1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
26 | #define OBJECT_H |
26 | |
27 | |
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28 | #include <bitset> |
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29 | |
27 | #include "cfperl.h" |
30 | #include "cfperl.h" |
28 | #include "shstr.h" |
31 | #include "shstr.h" |
29 | |
32 | |
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33 | //+GPL |
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34 | |
30 | typedef uint32 tag_t; |
35 | typedef int tag_t; |
31 | #define NUM_BODY_LOCATIONS 12 |
36 | |
32 | #define BODY_ARMS 1 |
37 | enum { |
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38 | body_skill, |
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39 | body_combat, |
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40 | body_range, |
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41 | body_shield, |
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42 | body_arm, |
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43 | body_torso, |
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44 | body_head, |
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45 | body_neck, |
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46 | body_finger, |
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47 | body_shoulder, |
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48 | body_foot, |
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49 | body_hand, |
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50 | body_wrist, |
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51 | body_waist, |
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52 | NUM_BODY_LOCATIONS |
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53 | }; |
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54 | |
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55 | enum slottype_t |
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56 | { |
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57 | slot_none, |
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58 | slot_combat, |
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59 | slot_ranged, |
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60 | }; |
33 | |
61 | |
34 | /* See common/item.c */ |
62 | /* See common/item.c */ |
35 | |
63 | |
36 | typedef struct Body_Locations |
64 | typedef struct Body_Locations |
37 | { |
65 | { |
38 | const char *save_name; /* Name used to load/save it to disk */ |
66 | 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 */ |
67 | 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 */ |
68 | const char *nonuse_name; /* Name to describe objects we can't use */ |
41 | } Body_Locations; |
69 | } Body_Locations; |
42 | |
70 | |
43 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
71 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
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72 | |
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73 | #define NUM_COINS 4 /* number of coin types */ |
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74 | extern const char *const coins[NUM_COINS + 1]; |
44 | |
75 | |
45 | /* |
76 | /* |
46 | * Each object (this also means archetypes!) could have a few of these |
77 | * Each object (this also means archetypes!) could have a few of these |
47 | * "dangling" from it; this could also end up containing 'parse errors'. |
78 | * "dangling" from it; this could also end up containing 'parse errors'. |
48 | * |
79 | * |
49 | * key and value are shared-strings. |
80 | * key and value are shared-strings. |
50 | * |
81 | * |
51 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
82 | * Please use kv_get/kv_set/kv_del from object rather than |
52 | * accessing the list directly. |
83 | * accessing the list directly. |
53 | * Exception is if you want to walk this list for some reason. |
84 | * Exception is if you want to walk this list for some reason. |
54 | */ |
85 | */ |
55 | struct key_value |
86 | struct key_value : slice_allocated |
56 | { |
87 | { |
57 | key_value *next; |
88 | key_value *next; |
58 | shstr key, value; |
89 | shstr key, value; |
59 | }; |
90 | }; |
60 | |
91 | |
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92 | //-GPL |
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93 | |
61 | struct UUID |
94 | struct UUID |
62 | { |
95 | { |
63 | uint64 seq; |
96 | uint64 seq; |
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97 | |
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98 | static UUID cur; // last uuid generated |
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99 | static void init (); |
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100 | static UUID gen (); |
64 | |
101 | |
65 | UUID () { } |
102 | UUID () { } |
66 | UUID (uint64 seq) : seq(seq) { } |
103 | UUID (uint64 seq) : seq(seq) { } |
67 | operator uint64() { return seq; } |
104 | operator uint64() { return seq; } |
68 | void operator =(uint64 seq) { this->seq = seq; } |
105 | void operator =(uint64 seq) { this->seq = seq; } |
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106 | |
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107 | typedef char BUF [32]; |
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108 | |
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109 | bool parse (const char *s) |
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110 | { |
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111 | return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1; |
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112 | } |
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113 | |
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114 | const char *c_str (char *buf, int len) const |
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115 | { |
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116 | snprintf (buf, len, "<1.%" PRIx64 ">", seq); |
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117 | |
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118 | return buf; |
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119 | } |
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120 | |
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121 | const char *c_str () const |
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122 | { |
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123 | static BUF buf; |
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124 | |
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125 | return c_str (buf, sizeof (buf)); |
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126 | } |
69 | }; |
127 | }; |
70 | |
128 | |
71 | extern void init_uuid (); |
129 | //+GPL |
72 | extern UUID gen_uuid (); |
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73 | extern const uint64 UUID_SKIP; |
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74 | |
130 | |
75 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
131 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
76 | * sprinkled in the code. Note that some of these also replace fields |
132 | * sprinkled in the code. Note that some of these also replace fields |
77 | * that were in the can_apply area. What is the point of having both |
133 | * that were in the can_apply area. What is the point of having both |
78 | * can_apply and will_apply? |
134 | * can_apply and will_apply? |
… | |
… | |
81 | #define WILL_APPLY_TREASURE 0x02 |
