… | |
… | |
136 | { |
136 | { |
137 | signed char info:4; /* body info as loaded from the file */ |
137 | signed char info:4; /* body info as loaded from the file */ |
138 | signed char used:4; /* Calculated value based on items equipped */ |
138 | signed char used:4; /* Calculated value based on items equipped */ |
139 | }; |
139 | }; |
140 | |
140 | |
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141 | typedef struct oblnk |
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142 | { /* Used to link together several objects */ |
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143 | object_ptr ob; |
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144 | struct oblnk *next; |
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145 | } objectlink; |
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146 | |
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147 | typedef struct oblinkpt |
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148 | { /* Used to link together several object links */ |
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149 | struct oblnk *link; |
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150 | struct oblinkpt *next; |
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151 | shstr id; /* Used as connected value in buttons/gates */ |
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152 | } oblinkpt; |
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153 | |
141 | INTERFACE_CLASS (object) |
154 | INTERFACE_CLASS (object) |
142 | // these are being copied |
155 | // these are being copied |
143 | struct object_copy : attachable |
156 | struct object_copy : attachable |
144 | { |
157 | { |
145 | typedef bitset<NUM_FLAGS> flags_t; |
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146 | |
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147 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
158 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
148 | |
159 | |
149 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
160 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
150 | uint8 ACC (RW, subtype); /* subtype of object */ |
161 | uint8 ACC (RW, subtype); /* subtype of object */ |
151 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
162 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
… | |
… | |
155 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
166 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
156 | shstr ACC (RW, title); /* Of foo, etc */ |
167 | shstr ACC (RW, title); /* Of foo, etc */ |
157 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
168 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
158 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
169 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
159 | /* If this is an exit, this is the filename */ |
170 | /* If this is an exit, this is the filename */ |
160 | shstr ACC (RW, tag); // a tag used to tracking this object |
171 | |
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172 | typedef bitset<NUM_FLAGS> flags_t; |
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173 | flags_t flag; /* various flags */ |
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174 | #if FOR_PERL |
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175 | bool ACC (RW, flag[NUM_FLAGS]); |
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176 | #endif |
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177 | |
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178 | shstr ACC (RW, materialname); /* specific material name */ |
161 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
179 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
162 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
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163 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
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164 | /* To get put into books and the like. */ |
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165 | shstr ACC (RW, materialname); /* specific material name */ |
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166 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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167 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
180 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
168 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
181 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
169 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
182 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
170 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
183 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
171 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
184 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
… | |
… | |
175 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
188 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
176 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
189 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
177 | |
190 | |
178 | float ACC (RW, speed); /* The overall speed of this object */ |
191 | float ACC (RW, speed); /* The overall speed of this object */ |
179 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
192 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
180 | uint32 ACC (RW, nrof); /* How many of the objects */ |
193 | sint32 ACC (RW, nrof); /* How many of the objects */ |
181 | |
194 | |
182 | /* This next big block is basically used for monsters and equipment */ |
195 | /* This next big block is basically used for monsters and equipment */ |
183 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
196 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
184 | |
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185 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
197 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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198 | |
186 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
199 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
187 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
200 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
188 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
201 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
189 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
202 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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203 | |
