1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer Online RPG |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #ifndef OBJECT_H |
24 | #ifndef OBJECT_H |
26 | #define OBJECT_H |
25 | #define OBJECT_H |
27 | |
26 | |
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29 | |
28 | |
30 | #include "cfperl.h" |
29 | #include "cfperl.h" |
31 | #include "shstr.h" |
30 | #include "shstr.h" |
32 | |
31 | |
33 | typedef int tag_t; |
32 | typedef int tag_t; |
34 | #define NUM_BODY_LOCATIONS 12 |
33 | |
35 | #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 | }; |
36 | |
58 | |
37 | /* See common/item.c */ |
59 | /* See common/item.c */ |
38 | |
60 | |
39 | typedef struct Body_Locations |
61 | typedef struct Body_Locations |
40 | { |
62 | { |
41 | const char *save_name; /* Name used to load/save it to disk */ |
63 | keyword save_name; /* Name used to load/save it to disk */ |
42 | 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 */ |
43 | 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 */ |
44 | } Body_Locations; |
66 | } Body_Locations; |
45 | |
67 | |
46 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
68 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
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69 | |
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70 | #define NUM_COINS 4 /* number of coin types */ |
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71 | extern const char *const coins[NUM_COINS + 1]; |
47 | |
72 | |
48 | /* |
73 | /* |
49 | * Each object (this also means archetypes!) could have a few of these |
74 | * Each object (this also means archetypes!) could have a few of these |
50 | * "dangling" from it; this could also end up containing 'parse errors'. |
75 | * "dangling" from it; this could also end up containing 'parse errors'. |
51 | * |
76 | * |
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84 | #define WILL_APPLY_TREASURE 0x02 |
109 | #define WILL_APPLY_TREASURE 0x02 |
85 | #define WILL_APPLY_EARTHWALL 0x04 |
110 | #define WILL_APPLY_EARTHWALL 0x04 |
86 | #define WILL_APPLY_DOOR 0x08 |
111 | #define WILL_APPLY_DOOR 0x08 |
87 | #define WILL_APPLY_FOOD 0x10 |
112 | #define WILL_APPLY_FOOD 0x10 |
88 | |
113 | |
89 | /* However, if you're keeping a pointer of some sort, you probably |
114 | struct body_slot |
90 | * don't just want it copied, so you'll need to add to common/object.C, |
115 | { |
91 | * e.g. ->copy_to () |
116 | signed char info:4; /* body info as loaded from the file */ |
92 | */ |
117 | signed char used:4; /* Calculated value based on items equipped */ |
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118 | }; |
93 | |
119 | |
94 | INTERFACE_CLASS (object) |
120 | INTERFACE_CLASS (object) |
95 | // these are being copied |
121 | // these are being copied |
96 | struct object_copy : attachable |
122 | struct object_copy : attachable |
97 | { |
123 | { |
98 | typedef bitset<NUM_FLAGS> flags_t; |
124 | typedef bitset<NUM_FLAGS> flags_t; |
99 | |
125 | |
100 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
126 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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127 | |
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128 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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129 | uint8 ACC (RW, subtype); /* subtype of object */ |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
130 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
102 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
131 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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132 | |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
133 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
134 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
135 | shstr ACC (RW, title); /* Of foo, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
136 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
137 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
108 | /* If this is an exit, this is the filename */ |
138 | /* If this is an exit, this is the filename */ |
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139 | shstr ACC (RW, tag); // a tag used to tracking this object |
109 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
140 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
141 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
142 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
143 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
144 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
145 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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146 | // 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 */ |
147 | 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 */ |
148 | 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 */ |
149 | 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 */ |
150 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
151 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
152 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
153 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
154 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
155 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
156 | |
125 | facetile *ACC (RW, face); /* Face with colors */ |
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126 | float ACC (RW, speed); /* The overall speed of this object */ |
157 | 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 */ |
158 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
159 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
160 | |
130 | /* This next big block are basically used for monsters and equipment */ |
161 | /* This next big block are basically used for monsters and equipment */ |
131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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132 | uint8 ACC (RW, subtype); /* subtype of object */ |
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133 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
162 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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163 | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