137 | #define WILL_APPLY_TREASURE 0x02 |
82 | #define WILL_APPLY_EARTHWALL 0x04 |
138 | #define WILL_APPLY_EARTHWALL 0x04 |
83 | #define WILL_APPLY_DOOR 0x08 |
139 | #define WILL_APPLY_DOOR 0x08 |
84 | #define WILL_APPLY_FOOD 0x10 |
140 | #define WILL_APPLY_FOOD 0x10 |
85 | |
141 | |
86 | /* However, if you're keeping a pointer of some sort, you probably |
142 | struct body_slot |
87 | * don't just want it copied, so you'll need to add to common/object.C, |
143 | { |
88 | * e.g. ->copy_to () |
144 | signed char info:4; /* body info as loaded from the file */ |
89 | */ |
145 | signed char used:4; /* Calculated value based on items equipped */ |
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146 | }; |
90 | |
147 | |
91 | typedef refptr<object> object_ptr; |
148 | typedef struct oblnk |
92 | typedef refptr<archetype> arch_ptr; |
149 | { /* Used to link together several objects */ |
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150 | object_ptr ob; |
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151 | struct oblnk *next; |
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152 | } objectlink; |
93 | |
153 | |
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154 | typedef struct oblinkpt |
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155 | { /* Used to link together several object links */ |
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156 | struct oblnk *link; |
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157 | struct oblinkpt *next; |
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158 | shstr id; /* Used as connected value in buttons/gates */ |
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159 | } oblinkpt; |
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160 | |
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161 | INTERFACE_CLASS (object) |
94 | // these are not being copied |
162 | // these are being copied |
95 | ACC_CLASS (object) |
163 | struct object_copy : attachable |
96 | struct object_keep : refcounted |
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97 | { |
164 | { |
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165 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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166 | |
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167 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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168 | uint8 ACC (RW, subtype); /* subtype of object */ |
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169 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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170 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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171 | |
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172 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
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173 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
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174 | shstr ACC (RW, title); /* Of foo, etc */ |
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175 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
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176 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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177 | /* If this is an exit, this is the filename */ |
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178 | |
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179 | typedef bitset<NUM_FLAGS> flags_t; |
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180 | flags_t flag; /* various flags */ |
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181 | #if FOR_PERL |
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182 | bool ACC (RW, flag[NUM_FLAGS]); |
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183 | #endif |
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184 | |
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185 | shstr ACC (RW, materialname); /* specific material name */ |
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186 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
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187 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
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188 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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189 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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190 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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191 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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192 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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193 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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194 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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195 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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196 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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197 | |
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198 | float ACC (RW, speed); /* The overall speed of this object */ |
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199 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
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200 | |
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201 | sint32 ACC (RW, nrof); /* How many of the objects */ |
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202 | /* This next big block is basically used for monsters and equipment */ |
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203 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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204 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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205 | |
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206 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
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207 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
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208 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
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209 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
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210 | |
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211 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
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212 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
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213 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
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214 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
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215 | |
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216 | /* Note that the last_.. values are sometimes used for non obvious |
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217 | * meanings by some objects, eg, sp penalty, permanent exp. |
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218 | */ |