190 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
204 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
191 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
205 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
192 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
206 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
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207 | |
193 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
208 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
194 | /* Note that the last_.. values are sometimes used for non obvious |
209 | /* Note that the last_.. values are sometimes used for non obvious |
195 | * meanings by some objects, eg, sp penalty, permanent exp. |
210 | * meanings by some objects, eg, sp penalty, permanent exp. |
196 | */ |
211 | */ |
197 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
212 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
198 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
213 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
199 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
214 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
200 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
215 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
201 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
216 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
202 | sint16 ACC (RW, level); /* Level of creature or object */ |
217 | sint16 ACC (RW, level); /* Level of creature or object */ |
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218 | |
203 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
219 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
204 | sint8 ACC (RW, item_power); /* power rating of the object */ |
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|
205 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
220 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
206 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
221 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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222 | uint8 ACC (RW, weapontype); /* type of weapon */ |
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223 | |
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224 | faceidx ACC (RW, face); /* the graphical face */ |
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225 | |
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226 | faceidx ACC (RW, sound); /* the sound face */ |
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227 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
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228 | |
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229 | body_slot slot [NUM_BODY_LOCATIONS]; |
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230 | |
207 | sint32 ACC (RW, weight); /* Attributes of the object */ |
231 | sint32 ACC (RW, weight); /* Attributes of the object */ |
208 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
232 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
209 | sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ |
233 | sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ |
210 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
234 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
211 | uint32 ACC (RW, weapontype); /* type of weapon */ |
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212 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
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213 | body_slot slot [NUM_BODY_LOCATIONS]; |
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214 | faceidx ACC (RW, face); /* the graphical face */ |
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215 | faceidx ACC (RW, sound); /* the sound face */ |
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216 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
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217 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
235 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
218 | /* See the pod/objects.pod for more info about body locations */ |
236 | /* See the pod/objects.pod for more info about body locations */ |
219 | |
237 | |
220 | /* Following mostly refers to fields only used for monsters */ |
238 | /* Following mostly refers to fields only used for monsters */ |
221 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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222 | |
239 | |
223 | /* allows different movement patterns for attackers */ |
240 | /* allows different movement patterns for attackers */ |
224 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
241 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
225 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
242 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
226 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
243 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
… | |
… | |
232 | * only used in spells. |
249 | * only used in spells. |
233 | */ |
250 | */ |
234 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
251 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
235 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
252 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
236 | |
253 | |
237 | uint16 ACC (RW, start_holding); |
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238 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
254 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
239 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
255 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
240 | |
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241 | sint8 ACC (RW, range); /* Range of the spell */ |
256 | sint8 ACC (RW, range); /* Range of the spell */ |
242 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
257 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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258 | |
243 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
259 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
244 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
260 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
245 | |
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246 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
261 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
247 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