164 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
165 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
166 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
167 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
168 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
169 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
170 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
171 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
172 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
173 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
174 | * meanings by some objects, eg, sp penalty, permanent exp. |
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157 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
187 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
188 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
189 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
190 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
191 | 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 */ |
192 | body_slot slot [NUM_BODY_LOCATIONS]; |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
193 | faceidx ACC (RW, face); /* the graphical face */ |
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194 | faceidx ACC (RW, sound); /* the sound face */ |
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195 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
196 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
197 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
198 | |
167 | /* Following mostly refers to fields only used for monsters */ |
199 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
200 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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178 | * Note that other fields are used - these files are basically |
210 | * Note that other fields are used - these files are basically |
179 | * only used in spells. |
211 | * only used in spells. |
180 | */ |
212 | */ |
181 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
213 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
182 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
214 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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215 | |
183 | uint16 ACC (RW, start_holding); |
216 | uint16 ACC (RW, start_holding); |
184 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
217 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
218 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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219 | |
186 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
221 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
188 | |
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189 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
222 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
223 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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224 | |
191 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
225 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
226 | 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 */ |
227 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
194 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
228 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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229 | |
195 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
196 | |
231 | |
197 | char *ACC (RW, spellarg); |
232 | char *ACC (RW, spellarg); |
198 | |
233 | |
199 | /* Following are values used by any object */ |
234 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
235 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
236 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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203 | flags_t flag; /* various flags */ |
237 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
238 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
239 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
240 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
241 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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217 | // These variables are not changed by ->copy_to |
251 | // These variables are not changed by ->copy_to |
218 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
252 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
219 | |
253 | |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
254 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
221 | int ACC (RO, count); |
255 | int ACC (RO, count); |
222 | int ACC (RO, index); // index into objects |
256 | object_vector_index ACC (RO, index); // index into objects |
223 | int ACC (RO, active); // index into actives |
257 | object_vector_index ACC (RO, active); // index into actives |
224 | |
258 | |
225 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
259 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
226 | |
260 | |
227 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
261 | 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 */ |
262 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | /* Note: stacked in the *same* environment */ |
263 | /* Note: stacked in the *same* environment */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
264 | object *inv; /* Pointer to the first object in the inventory */ |
231 | |
265 | |
232 | //TODO: container must move into client |
266 | //TODO: container must move into client |
233 | object *ACC (RW, container); /* Current container being used. I think this |
267 | object_ptr ACC (RW, container); /* Current container being used. I think this |
234 | * is only used by the player right now. |
268 | * is only used by the player right now. |
235 | */ |
269 | */ |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
270 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | * This is typically the container that the object is in. |
271 | * This is typically the container that the object is in. |
238 | */ |
272 | */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
