_object to know if the object being passed is |
615 | /* Used by update_object to know if the object being passed is |
383 | * being added or removed. |
616 | * being added or removed. |
384 | */ |
617 | */ |
385 | #define UP_OBJ_INSERT 1 |
618 | #define UP_OBJ_INSERT 1 |
… | |
… | |
419 | #define INS_NO_WALK_ON 0x0004 |
652 | #define INS_NO_WALK_ON 0x0004 |
420 | #define INS_ON_TOP 0x0008 |
653 | #define INS_ON_TOP 0x0008 |
421 | #define INS_BELOW_ORIGINATOR 0x0010 |
654 | #define INS_BELOW_ORIGINATOR 0x0010 |
422 | #define INS_MAP_LOAD 0x0020 |
655 | #define INS_MAP_LOAD 0x0020 |
423 | |
656 | |
424 | #define ARCH_SINGULARITY "singularity" |
|
|
425 | #define ARCH_SINGULARITY_LEN 11 |
|
|
426 | #define ARCH_DETECT_MAGIC "detect_magic" |
|
|
427 | #define ARCH_DEPLETION "depletion" |
657 | #define ARCH_DEPLETION "depletion" |
428 | #define ARCH_SYMPTOM "symptom" |
|
|
429 | |
658 | |
430 | #endif |
659 | #endif |
431 | |
660 | |