262 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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263 | |
248 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
264 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
249 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
265 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
250 | |
266 | |
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267 | sint8 ACC (RW, item_power); /* power rating of the object */ |
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268 | // 8 free bits |
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269 | |
251 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
270 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
252 | |
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253 | char *ACC (RW, spellarg); |
271 | char *ACC (RW, spellarg); |
254 | |
272 | |
255 | /* Following are values used by any object */ |
273 | /* Following are values used by any object */ |
256 | /* this objects turns into or what this object creates */ |
274 | /* this objects turns into or what this object creates */ |
257 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
275 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
258 | flags_t flag; /* various flags */ |
276 | |
259 | #if FOR_PERL |
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260 | bool ACC (RW, flag[NUM_FLAGS]); |
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261 | #endif |
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262 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
277 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
263 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
278 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
264 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
279 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
265 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
280 | |
266 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
281 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
267 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
282 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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283 | uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ |
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284 | |
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285 | uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ |
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286 | uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ |
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287 | |
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288 | // rarely-accessed members should be at the end |
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289 | shstr ACC (RW, tag); // a tag used to tracking this object |
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290 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
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291 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
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292 | /* To get put into books and the like. */ |
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293 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
268 | }; |
294 | }; |
269 | |
295 | |
270 | struct object : zero_initialised, object_copy |
296 | struct object : zero_initialised, object_copy |
271 | { |
297 | { |
272 | // These variables are not changed by ->copy_to |
298 | // These variables are not changed by ->copy_to |
273 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
299 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
274 | |
300 | |
275 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
301 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
276 | int ACC (RO, count); |
302 | int ACC (RO, count); |
277 | object_vector_index ACC (RO, index); // index into objects |
303 | object_vector_index ACC (RO, index); // index into objects |
278 | object_vector_index ACC (RO, active); // index into actives |
304 | object_vector_index ACC (RO, active); // index into actives |
… | |
… | |
295 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
321 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
296 | client_container *seen_by; // seen by which player/container currently? |
322 | client_container *seen_by; // seen by which player/container currently? |
297 | key_value *key_values; /* Fields not explictly known by the loader. */ |
323 | key_value *key_values; /* Fields not explictly known by the loader. */ |
298 | |
324 | |
299 | // privates / perl |
325 | // privates / perl |
300 | const shstr &kv_get (const shstr &key) const; |
326 | shstr_tmp kv_get (shstr_tmp key) const; |
301 | void kv_del (const shstr &key); |
327 | void kv_del (shstr_tmp key); |
302 | void kv_set (const shstr &key, const shstr &value); |
328 | void kv_set (shstr_tmp key, shstr_tmp value); |
303 | |
329 | |
304 | // custom extra fields management |
330 | // custom extra fields management |
305 | struct key_value_access_proxy |
331 | struct key_value_access_proxy |
306 | { |
332 | { |
307 | object &ob; |
333 | object &ob; |
308 | shstr key; |
334 | shstr_tmp key; |
309 | |
335 | |
310 | key_value_access_proxy (object &ob, const shstr &key) |
336 | key_value_access_proxy (object &ob, shstr_tmp key) |
311 | : ob (ob), key (key) |
337 | : ob (ob), key (key) |
312 | { |
338 | { |
313 | } |
339 | } |
314 | |
340 | |
315 | const key_value_access_proxy &operator =(const shstr &value) const |
341 | const key_value_access_proxy &operator =(shstr_tmp value) const |
316 | { |
342 | { |
317 | ob.kv_set (key, value); |
343 | ob.kv_set (key, value); |
318 | return *this; |
344 | return *this; |
319 | } |
345 | } |
320 | |
346 | |
321 | operator const shstr &() const { return ob.kv_get (key); } |
347 | operator const shstr_tmp () const { return ob.kv_get (key); } |
322 | operator const char *() const { return ob.kv_get (key); } |
348 | operator const char *() const { return ob.kv_get (key); } |
323 | |
349 | |
324 | private: |
350 | private: |
325 | void operator =(int); |
351 | void operator =(int); |
326 | }; |
352 | }; |
327 | |
353 | |
328 | // operator [] is too annoying to use |
354 | // operator [] is too annoying to use |
329 | const key_value_access_proxy kv (const shstr &key) |
355 | const key_value_access_proxy kv (shstr_tmp key) |
330 | { |
356 | { |