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219 | sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
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220 | sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
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221 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
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222 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
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223 | |
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224 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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225 | sint16 ACC (RW, level); /* Level of creature or object */ |
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226 | |
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227 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
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228 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
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229 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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230 | uint8 ACC (RW, weapontype); /* type of weapon */ |
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231 | |
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232 | faceidx ACC (RW, face); /* the graphical face */ |
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233 | |
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234 | faceidx ACC (RW, sound); /* the sound face */ |
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235 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
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236 | |
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237 | body_slot slot [NUM_BODY_LOCATIONS]; |
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238 | |
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239 | sint32 ACC (RW, weight); /* Attributes of the object */ |
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240 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
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241 | |
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242 | sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ |
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243 | |
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244 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
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245 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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246 | /* See the pod/objects.pod for more info about body locations */ |
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247 | |
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248 | /* Following mostly refers to fields only used for monsters */ |
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249 | |
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250 | /* Spell related information, may be useful elsewhere |
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251 | * Note that other fields are used - these files are basically |
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252 | * only used in spells. |
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253 | */ |
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254 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
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255 | uint8 ACC (RW, casting_time); /* time left before spell goes off */ |
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256 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
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257 | |
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258 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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259 | sint8 ACC (RW, range); /* Range of the spell */ |
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260 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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261 | sint8 ACC (RW, item_power); /* power rating of the object */ |
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262 | |
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263 | uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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264 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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265 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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266 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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267 | |
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268 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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269 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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270 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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271 | |
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272 | // 8 free bits |
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273 | |
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274 | //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */ |
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275 | // /* races/classes can need less/more exp to gain levels */ |
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276 | static const float expmul = 1.0;//D |
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277 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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278 | |
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279 | /* Following are values used by any object */ |
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280 | /* this objects turns into or what this object creates */ |
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281 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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282 | |
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283 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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284 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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285 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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286 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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287 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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288 | uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ |
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289 | |
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290 | uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ |
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291 | uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ |
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292 | /* allows different movement patterns for attackers */ |
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293 | uint8 ACC (RW, move_status); /* What stage in attack mode */ |