273 | 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 |
274 | 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? |
275 | client_container *seen_by; // seen by which player/container currently? |
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276 | key_value *key_values; /* Fields not explictly known by the loader. */ |
242 | |
277 | |
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278 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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279 | MTH void post_load_check (); // do some adjustments after parsing |
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280 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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281 | bool write (object_freezer &f); |
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282 | |
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283 | MTH int slottype () const; |
243 | MTH static object *create (); |
284 | MTH static object *create (); |
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285 | const mapxy &operator =(const mapxy &pos); |
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286 | object &operator =(const object &src); |
244 | MTH void copy_to (object *dst); |
287 | MTH void copy_to (object *dst); |
245 | MTH object *clone (); // create + copy_to |
288 | MTH object *clone (); // create + copy_to |
246 | void do_destroy (); |
289 | void do_destroy (); |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
290 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | MTH void destroy (bool destroy_inventory = false); |
291 | MTH void destroy (bool destroy_inventory = false); |
249 | |
292 | |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
293 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
294 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | MTH object *insert (object *item); // insert into inventory |
295 | MTH object *insert (object *item); // insert into inventory |
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296 | MTH void play_sound (faceidx sound) const; |
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297 | |
253 | void do_remove (); |
298 | void do_remove (); |
254 | MTH void remove () |
299 | MTH void remove () |
255 | { |
300 | { |
256 | if (!flag [FLAG_REMOVED]) |
301 | if (!flag [FLAG_REMOVED]) |
257 | do_remove (); |
302 | do_remove (); |
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303 | } |
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304 | |
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305 | MTH bool blocked (maptile *m, int x, int y) const; |
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306 | |
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307 | void move_to (const mapxy &pos) |
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308 | { |
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309 | remove (); |
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310 | *this = pos; |
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311 | insert_at (this, this); |
258 | } |
312 | } |
259 | |
313 | |
260 | static bool can_merge_slow (object *op1, object *op2); |
314 | static bool can_merge_slow (object *op1, object *op2); |
261 | |
315 | |
262 | // this is often used in time-critical code, so optimise |
316 | // this is often used in time-critical code, so optimise |
… | |
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267 | && can_merge_slow (op1, op2); |
321 | && can_merge_slow (op1, op2); |
268 | } |
322 | } |
269 | |
323 | |
270 | MTH void set_owner (object *owner); |
324 | MTH void set_owner (object *owner); |
271 | MTH void set_speed (float speed); |
325 | MTH void set_speed (float speed); |
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326 | MTH bool change_weapon (object *ob); |
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327 | MTH bool change_skill (object *ob); |
272 | |
328 | |
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329 | MTH void open_container (object *new_container); |
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330 | MTH void close_container () |
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331 | { |
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332 | open_container (0); |
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333 | } |
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334 | |
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335 | MTH object *force_find (const shstr name); |
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336 | MTH void force_add (const shstr name, int duration = 0); |
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337 | |
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338 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
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339 | bool should_invoke (event_type event) |
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340 | { |
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341 | return ev_want_event [event] || ev_want_type [type] || cb; |
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342 | } |
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343 | |
273 | MTH void instantiate () |
344 | MTH void instantiate (); |
274 | { |
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275 | if (!uuid.seq) // HACK |
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276 | uuid = gen_uuid (); |
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277 | |
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278 | attachable::instantiate (); |
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279 | } |
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280 | |
345 | |
281 | // recalculate all stats |
346 | // recalculate all stats |
282 | MTH void update_stats (); |
347 | MTH void update_stats (); |
283 | MTH void roll_stats (); |
348 | MTH void roll_stats (); |
284 | MTH void swap_stats (int a, int b); |
349 | MTH void swap_stats (int a, int b); |
… | |
… | |
288 | MTH void drain_specific_stat (int deplete_stats); |
353 | MTH void drain_specific_stat (int deplete_stats); |
289 | MTH void change_luck (int value); |
354 | MTH void change_luck (int value); |
290 | |
355 | |
291 | // info must hold 256 * 3 bytes currently |
356 | // info must hold 256 * 3 bytes currently |
292 | const char *debug_desc (char *info) const; |
357 | const char *debug_desc (char *info) const; |
293 | MTH const char *debug_desc () const; |
358 | 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 |
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295 | const char *flag_desc (char *desc, int len) const; |
359 | const char *flag_desc (char *desc, int len) const; |
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360 | |
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361 | int number_of () const |
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362 | { |
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363 | return nrof ? nrof : 1; |
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364 | } |
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365 | |
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366 | uint64 total_weight () const |
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367 | { |
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368 | return weight * number_of (); |
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369 | } |
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370 | |
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371 | // return the dominant material of this item, always return something |
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372 | const materialtype_t *dominant_material () const; |
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373 | |
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374 | // return the volume of this object in cm³ |
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375 | uint64 volume () const |
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376 | { |
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377 | return total_weight () |
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378 | * 1000 |
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379 | * (type == CONTAINER ? 1000 : 1) |
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380 | / dominant_material ()->density; |
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381 | } |
296 | |
382 | |
297 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
383 | 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 |
384 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
299 | || type == CLOAK || type == BOOTS || type == GLOVES |
385 | || type == CLOAK || type == BOOTS || type == GLOVES |
300 | || type == BRACERS || type == GIRDLE; } |
386 | || type == BRACERS || type == GIRDLE; } |
… | |
… | |
303 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
389 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
304 | && !flag [FLAG_IS_A_TEMPLATE]; } |
390 | && !flag [FLAG_IS_A_TEMPLATE]; } |
305 | MTH bool is_arrow () const { return type == ARROW |
391 | MTH bool is_arrow () const { return type == ARROW |
306 | || (type == SPELL_EFFECT |
392 | || (type == SPELL_EFFECT |
307 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
393 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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394 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
308 | |
395 | |
309 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
396 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
310 | |
397 | |
311 | // temporary: wether the object can be saved in a map file |
398 | // temporary: wether the object can be saved in a map file |
312 | // contr => is a player |
399 | // contr => is a player |
313 | // head => only save head of a multitile object |
400 | // head => only save head of a multitile object |
314 | // owner => can not reference owner yet |
401 | // owner => can not reference owner yet |
315 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
402 | MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
316 | |
403 | |
317 | /* This return true if object has still randomitems which |
404 | /* This return true if object has still randomitems which |
318 | * could be expanded. |
405 | * could be expanded. |
319 | */ |
406 | */ |
320 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
407 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
… | |
… | |
333 | MTH object *head_ () |
420 | MTH object *head_ () |
334 | { |
421 | { |
335 | return head ? head : this; |
422 | return head ? head : this; |
336 | } |
423 | } |
337 | |
424 | |
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425 | MTH bool is_head () |
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426 | { |
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427 | return head_ () == this; |
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428 | } |
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429 | |
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430 | MTH std::string long_desc (object *who = 0); |
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431 | MTH std::string describe_monster (object *who = 0); |
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432 | MTH std::string describe_item (object *who = 0); |
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433 | MTH std::string describe (object *who = 0); |
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434 | |
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435 | // If this object has no extra parts but should have them, |
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436 | // add them, effectively expanding heads into multipart |
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437 | // objects. This method only works on objects not inserted |
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438 | // anywhere. |
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439 | MTH void expand_tail (); |
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440 | |
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441 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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442 | |
338 | // insert object at same map position as 'where' |
443 | // insert object at same map position as 'where' |
339 | // handles both inventory and map "positions" |
444 | // handles both inventory and map "positions" |
340 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
445 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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446 | MTH void drop_unpaid_items (); |
341 | |
447 | |
342 | MTH void activate (); |
448 | MTH void activate (); |
343 | MTH void deactivate (); |
449 | MTH void deactivate (); |
344 | MTH void activate_recursive (); |
450 | MTH void activate_recursive (); |
345 | MTH void deactivate_recursive (); |
451 | MTH void deactivate_recursive (); |
346 | |
452 | |
347 | // set the givne flag on all objects in the inventory recursively |
453 | // set the givne flag on all objects in the inventory recursively |
348 | MTH void set_flag_inv (int flag, int value = 1); |
454 | MTH void set_flag_inv (int flag, int value = 1); |
349 | |
455 | |
350 | void enter_exit (object *exit);//PERL |
456 | void enter_exit (object *exit);//Perl |
351 | MTH void enter_map (maptile *newmap, int x, int y); |
457 | MTH void enter_map (maptile *newmap, int x, int y); |
352 | |
458 | |
353 | // returns the mapspace this object is in |
459 | // returns the mapspace this object is in |
354 | mapspace &ms () const; |
460 | mapspace &ms () const; |
355 | |
461 | |
… | |
… | |
401 | return !invisible && type != PLAYER; |
507 | return !invisible && type != PLAYER; |
402 | } |
508 | } |
403 | |
509 | |
404 | MTH struct region *region () const; |
510 | MTH struct region *region () const; |
405 | |
511 | |
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512 | void statusmsg (const char *msg, int color = NDI_BLACK); |
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513 | void failmsg (const char *msg, int color = NDI_RED); |
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514 | |
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515 | const char *query_inventory (object *who = 0, const char *indent = ""); |
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516 | |
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517 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
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518 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
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519 | |
406 | protected: |
520 | protected: |
407 | friend struct archetype; |
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408 | |
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409 | void link (); |
521 | void link (); |
410 | void unlink (); |
522 | void unlink (); |
411 | |
523 | |
412 | object (); |
524 | object (); |
413 | ~object (); |
525 | ~object (); |
414 | }; |
526 | }; |
415 | |
527 | |
416 | typedef object_vector<object, &object::index > objectvec; |
528 | // move this object to the top of its env's inventory to speed up |
417 | typedef object_vector<object, &object::active> activevec; |
529 | // searches for it. |
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530 | static object * |
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531 | splay (object *ob) |
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532 | { |
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533 | if (ob->env && ob->env->inv != ob) |
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534 | { |
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535 | if (ob->above) ob->above->below = ob->below; |
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536 | if (ob->below) ob->below->above = ob->above; |
418 | |
537 | |
419 | extern objectvec objects; |
538 | ob->above = 0; |
420 | extern activevec actives; |
539 | ob->below = ob->env->inv; |
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540 | ob->below->above = ob; |
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541 | ob->env->inv = ob; |
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542 | } |
421 | |
543 | |
422 | #define for_all_objects(var) \ |
544 | return ob; |
423 | for (int _i = 0; _i < objects.size (); ++_i) \ |
545 | } |
424 | declvar (object *, var, objects [_i]) |
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425 | |
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|
426 | #define for_all_actives(var) \ |
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427 | for (int _i = 0; _i < actives.size (); ++_i) \ |
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428 | declvar (object *, var, actives [_i]) |
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429 | |
546 | |
430 | typedef struct oblnk |
547 | typedef struct oblnk |
431 | { /* Used to link together several objects */ |
548 | { /* Used to link together several objects */ |
432 | object_ptr ob; |
549 | object_ptr ob; |
433 | struct oblnk *next; |
550 | struct oblnk *next; |
… | |
… | |
437 | { /* Used to link together several object links */ |
554 | { /* Used to link together several object links */ |
438 | struct oblnk *link; |
555 | struct oblnk *link; |
439 | long value; /* Used as connected value in buttons/gates */ |
556 | long value; /* Used as connected value in buttons/gates */ |
440 | struct oblinkpt *next; |
557 | struct oblinkpt *next; |
441 | } oblinkpt; |
558 | } oblinkpt; |
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559 | |
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560 | object *find_skill_by_name (object *who, const char *name); |
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561 | object *find_skill_by_name (object *who, const shstr &sh); |
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562 | object *find_skill_by_number (object *who, int skillno); |
442 | |
563 | |
443 | /* |
564 | /* |
444 | * The archetype structure is a set of rules on how to generate and manipulate |
565 | * The archetype structure is a set of rules on how to generate and manipulate |
445 | * objects which point to archetypes. |
566 | * objects which point to archetypes. |
446 | * This probably belongs in arch.h, but there really doesn't appear to |
567 | * This probably belongs in arch.h, but there really doesn't appear to |
… | |
… | |
448 | * object and pointers. This structure should get removed, and just replaced |
569 | * object and pointers. This structure should get removed, and just replaced |
449 | * by the object structure |
570 | * by the object structure |
450 | */ |
571 | */ |
451 | |
572 | |
452 | INTERFACE_CLASS (archetype) |
573 | INTERFACE_CLASS (archetype) |
453 | struct archetype : zero_initialised, attachable |
574 | struct archetype : object |
454 | { |
575 | { |
455 | archetype (); |
576 | archetype (const char *name); |
456 | ~archetype (); |
577 | ~archetype (); |
457 | void gather_callbacks (AV *&callbacks, event_type event) const; |
578 | void gather_callbacks (AV *&callbacks, event_type event) const; |
458 | |
579 | |
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580 | static archetype *read (object_thawer &f); |
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581 | |
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582 | MTH static archetype *get (const_utf8_string name); // find or create |
459 | static archetype *find (const char *name); |
583 | MTH static archetype *find (const_utf8_string name); |
460 | |
584 | |
461 | void hash_add (); // add to hashtable |
585 | MTH void link (); |
462 | void hash_del (); // remove from hashtable |
586 | MTH void unlink (); |
463 | |
587 | |
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588 | MTH object *instance (); |
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589 | |
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590 | object_vector_index ACC (RW, archid); // index in archvector |
464 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
591 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
465 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
592 | bool ACC (RW, stub); // if true, this is an invalid archetype |
466 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
593 | |
467 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
594 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
468 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
595 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
469 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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|
470 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
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|
471 | * in comparison to the head. |
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|
472 | */ |
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|
473 | }; |
596 | }; |
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|
597 | |
|
|
598 | inline void |
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|
599 | object_freezer::put (keyword k, archetype *v) |
|
|
600 | { |
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|
601 | put (k, v ? &v->archname : (const char *)0); |
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|
602 | } |
|
|
603 | |
|
|
604 | typedef object_vector<object, &object::index > objectvec; |
|
|
605 | typedef object_vector<object, &object::active> activevec; |
|
|
606 | typedef object_vector<archetype, &archetype::archid> archvec; |
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|
607 | |
|
|
608 | extern objectvec objects; |
|
|
609 | extern activevec actives; |
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|
610 | extern archvec archetypes; |
|
|
611 | |
|
|
612 | #define for_all_objects(var) \ |
|
|
613 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
|
|
614 | statementvar (object *, var, objects [_i]) |
|
|
615 | |
|
|
616 | #define for_all_actives(var) \ |
|
|
617 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
|
|
618 | statementvar (object *, var, actives [_i]) |
|
|
619 | |
|
|
620 | #define for_all_archetypes(var) \ |
|
|
621 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
|
|
622 | statementvar (archetype *, var, archetypes [_i]) |
474 | |
623 | |
475 | /* Used by update_object to know if the object being passed is |
624 | /* Used by update_object to know if the object being passed is |
476 | * being added or removed. |
625 | * being added or removed. |
477 | */ |
626 | */ |
478 | #define UP_OBJ_INSERT 1 |
627 | #define UP_OBJ_INSERT 1 |
… | |
… | |
495 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
644 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
496 | * Use for treasure chests so the new object is the highest thing |
645 | * Use for treasure chests so the new object is the highest thing |
497 | * beneath the player, but not actually above it. Note - the |
646 | * beneath the player, but not actually above it. Note - the |
498 | * map and x,y coordinates for the object to be inserted must |
647 | * map and x,y coordinates for the object to be inserted must |
499 | * match the originator. |
648 | * match the originator. |
500 | * INS_MAP_LOAD: disable lots of checkings done at insertion to |
|
|
501 | * speed up map loading process, as we assume the ordering in |
|
|
502 | * loaded map is correct. |
|
|
503 | * |
649 | * |
504 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
650 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
505 | * are mutually exclusive. The behaviour for passing more than one |
651 | * are mutually exclusive. The behaviour for passing more than one |
506 | * should be considered undefined - while you may notice what happens |
652 | * should be considered undefined - while you may notice what happens |
507 | * right now if you pass more than one, that could very well change |
653 | * right now if you pass more than one, that could very well change |
… | |
… | |
510 | #define INS_NO_MERGE 0x0001 |
656 | #define INS_NO_MERGE 0x0001 |
511 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
657 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
512 | #define INS_NO_WALK_ON 0x0004 |
658 | #define INS_NO_WALK_ON 0x0004 |
513 | #define INS_ON_TOP 0x0008 |
659 | #define INS_ON_TOP 0x0008 |
514 | #define INS_BELOW_ORIGINATOR 0x0010 |
660 | #define INS_BELOW_ORIGINATOR 0x0010 |
515 | #define INS_MAP_LOAD 0x0020 |
|
|
516 | |
661 | |
517 | #define ARCH_SINGULARITY "singularity" |
|
|
518 | #define ARCH_SINGULARITY_LEN 11 |
|
|
519 | #define ARCH_DETECT_MAGIC "detect_magic" |
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|
520 | #define ARCH_DEPLETION "depletion" |
662 | #define ARCH_DEPLETION "depletion" |
521 | #define ARCH_SYMPTOM "symptom" |
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522 | |
663 | |
523 | #endif |
664 | #endif |
524 | |
665 | |