331 | return key_value_access_proxy (*this, key); |
357 | return key_value_access_proxy (*this, key); |
332 | } |
358 | } |
333 | |
359 | |
334 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
360 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
… | |
… | |
342 | MTH void copy_to (object *dst); |
368 | MTH void copy_to (object *dst); |
343 | MTH object *clone (); // create + copy_to a single object |
369 | MTH object *clone (); // create + copy_to a single object |
344 | MTH object *deep_clone (); // copy whole more chain and inventory |
370 | MTH object *deep_clone (); // copy whole more chain and inventory |
345 | void do_destroy (); |
371 | void do_destroy (); |
346 | void gather_callbacks (AV *&callbacks, event_type event) const; |
372 | void gather_callbacks (AV *&callbacks, event_type event) const; |
347 | MTH void destroy (bool destroy_inventory = false); |
373 | MTH void destroy (); |
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374 | MTH void drop_and_destroy () |
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375 | { |
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376 | destroy_inv (true); |
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377 | destroy (); |
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378 | } |
348 | |
379 | |
349 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
380 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
350 | MTH void destroy_inv (bool drop_to_ground = false); |
381 | MTH void destroy_inv (bool drop_to_ground = false); |
351 | MTH object *insert (object *item); // insert into inventory |
382 | MTH object *insert (object *item); // insert into inventory |
352 | MTH void play_sound (faceidx sound); |
383 | MTH void play_sound (faceidx sound); |
… | |
… | |
365 | remove (); |
396 | remove (); |
366 | *this = pos; |
397 | *this = pos; |
367 | insert_at (this, this); |
398 | insert_at (this, this); |
368 | } |
399 | } |
369 | |
400 | |
|
|
401 | // high-level move functions, return true if successful |
|
|
402 | int move (int dir, object *originator); |
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|
403 | |
|
|
404 | int move (int dir) |
|
|
405 | { |
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406 | return move (dir, this); |
|
|
407 | } |
|
|
408 | |
370 | static bool can_merge_slow (object *op1, object *op2); |
409 | static bool can_merge_slow (object *op1, object *op2); |
371 | |
410 | |
372 | // this is often used in time-critical code, so optimise |
411 | // this is often used in time-critical code, so optimise |
373 | MTH static bool can_merge (object *op1, object *op2) |
412 | MTH static bool can_merge (object *op1, object *op2) |
374 | { |
413 | { |
… | |
… | |
386 | MTH void close_container () |
425 | MTH void close_container () |
387 | { |
426 | { |
388 | open_container (0); |
427 | open_container (0); |
389 | } |
428 | } |
390 | |
429 | |
391 | MTH object *force_find (const shstr name); |
430 | MTH object *force_find (shstr_tmp name); |
392 | MTH void force_add (const shstr name, int duration = 0); |
431 | MTH object *force_add (shstr_tmp name, int duration = 0); |
|
|
432 | |
|
|
433 | oblinkpt *find_link () const; |
|
|
434 | MTH void add_link (maptile *map, shstr_tmp id); |
|
|
435 | MTH void remove_link (); |
393 | |
436 | |
394 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
437 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
395 | bool should_invoke (event_type event) |
438 | bool should_invoke (event_type event) |
396 | { |
439 | { |
397 | return ev_want_event [event] || ev_want_type [type] || cb; |
440 | return ev_want_event [event] || ev_want_type [type] || cb; |
… | |
… | |
433 | const materialtype_t *dominant_material () const; |
476 | const materialtype_t *dominant_material () const; |
434 | |
477 | |
435 | // return the volume of this object in cm³ |
478 | // return the volume of this object in cm³ |
436 | MTH uint64 volume () const |
479 | MTH uint64 volume () const |
437 | { |
480 | { |
438 | return total_weight () |
481 | return (uint64)total_weight () |
439 | * 1000 |
482 | * 1000 |
440 | * (type == CONTAINER ? 1000 : 1) |
483 | * (type == CONTAINER ? 1000 : 1) |
441 | / dominant_material ()->density; |
484 | / dominant_material ()->density; |
442 | } |
485 | } |
443 | |
486 | |
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487 | MTH bool is_wiz () const { return flag [FLAG_WIZ]; } |
444 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
488 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
445 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
489 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
446 | || type == CLOAK || type == BOOTS || type == GLOVES |
490 | || type == CLOAK || type == BOOTS || type == GLOVES |
447 | || type == BRACERS || type == GIRDLE; } |
491 | || type == BRACERS || type == GIRDLE; } |
448 | MTH bool is_alive () const { return (type == PLAYER |
492 | MTH bool is_alive () const { return (type == PLAYER |
… | |
… | |
465 | /* This return true if object has still randomitems which |
509 | /* This return true if object has still randomitems which |
466 | * could be expanded. |
510 | * could be expanded. |
467 | */ |
511 | */ |
468 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
512 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
469 | |
513 | |
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514 | MTH bool has_dialogue () const { return *&msg == '@'; } |
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515 | |
470 | // returns the outermost owner, never returns 0 |
516 | // returns the outermost owner, never returns 0 |
471 | MTH object *outer_owner () |
517 | MTH object *outer_owner () |
472 | { |
518 | { |
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519 | object *op; |
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520 | |
473 | for (object *op = this; ; op = op->owner) |
521 | for (op = this; op->owner; op = op->owner) |
474 | if (!op->owner) |
522 | ; |
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523 | |
475 | return op; |
524 | return op; |
476 | } |
525 | } |
477 | |
526 | |
478 | // returns the outermost environment, never returns 0 |
527 | // returns the outermost environment, never returns 0 |
479 | MTH object *outer_env () |
528 | MTH object *outer_env () |
480 | { |
529 | { |
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530 | object *op; |
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531 | |
481 | for (object *op = this; ; op = op->env) |