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294 | uint8 ACC (RW, attack_movement);/* What kind of attack movement */ |
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295 | |
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296 | //16+ free bits |
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297 | |
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298 | // rarely-accessed members should be at the end |
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299 | shstr ACC (RW, tag); // a tag used to tracking this object |
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300 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
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301 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
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302 | /* To get put into books and the like. */ |
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303 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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304 | }; |
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305 | |
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306 | const char *query_weight (const object *op); |
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307 | const char *query_short_name (const object *op); |
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308 | const char *query_name (const object *op); |
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309 | const char *query_base_name (const object *op, int plural); |
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310 | |
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311 | struct object : zero_initialised, object_copy |
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312 | { |
98 | /* These variables are not changed by ->copy_to */ |
313 | // These variables are not changed by ->copy_to |
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314 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
99 | |
315 | |
100 | tag_t ACC (RW, count); /* Generation count for this object */ |
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101 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
316 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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317 | int ACC (RO, count); |
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318 | object_vector_index ACC (RO, index); // index into objects |
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319 | object_vector_index ACC (RO, active); // index into actives |
102 | |
320 | |
103 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
321 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
104 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
322 | |
105 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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106 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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107 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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108 | /* so that the entire object list does not */ |
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109 | /* need to be gone through. */ |
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110 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
323 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
111 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
324 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
112 | /* Note: stacked in the *same* environment */ |
325 | /* Note: stacked in the *same* environment */ |
113 | object *inv; /* Pointer to the first object in the inventory */ |
326 | object *inv; /* Pointer to the first object in the inventory */ |
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327 | |
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328 | //TODO: container must move into client |
114 | object *ACC (RW, container); /* Current container being used. I think this |
329 | object_ptr ACC (RW, container);/* Currently opened container. I think this |
115 | * is only used by the player right now. |
330 | * is only used by the player right now. |
116 | */ |
331 | */ |
117 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
332 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
118 | * This is typically the container that the object is in. |
333 | * This is typically the container that the object is in. |
119 | */ |
334 | */ |
120 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
335 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
121 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
336 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
122 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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123 | }; |
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124 | |
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125 | // these are being copied |
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126 | struct object_copy : attachable<object> |
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127 | { |
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128 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
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129 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
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130 | shstr ACC (RW, title); /* Of foo, etc */ |
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131 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
|
|
132 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
|
|
133 | /* If this is an exit, this is the filename */ |
|
|
134 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
|
|
135 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
|
|
136 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
|
|
137 | /* To get put into books and the like. */ |
|
|
138 | shstr ACC (RW, materialname); /* specific material name */ |
|
|
139 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
|
|
140 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
|
|
141 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
|
|
142 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
|
|
143 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
|
|
144 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
|
|
145 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
|
|
146 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
|
|
147 | }; |
|
|
148 | |
|
|
149 | // these are being copied and also cleared |
|
|
150 | struct object_pod |
|
|
151 | { |
|
|
152 | New_Face *ACC (RW, face); /* Face with colors */ |
|
|
153 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
|
|
154 | float ACC (RW, speed); /* The overall speed of this object */ |
|
|
155 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
|
|
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
|
|
157 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
|
|
158 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
|
|
159 | |
|
|
160 | /* This next big block are basically used for monsters and equipment */ |
|
|
161 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
|
|
162 | uint8 ACC (RW, subtype); /* subtype of object */ |
|
|
163 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
|
|
164 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
|
|
165 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
|
|
166 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
|
|
167 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
|
|
168 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
|
|
169 | uint16 ACC (RW, material); /* What materials this object consist of */ |
|
|
170 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
|
|
171 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
|
|
172 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
|
|
173 | /* Note that the last_.. values are sometimes used for non obvious |
|
|
174 | * meanings by some objects, eg, sp penalty, permanent exp. |
|
|
175 | */ |
|
|
176 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
|
|
177 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
|
|
178 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
|
|
179 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
|
|
180 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
|
|
181 | sint16 ACC (RW, level); /* Level of creature or object */ |
|
|
182 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
|
|
183 | sint8 ACC (RW, item_power); /* power rating of the object */ |
|
|
184 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
|
|
185 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
|
|
186 | sint32 ACC (RW, weight); /* Attributes of the object */ |
|
|
187 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
|
|
188 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
|
|
189 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
|
|
190 | uint32 ACC (RW, weapontype); /* type of weapon */ |
|
|
191 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
|
|
192 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
|
|
193 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
|
|
194 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
|
|
195 | /* See the doc/Developers/objects for more info about body locations */ |
|
|
196 | |
|
|
197 | /* Following mostly refers to fields only used for monsters */ |
|
|
198 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
|
|
199 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
|
|
200 | /* allows different movement patterns for attackers */ |
|
|
201 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
|
|
202 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
|
|
203 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
|
|
204 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
|
|
205 | /* races/classes can need less/more exp to gain levels */ |
|
|
206 | |
|
|
207 | /* Spell related information, may be useful elsewhere |
|
|
208 | * Note that other fields are used - these files are basically |
|
|
209 | * only used in spells. |
|
|
210 | */ |
|
|
211 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
|
|
212 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
|
|
213 | uint16 ACC (RW, start_holding); |
|
|
214 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
|
|
215 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
|
|
216 | sint8 ACC (RW, range); /* Range of the spell */ |
|
|
217 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
|
|
218 | char *ACC (RW, spellarg); |
|
|
219 | |
|
|
220 | /* Following are values used by any object */ |
|
|
221 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
|
|
222 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
|
|
223 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
|
|
224 | key_value *key_values; /* Fields not explictly known by the loader. */ |
337 | key_value *key_values; /* Fields not explictly known by the loader. */ |
225 | /* this objects turns into or what this object creates */ |
|
|
226 | uint32 flags[4]; /* various flags */ |
|
|
227 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
|
|
228 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
|
|
229 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
|
|
230 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
|
|
231 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
|
|
232 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
|
|
233 | |
338 | |
234 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
339 | // privates / perl |
235 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
340 | shstr_tmp kv_get (shstr_tmp key) const; |
236 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
341 | void kv_del (shstr_tmp key); |
237 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
342 | void kv_set (shstr_tmp key, shstr_tmp value); |
238 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
|
|
239 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
|
|
240 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
|
|
241 | }; |
|
|
242 | |
343 | |
243 | struct object : zero_initialised, object_keep, object_copy, object_pod |
344 | //-GPL |
244 | { |
|
|
245 | typedef unordered_vector<object *> vector; |
|
|
246 | |
345 | |
247 | static vector mortals; |
346 | // custom extra fields management |
248 | static vector active; // active objects, not yet used |
347 | struct key_value_access_proxy |
249 | static vector objects; // not used yet, use first->next->... |
348 | { |
250 | static object *first; // will be replaced by "objects" |
349 | object &ob; |
|
|
350 | shstr_tmp key; |
251 | |
351 | |
|
|
352 | key_value_access_proxy (object &ob, shstr_tmp key) |
|
|
353 | : ob (ob), key (key) |
|
|
354 | { |
|
|
355 | } |
|
|
356 | |
|
|
357 | const key_value_access_proxy &operator =(shstr_tmp value) const |
|
|
358 | { |
|
|
359 | ob.kv_set (key, value); |
|
|
360 | return *this; |
|
|
361 | } |
|
|
362 | |
|
|
363 | operator const shstr_tmp () const { return ob.kv_get (key); } |
|
|
364 | operator const char *() const { return ob.kv_get (key); } |
|
|
365 | |
|
|
366 | private: |
|
|
367 | void operator =(int); |
|
|
368 | }; |
|
|
369 | |
|
|
370 | // operator [] is too annoying to use |
|
|
371 | const key_value_access_proxy kv (shstr_tmp key) |
|
|
372 | { |
|
|
373 | return key_value_access_proxy (*this, key); |
|
|
374 | } |
|
|
375 | |
|
|
376 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
|
|
377 | MTH void post_load_check (); // do some adjustments after parsing |
|
|
378 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
|
|
379 | bool write (object_freezer &f); |
|
|
380 | |
|
|
381 | MTH int slottype () const; |
252 | static object *create (); |
382 | MTH static object *create (); |
|
|
383 | const mapxy &operator =(const mapxy &pos); |
253 | void copy_to (object *dst); |
384 | MTH void copy_to (object *dst); |
254 | object *clone (); // create + copy_to |
385 | MTH object *clone (); // create + copy_to a single object |
255 | void destroy (bool destroy_inventory = false); |
386 | MTH object *deep_clone (); // copy whole more chain and inventory |
256 | void remove (); |
387 | void do_destroy (); |
|
|
388 | void gather_callbacks (AV *&callbacks, event_type event) const; |
|
|
389 | MTH void destroy (); |
|
|
390 | MTH void drop_and_destroy () |
|
|
391 | { |
|
|
392 | destroy_inv (true); |
|
|
393 | destroy (); |
|
|
394 | } |
|
|
395 | |
|
|
396 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
|
|
397 | MTH void destroy_inv (bool drop_to_ground = false); |
257 | object *insert (object *item); // insert into inventory |
398 | MTH object *insert (object *item); // insert into inventory |
|
|
399 | MTH void play_sound (faceidx sound) const; |
|
|
400 | MTH void say_msg (const char *msg) const; |
258 | |
401 | |
259 | static void free_mortals (); |
402 | void do_remove (); |
|
|
403 | MTH void remove () |
|
|
404 | { |
|
|
405 | if (!flag [FLAG_REMOVED]) |
|
|
406 | do_remove (); |
|
|
407 | } |
|
|
408 | |
|
|
409 | MTH bool blocked (maptile *m, int x, int y) const; |
|
|
410 | |
|
|
411 | void move_to (const mapxy &pos) |
|
|
412 | { |
|
|
413 | remove (); |
|
|
414 | *this = pos; |
|
|
415 | insert_at (this, this); |
|
|
416 | } |
|
|
417 | |
|
|
418 | // high-level move functions, return true if successful |
|
|
419 | int move (int dir, object *originator); |
|
|
420 | |
|
|
421 | int move (int dir) |
|
|
422 | { |
|
|
423 | return move (dir, this); |
|
|
424 | } |
|
|
425 | |
260 | static bool can_merge_slow (object *op1, object *op2); |
426 | static bool can_merge_slow (object *op1, object *op2); |
261 | |
427 | |
262 | // this is often used in time-critical code, so optimise |
428 | // this is often used in time-critical code, so optimise |
263 | static bool can_merge (object *op1, object *op2) |
429 | MTH static bool can_merge (object *op1, object *op2) |
264 | { |
430 | { |
265 | return op1->value == op2->value |
431 | return op1->value == op2->value |
266 | && op1->name == op2->name |
432 | && op1->name == op2->name |
267 | && can_merge_slow (op1, op2); |
433 | && can_merge_slow (op1, op2); |
268 | } |
434 | } |
269 | |
435 | |
270 | void clear (); |
|
|
271 | |
|
|
272 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
|
|
273 | |
|
|
274 | void set_owner (object *owner); |
436 | MTH void set_owner (object *owner); |
|
|
437 | MTH void set_speed (float speed); |
|
|
438 | MTH void set_glow_radius (sint8 rad); |
|
|
439 | MTH bool change_weapon (object *ob); |
|
|
440 | MTH bool change_skill (object *ob); |
275 | |
441 | |
|
|
442 | MTH void open_container (object *new_container); |
|
|
443 | MTH void close_container () |
|
|
444 | { |
|
|
445 | open_container (0); |
|
|
446 | } |
|
|
447 | |
|
|
448 | // potential future accessor for "container" |
|
|
449 | MTH object *container_ () const |
|
|
450 | { |
|
|
451 | return container; |
|
|
452 | } |
|
|
453 | |
|
|
454 | MTH bool is_open_container () const |
|
|
455 | { |
|
|
456 | // strangely enough, using ?: here causes code to inflate |
|
|
457 | return type == CONTAINER |
|
|
458 | && ((env && env->container_ () == this) |
|
|
459 | || (!env && flag [FLAG_APPLIED])); |
|
|
460 | } |
|
|
461 | |
|
|
462 | MTH object *force_find (shstr_tmp name); |
|
|
463 | MTH void force_set_timer (int duration); |
|
|
464 | MTH object *force_add (shstr_tmp name, int duration = 0); |
|
|
465 | |
|
|
466 | oblinkpt *find_link () const; |
|
|
467 | MTH void add_link (maptile *map, shstr_tmp id); |
|
|
468 | MTH void remove_link (); |
|
|
469 | |
|
|
470 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
|
|
471 | bool should_invoke (event_type event) |
|
|
472 | { |
|
|
473 | return ev_want_event [event] || ev_want_type [type] || cb; |
|
|
474 | } |
|
|
475 | |
276 | void instantiate () |
476 | MTH void instantiate (); |
277 | { |
|
|
278 | if (!uuid.seq) // HACK |
|
|
279 | uuid = gen_uuid (); |
|
|
280 | |
477 | |
281 | attachable<object>::instantiate (); |
478 | // recalculate all stats |
282 | } |
479 | MTH void update_stats (); |
|
|
480 | MTH void roll_stats (); |
|
|
481 | MTH void swap_stats (int a, int b); |
|
|
482 | MTH void add_statbonus (); |
|
|
483 | MTH void remove_statbonus (); |
|
|
484 | MTH void drain_stat (); |
|
|
485 | MTH void drain_specific_stat (int deplete_stats); |
|
|
486 | MTH void change_luck (int value); |
283 | |
487 | |
284 | // info must hold 256 * 3 bytes currently |
488 | // info must hold 256 * 3 bytes currently |
285 | const char *debug_desc (char *info) const; |
489 | const char *debug_desc (char *info) const; |
286 | const char *debug_desc () const; |
490 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
|
|
491 | const char *flag_desc (char *desc, int len) const; |
|
|
492 | |
|
|
493 | MTH bool decrease (sint32 nr = 1); // returns true if anything is left |
|
|
494 | MTH object *split (sint32 nr = 1); // return 0 on failure |
|
|
495 | |
|
|
496 | MTH int number_of () const |
|
|
497 | { |
|
|
498 | return nrof ? nrof : 1; |
|
|
499 | } |
|
|
500 | |
|
|
501 | MTH sint32 total_weight () const |
|
|
502 | { |
|
|
503 | return (weight + carrying) * number_of (); |
|
|
504 | } |
|
|
505 | |
|
|
506 | MTH void update_weight (); |
|
|
507 | |
|
|
508 | // return the dominant material of this item, always return something |
|
|
509 | const materialtype_t *dominant_material () const; |
|
|
510 | |
|
|
511 | // return the volume of this object in cm³ |
|
|
512 | MTH uint64 volume () const |
|
|
513 | { |
|
|
514 | return (uint64)total_weight () |
|
|
515 | * 1000 |
|
|
516 | * (type == CONTAINER ? 1000 : 1) |
|
|
517 | / dominant_material ()->density; |
|
|
518 | } |
|
|
519 | |
|
|
520 | MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; } |
|
|
521 | |
|
|
522 | MTH bool is_wiz () const { return flag [FLAG_WIZ]; } |
|
|
523 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
|
|
524 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
|
|
525 | || type == CLOAK || type == BOOTS || type == GLOVES |
|
|
526 | || type == BRACERS || type == GIRDLE; } |
|
|
527 | MTH bool is_alive () const { return (type == PLAYER |
|
|
528 | || flag [FLAG_MONSTER] |
|
|
529 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
|
|
530 | && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
531 | MTH bool is_arrow () const { return type == ARROW |
|
|
532 | || (type == SPELL_EFFECT |
|
|
533 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
534 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
|
|
535 | |
|
|
536 | MTH bool has_active_speed () const { return fabs (speed) >= MIN_ACTIVE_SPEED; } |
|
|
537 | |
|
|
538 | // temporary: wether the object can be saved in a map file |
|
|
539 | // contr => is a player |
|
|
540 | // head => only save head of a multitile object |
|
|
541 | // owner => can not reference owner yet |
|
|
542 | MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
|
|
543 | |
|
|
544 | /* This return true if object has still randomitems which |
|
|
545 | * could be expanded. |
|
|
546 | */ |
|
|
547 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
548 | |
|
|
549 | static bool msg_has_dialogue (const char *msg) { return *msg == '@'; } |
|
|
550 | |
|
|
551 | MTH bool has_dialogue () const { return msg_has_dialogue (&msg); } |
|
|
552 | |
|
|
553 | // returns the outermost owner, never returns 0 |
|
|
554 | MTH object *outer_owner () |
|
|
555 | { |
|
|
556 | object *op; |
|
|
557 | |
|
|
558 | for (op = this; op->owner; op = op->owner) |
|
|
559 | ; |
|
|
560 | |
|
|
561 | return op; |
|
|
562 | } |
|
|
563 | |
|
|
564 | // returns the outermost environment, never returns 0 |
|
|
565 | MTH object *outer_env_or_self () const |
|
|
566 | { |
|
|
567 | const object *op; |
|
|
568 | |
|
|
569 | for (op = this; op->env; op = op->env) |
|
|
570 | ; |
|
|
571 | |
|
|
572 | return const_cast<object *>(op); |
|
|
573 | } |
|
|
574 | |
|
|
575 | // returns the outermost environment, may return 0 |
|
|
576 | MTH object *outer_env () const |
|
|
577 | { |
|
|
578 | return env ? outer_env_or_self () : 0; |
|
|
579 | } |
|
|
580 | |
|
|
581 | // returns the player that has this object in his inventory, or 0 |
|
|
582 | // we assume the player is always the outer env |
|
|
583 | MTH object *in_player () const |
|
|
584 | { |
|
|
585 | object *op = outer_env_or_self (); |
|
|
586 | |
|
|
587 | return op->type == PLAYER ? op : 0; |
|
|
588 | } |
|
|
589 | |
|
|
590 | // "temporary" helper function |
|
|
591 | MTH object *head_ () const |
|
|
592 | { |
|
|
593 | return head ? head : const_cast<object *>(this); |
|
|
594 | } |
|
|
595 | |
|
|
596 | MTH bool is_head () const |
|
|
597 | { |
|
|
598 | return head_ () == this; |
|
|
599 | } |
|
|
600 | |
|
|
601 | MTH bool is_on_map () const |
|
|
602 | { |
|
|
603 | return !env && !flag [FLAG_REMOVED]; |
|
|
604 | } |
|
|
605 | |
|
|
606 | MTH bool is_inserted () const |
|
|
607 | { |
|
|
608 | return !flag [FLAG_REMOVED]; |
|
|
609 | } |
|
|
610 | |
|
|
611 | MTH bool is_player () const |
|
|
612 | { |
|
|
613 | return !!contr; |
|
|
614 | } |
|
|
615 | |
|
|
616 | MTH bool affects_los () const |
|
|
617 | { |
|
|
618 | return glow_radius || flag [FLAG_BLOCKSVIEW]; |
|
|
619 | } |
|
|
620 | |
|
|
621 | MTH bool has_carried_lights () const |
|
|
622 | { |
|
|
623 | return glow_radius; |
|
|
624 | } |
|
|
625 | |
|
|
626 | // returns the player that cna see this object, if any |
|
|
627 | MTH object *visible_to () const; |
|
|
628 | |
|
|
629 | MTH std::string long_desc (object *who = 0); // query_name . " " . describe |
|
|
630 | MTH std::string describe_monster (object *who = 0); |
|
|
631 | MTH std::string describe_item (object *who = 0); |
|
|
632 | MTH std::string describe (object *who = 0); // long description, without name |
|
|
633 | |
|
|
634 | MTH const char *query_weight () { return ::query_weight (this); } |
|
|
635 | MTH const char *query_name () { return ::query_name (this); } |
|
|
636 | MTH const char *query_short_name () { return ::query_short_name (this); } |
|
|
637 | MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); } |
|
|
638 | |
|
|
639 | // If this object has no extra parts but should have them, |
|
|
640 | // add them, effectively expanding heads into multipart |
|
|
641 | // objects. This method only works on objects not inserted |
|
|
642 | // anywhere. |
|
|
643 | MTH void expand_tail (); |
|
|
644 | |
|
|
645 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
646 | |
|
|
647 | // insert object at same map position as 'where' |
|
|
648 | // handles both inventory and map "positions" |
|
|
649 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
650 | // check whether we can put this into the map, respect max_nrof, max_volume, max_items |
|
|
651 | MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0); |
|
|
652 | MTH void drop_unpaid_items (); |
|
|
653 | |
|
|
654 | MTH void activate (); |
|
|
655 | MTH void deactivate (); |
|
|
656 | MTH void activate_recursive (); |
|
|
657 | MTH void deactivate_recursive (); |
|
|
658 | |
|
|
659 | // set the given flag on all objects in the inventory recursively |
|
|
660 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
661 | |
|
|
662 | void enter_exit (object *exit);//Perl |
|
|
663 | MTH void enter_map (maptile *newmap, int x, int y); |
|
|
664 | void player_goto (const char *path, int x, int y); // only for players |
|
|
665 | |
|
|
666 | // returns the mapspace this object is in |
|
|
667 | mapspace &ms () const; |
287 | |
668 | |
288 | // fully recursive iterator |
669 | // fully recursive iterator |
289 | struct iterator_base |
670 | struct iterator_base |
290 | { |
671 | { |
291 | object *item; |
672 | object *item; |
… | |
… | |
298 | operator object *() const { return item; } |
679 | operator object *() const { return item; } |
299 | |
680 | |
300 | object *operator ->() const { return item; } |
681 | object *operator ->() const { return item; } |
301 | object &operator * () const { return *item; } |
682 | object &operator * () const { return *item; } |
302 | }; |
683 | }; |
|
|
684 | |
|
|
685 | MTH unsigned int random_seed () const |
|
|
686 | { |
|
|
687 | return (unsigned int)uuid.seq; |
|
|
688 | } |
303 | |
689 | |
304 | // depth-first recursive iterator |
690 | // depth-first recursive iterator |
305 | struct depth_iterator : iterator_base |
691 | struct depth_iterator : iterator_base |
306 | { |
692 | { |
307 | depth_iterator (object *container); |
693 | depth_iterator (object *container); |
… | |
… | |
318 | object *end () |
704 | object *end () |
319 | { |
705 | { |
320 | return this; |
706 | return this; |
321 | } |
707 | } |
322 | |
708 | |
|
|
709 | /* This returns TRUE if the object is something that |
|
|
710 | * a client might want to know about. |
|
|
711 | */ |
|
|
712 | MTH bool client_visible () const |
|
|
713 | { |
|
|
714 | return !invisible && type != PLAYER; |
|
|
715 | } |
|
|
716 | |
|
|
717 | // the client does nrof * this weight |
|
|
718 | MTH sint32 client_weight () const |
|
|
719 | { |
|
|
720 | return weight + carrying; |
|
|
721 | } |
|
|
722 | |
|
|
723 | MTH struct region *region () const; |
|
|
724 | |
|
|
725 | void statusmsg (const char *msg, int color = NDI_BLACK); |
|
|
726 | void failmsg (const char *msg, int color = NDI_RED); |
|
|
727 | |
|
|
728 | const char *query_inventory (object *who = 0, const char *indent = ""); |
|
|
729 | |
|
|
730 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
|
|
731 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
|
|
732 | |
|
|
733 | // make some noise with given item into direction dir, |
|
|
734 | // currently only used for players to make them temporarily visible |
|
|
735 | // when they are invisible. |
|
|
736 | MTH void make_noise (); |
|
|
737 | |
|
|
738 | /* animation */ |
|
|
739 | MTH bool has_anim () const { return animation_id; } |
|
|
740 | const animation &anim () const { return animations [animation_id]; } |
|
|
741 | MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; } |
|
|
742 | MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); } |
|
|
743 | /* anim_frames () returns the number of animations allocated. The last |
|
|
744 | * usuable animation will be anim_frames () - 1 (for example, if an object |
|
|
745 | * has 8 animations, anim_frames () will return 8, but the values will |
|
|
746 | * range from 0 through 7. |
|
|
747 | */ |
|
|
748 | MTH int anim_frames () const { return anim ().num_animations; } |
|
|
749 | MTH int anim_facings () const { return anim ().facings; } |
|
|
750 | |
|
|
751 | MTH char *as_string (); |
|
|
752 | |
323 | protected: |
753 | protected: |
324 | friend struct archetype; |
|
|
325 | |
|
|
326 | void link (); |
754 | void link (); |
327 | void unlink (); |
755 | void unlink (); |
328 | |
756 | |
329 | object (); |
757 | object (); |
330 | ~object (); |
758 | ~object (); |
|
|
759 | |
|
|
760 | private: |
|
|
761 | object &operator =(const object &); |
|
|
762 | object (const object &); |
331 | }; |
763 | }; |
332 | |
764 | |
333 | typedef struct oblnk |
765 | // move this object to the top of its env's inventory to speed up |
334 | { /* Used to link together several objects */ |
766 | // searches for it. |
335 | object_ptr ob; |
767 | static inline object * |
336 | struct oblnk *next; |
768 | splay (object *ob) |
337 | } objectlink; |
769 | { |
|
|
770 | if (ob->above && ob->env) |
|
|
771 | { |
|
|
772 | if (ob->above) ob->above->below = ob->below; |
|
|
773 | if (ob->below) ob->below->above = ob->above; |
338 | |
774 | |
339 | typedef struct oblinkpt |
775 | ob->above = 0; |
340 | { /* Used to link together several object links */ |
776 | ob->below = ob->env->inv; |
341 | struct oblnk *link; |
777 | ob->below->above = ob; |
342 | long value; /* Used as connected value in buttons/gates */ |
778 | ob->env->inv = ob; |
343 | struct oblinkpt *next; |
779 | } |
344 | } oblinkpt; |
780 | |
|
|
781 | return ob; |
|
|
782 | } |
|
|
783 | |
|
|
784 | //+GPL |
|
|
785 | |
|
|
786 | object *find_skill_by_name_fuzzy (object *who, const char *name); |
|
|
787 | object *find_skill_by_name (object *who, shstr_cmp sh); |
|
|
788 | object *find_skill_by_number (object *who, int skillno); |
345 | |
789 | |
346 | /* |
790 | /* |
347 | * The archetype structure is a set of rules on how to generate and manipulate |
791 | * The archetype structure is a set of rules on how to generate and manipulate |
348 | * objects which point to archetypes. |
792 | * objects which point to archetypes. |
349 | * This probably belongs in arch.h, but there really doesn't appear to |
793 | * This probably belongs in arch.h, but there really doesn't appear to |
350 | * be much left in the archetype - all it really is is a holder for the |
794 | * be much left in the archetype - all it really is is a holder for the |
351 | * object and pointers. This structure should get removed, and just replaced |
795 | * object and pointers. This structure should get removed, and just replaced |
352 | * by the object structure |
796 | * by the object structure |
353 | */ |
797 | */ |
354 | |
798 | |
|
|
799 | //-GPL |
|
|
800 | |
355 | ACC_CLASS (archetype) |
801 | INTERFACE_CLASS (archetype) |
356 | struct archetype : zero_initialised, refcounted |
802 | struct archetype : object |
357 | { |
803 | { |
358 | archetype (); |
804 | static arch_ptr empty; // the empty_archetype |
|
|
805 | MTH static void gc (); |
|
|
806 | |
|
|
807 | archetype (const char *name); |
359 | ~archetype (); |
808 | ~archetype (); |
|
|
809 | void gather_callbacks (AV *&callbacks, event_type event) const; |
360 | |
810 | |
361 | static archetype *find (const char *arch); |
811 | MTH static archetype *find (const_utf8_string name); |
362 | |
812 | |
363 | void hash_add (); // add to hastable |
813 | MTH void link (); |
364 | void hash_del (); // remove from hashtable |
814 | MTH void unlink (); |
365 | |
815 | |
|
|
816 | MTH static object *get (const char *name); // (find() || singularity)->instance() |
|
|
817 | MTH object *instance (); |
|
|
818 | |
|
|
819 | object_vector_index ACC (RW, archid); // index in archvector |
366 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
820 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
367 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
821 | |
368 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
822 | sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
369 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
823 | sint8 ACC (RW, max_x), ACC (RW, max_y); |
370 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
824 | |
371 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
825 | // support for archetype loading |
372 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
826 | static archetype *read (object_thawer &f); |
373 | * in comparison to the head. |
827 | MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more |
374 | */ |
828 | static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ |
375 | }; |
829 | }; |
376 | |
830 | |
|
|
831 | // compatbiility, remove once replaced by ->instance |
|
|
832 | inline object * |
|
|
833 | arch_to_object (archetype *at) |
|
|
834 | { |
|
|
835 | return at->instance (); |
|
|
836 | } |
|
|
837 | |
|
|
838 | inline void |
|
|
839 | object_freezer::put (keyword k, archetype *v) |
|
|
840 | { |
|
|
841 | put (k, v ? &v->archname : (const char *)0); |
|
|
842 | } |
|
|
843 | |
|
|
844 | typedef object_vector<object, &object::index > objectvec; |
|
|
845 | typedef object_vector<object, &object::active> activevec; |
|
|
846 | typedef object_vector<archetype, &archetype::archid> archvec; |
|
|
847 | |
377 | extern object *objects; |
848 | extern objectvec objects; |
378 | extern object *active_objects; |
849 | extern activevec actives; |
|
|
850 | extern archvec archetypes; |
379 | |
851 | |
380 | extern int nrofallocobjects; |
852 | // "safely" iterate over inv in a way such that the current item is removable |
|
|
853 | // quite horrible, that's why its hidden in some macro |
|
|
854 | #define for_inv_removable(op,var) \ |
|
|
855 | for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) |
381 | |
856 | |
382 | /* This returns TRUE if the object is something that |
857 | #define for_all_objects(var) \ |
383 | * should be displayed in the look window |
858 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
384 | */ |
859 | statementvar (object *, var, objects [_i]) |
385 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
860 | |
|
|
861 | #define for_all_actives(var) \ |
|
|
862 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
|
|
863 | statementvar (object *, var, actives [_i]) |
|
|
864 | |
|
|
865 | #define for_all_archetypes(var) \ |
|
|
866 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
|
|
867 | statementvar (archetype *, var, archetypes [_i]) |
|
|
868 | |
|
|
869 | //+GPL |
386 | |
870 | |
387 | /* Used by update_object to know if the object being passed is |
871 | /* Used by update_object to know if the object being passed is |
388 | * being added or removed. |
872 | * being added or removed. |
389 | */ |
873 | */ |
390 | #define UP_OBJ_INSERT 1 |
874 | #define UP_OBJ_INSERT 1 |
… | |
… | |
407 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
891 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
408 | * Use for treasure chests so the new object is the highest thing |
892 | * Use for treasure chests so the new object is the highest thing |
409 | * beneath the player, but not actually above it. Note - the |
893 | * beneath the player, but not actually above it. Note - the |
410 | * map and x,y coordinates for the object to be inserted must |
894 | * map and x,y coordinates for the object to be inserted must |
411 | * match the originator. |
895 | * match the originator. |
412 | * INS_MAP_LOAD: disable lots of checkings done at insertion to |
|
|
413 | * speed up map loading process, as we assume the ordering in |
|
|
414 | * loaded map is correct. |
|
|
415 | * |
896 | * |
416 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
897 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
417 | * are mutually exclusive. The behaviour for passing more than one |
898 | * are mutually exclusive. The behaviour for passing more than one |
418 | * should be considered undefined - while you may notice what happens |
899 | * should be considered undefined - while you may notice what happens |
419 | * right now if you pass more than one, that could very well change |
900 | * right now if you pass more than one, that could very well change |
… | |
… | |
422 | #define INS_NO_MERGE 0x0001 |
903 | #define INS_NO_MERGE 0x0001 |
423 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
904 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
424 | #define INS_NO_WALK_ON 0x0004 |
905 | #define INS_NO_WALK_ON 0x0004 |
425 | #define INS_ON_TOP 0x0008 |
906 | #define INS_ON_TOP 0x0008 |
426 | #define INS_BELOW_ORIGINATOR 0x0010 |
907 | #define INS_BELOW_ORIGINATOR 0x0010 |
427 | #define INS_MAP_LOAD 0x0020 |
|
|
428 | |
908 | |
429 | #define ARCH_SINGULARITY "singularity" |
909 | //-GPL |
430 | #define ARCH_SINGULARITY_LEN 11 |
|
|
431 | #define ARCH_DETECT_MAGIC "detect_magic" |
|
|
432 | #define ARCH_DEPLETION "depletion" |
|
|
433 | #define ARCH_SYMPTOM "symptom" |
|
|
434 | |
910 | |
435 | #endif |
911 | #endif |
436 | |
912 | |