532 | for (op = this; op->env; op = op->env) |
482 | if (!op->env) |
533 | ; |
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534 | |
483 | return op; |
535 | return op; |
484 | } |
536 | } |
485 | |
537 | |
486 | // returns the player that has this object in his inventory, or 0 |
538 | // returns the player that has this object in his inventory, or 0 |
487 | // we assume the player is always the outer env |
539 | // we assume the player is always the outer env |
488 | MTH object *in_player () |
540 | MTH object *in_player () |
… | |
… | |
504 | } |
556 | } |
505 | |
557 | |
506 | MTH bool is_on_map () const |
558 | MTH bool is_on_map () const |
507 | { |
559 | { |
508 | return !env && !flag [FLAG_REMOVED]; |
560 | return !env && !flag [FLAG_REMOVED]; |
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561 | } |
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562 | |
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563 | MTH bool is_inserted () const |
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|
564 | { |
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565 | return !flag [FLAG_REMOVED]; |
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566 | } |
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567 | |
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568 | MTH bool is_player () const |
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569 | { |
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|
570 | return !!contr; |
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571 | } |
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572 | |
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573 | MTH bool affects_los () const |
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|
574 | { |
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|
575 | return glow_radius || flag [FLAG_BLOCKSVIEW]; |
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576 | } |
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577 | |
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578 | MTH bool has_carried_lights () const |
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579 | { |
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580 | return glow_radius; |
509 | } |
581 | } |
510 | |
582 | |
511 | // returns the player that cna see this object, if any |
583 | // returns the player that cna see this object, if any |
512 | MTH object *visible_to () const; |
584 | MTH object *visible_to () const; |
513 | |
585 | |
… | |
… | |
606 | const char *query_inventory (object *who = 0, const char *indent = ""); |
678 | const char *query_inventory (object *who = 0, const char *indent = ""); |
607 | |
679 | |
608 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
680 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
609 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
681 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
610 | |
682 | |
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683 | // make some noise with given item into direction dir, |
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684 | // currently only used for players to make them temporarily visible |
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|
685 | // when they are invisible. |
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686 | MTH void make_noise (); |
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687 | |
611 | protected: |
688 | protected: |
612 | void link (); |
689 | void link (); |
613 | void unlink (); |
690 | void unlink (); |
614 | |
691 | |
615 | object (); |
692 | object (); |
… | |
… | |
637 | } |
714 | } |
638 | |
715 | |
639 | return ob; |
716 | return ob; |
640 | } |
717 | } |
641 | |
718 | |
642 | typedef struct oblnk |
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643 | { /* Used to link together several objects */ |
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644 | object_ptr ob; |
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645 | struct oblnk *next; |
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646 | } objectlink; |
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647 | |
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648 | typedef struct oblinkpt |
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649 | { /* Used to link together several object links */ |
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650 | struct oblnk *link; |
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651 | sint32 value; /* Used as connected value in buttons/gates */ |
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652 | struct oblinkpt *next; |
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653 | } oblinkpt; |
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654 | |
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655 | object *find_skill_by_name (object *who, const char *name); |
719 | object *find_skill_by_name_fuzzy (object *who, const char *name); |
656 | object *find_skill_by_name (object *who, const shstr &sh); |
720 | object *find_skill_by_name (object *who, shstr_cmp sh); |
657 | object *find_skill_by_number (object *who, int skillno); |
721 | object *find_skill_by_number (object *who, int skillno); |
658 | |
722 | |
659 | /* |
723 | /* |
660 | * The archetype structure is a set of rules on how to generate and manipulate |
724 | * The archetype structure is a set of rules on how to generate and manipulate |
661 | * objects which point to archetypes. |
725 | * objects which point to archetypes. |
… | |
… | |
715 | extern objectvec objects; |
779 | extern objectvec objects; |
716 | extern activevec actives; |
780 | extern activevec actives; |
717 | extern archvec archetypes; |
781 | extern archvec archetypes; |
718 | |
782 | |
719 | // "safely" iterate over inv in a way such that the current item is removable |
783 | // "safely" iterate over inv in a way such that the current item is removable |
720 | // quite horrible, thats why its hidden in some macro |
784 | // quite horrible, that's why its hidden in some macro |
721 | #define for_inv_removable(op,var) \ |
785 | #define for_inv_removable(op,var) \ |
722 | for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) |
786 | for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) |
723 | |
787 | |
724 | #define for_all_objects(var) \ |
788 | #define for_all_objects(var) \ |
725 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
789 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |