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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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-devel@real-time.com |
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 | |
27 | #include "cfperl.h" |
28 | #include "cfperl.h" |
28 | #include "shstr.h" |
29 | #include "shstr.h" |
29 | |
30 | |
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31 | //+GPL |
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32 | |
30 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
31 | #define NUM_BODY_LOCATIONS 12 |
34 | |
32 | #define BODY_ARMS 1 |
35 | // also see common/item.C |
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36 | enum |
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37 | { |
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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 | }; |
33 | |
54 | |
34 | /* See common/item.c */ |
55 | /* See common/item.c */ |
35 | |
56 | |
36 | typedef struct Body_Locations |
57 | typedef struct Body_Locations |
37 | { |
58 | { |
38 | const char *save_name; /* Name used to load/save it to disk */ |
59 | 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 */ |
60 | 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 */ |
61 | const char *nonuse_name; /* Name to describe objects we can't use */ |
41 | } Body_Locations; |
62 | } Body_Locations; |
42 | |
63 | |
43 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
64 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
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65 | |
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66 | #define NUM_COINS 4 /* number of coin types */ |
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67 | extern const char *const coins[NUM_COINS + 1]; |
44 | |
68 | |
45 | /* |
69 | /* |
46 | * Each object (this also means archetypes!) could have a few of these |
70 | * Each object (this also means archetypes!) could have a few of these |
47 | * "dangling" from it; this could also end up containing 'parse errors'. |
71 | * "dangling" from it; this could also end up containing 'parse errors'. |
48 | * |
72 | * |
49 | * key and value are shared-strings. |
73 | * key and value are shared-strings. |
50 | * |
74 | * |
51 | * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than |
75 | * Please use kv_get/kv_set/kv_del from object rather than |
52 | * accessing the list directly. |
76 | * accessing the list directly. |
53 | * Exception is if you want to walk this list for some reason. |
77 | * Exception is if you want to walk this list for some reason. |
54 | */ |
78 | */ |
55 | struct key_value |
79 | struct key_value : slice_allocated |
56 | { |
80 | { |
57 | key_value *next; |
81 | key_value *next; |
58 | shstr key, value; |
82 | shstr key, value; |
59 | }; |
83 | }; |
60 | |
84 | |
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85 | //-GPL |
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86 | |
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87 | struct UUID |
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88 | { |
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89 | uint64 seq; |
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90 | |
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91 | enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0 |
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92 | |
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93 | static UUID cur; // last uuid generated |
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94 | static void init (); |
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95 | static UUID gen (); |
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96 | |
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97 | UUID () { } |
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98 | UUID (uint64 seq) : seq(seq) { } |
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99 | operator uint64() { return seq; } |
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100 | void operator =(uint64 seq) { this->seq = seq; } |
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101 | |
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102 | bool parse (const char *s); |
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103 | char *append (char *buf) const; |
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104 | char *c_str () const; |
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105 | }; |
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106 | |
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107 | //+GPL |
61 | |
108 | |
62 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
109 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
63 | * sprinkled in the code. Note that some of these also replace fields |
110 | * sprinkled in the code. Note that some of these also replace fields |
64 | * that were in the can_apply area. What is the point of having both |
111 | * that were in the can_apply area. What is the point of having both |
65 | * can_apply and will_apply? |
112 | * can_apply and will_apply? |
… | |
… | |
68 | #define WILL_APPLY_TREASURE 0x02 |
115 | #define WILL_APPLY_TREASURE 0x02 |
69 | #define WILL_APPLY_EARTHWALL 0x04 |
116 | #define WILL_APPLY_EARTHWALL 0x04 |
70 | #define WILL_APPLY_DOOR 0x08 |
117 | #define WILL_APPLY_DOOR 0x08 |
71 | #define WILL_APPLY_FOOD 0x10 |
118 | #define WILL_APPLY_FOOD 0x10 |
72 | |
119 | |
73 | |
120 | struct body_slot |
74 | /* However, if you're keeping a pointer of some sort, you probably |
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75 | * don't just want it copied, so you'll need to add to common/object.C, |
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76 | * e.g. copy_object. |
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77 | */ |
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78 | |
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79 | // these are not being copied |
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80 | ACC_CLASS (object) |
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81 | struct object_keep : refcounted |
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82 | { |
121 | { |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
122 | signed char used:4; /* Calculated value based on items equipped */ |
84 | |
123 | signed char info:4; /* body info as loaded from the file */ |
85 | /* These variables are not changed by copy_object() */ |
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86 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
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87 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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88 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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89 | struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
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90 | struct object *ACC (RW, active_prev); /* List. This is used in process_events */ |
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91 | /* so that the entire object list does not */ |
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92 | /* need to be gone through. */ |
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93 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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94 | struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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95 | /* Note: stacked in the *same* environment */ |
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96 | struct object *inv; /* Pointer to the first object in the inventory */ |
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97 | struct object *ACC (RW, container); /* Current container being used. I think this |
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98 | * is only used by the player right now. |
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99 | */ |
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100 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
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101 | * This is typically the container that the object is in. |
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102 | */ |
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103 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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104 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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105 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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106 | }; |
124 | }; |
107 | |
125 | |
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126 | typedef struct oblnk |
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127 | { /* Used to link together several objects */ |
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128 | object_ptr ob; |
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129 | struct oblnk *next; |
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130 | } objectlink; |
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131 | |
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132 | typedef struct oblinkpt |
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133 | { /* Used to link together several object links */ |
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134 | struct oblnk *link; |
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135 | struct oblinkpt *next; |
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136 | shstr id; /* Used as connected value in buttons/gates */ |
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137 | } oblinkpt; |
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138 | |
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139 | INTERFACE_CLASS (object) |
108 | // these are being copied |
140 | // these are being copied |
109 | struct object_copy : attachable<object> |
141 | struct object_copy : attachable |
110 | { |
142 | { |
111 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
143 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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144 | |
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145 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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146 | uint8 ACC (RW, subtype); /* subtype of object */ |
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147 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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148 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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149 | |
112 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
150 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
113 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
151 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
114 | shstr ACC (RW, title); /* Of foo, etc */ |
152 | shstr ACC (RW, title); /* Of foo, etc */ |
115 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
153 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
116 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
154 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
117 | /* If this is an exit, this is the filename */ |
155 | /* If this is an exit, this is the filename */ |
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156 | |
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157 | typedef bitset<NUM_FLAGS> flags_t; |
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158 | flags_t flag; /* various flags */ |
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159 | #if FOR_PERL |
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160 | bool ACC (RW, flag[NUM_FLAGS]); |
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161 | #endif |
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162 | |
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163 | materialtype_t *material; // What material this object consists of //TODO, make perl-accessible |
118 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
164 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
119 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
165 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
120 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
166 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
121 | /* To get put into books and the like. */ |
167 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
122 | shstr ACC (RW, materialname); /* specific material name */ |
168 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
123 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
169 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
124 | }; |
170 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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171 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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172 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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173 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
125 | |
174 | |
126 | // these are being copied and also cleared |
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127 | struct object_pod |
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128 | { |
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129 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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130 | float ACC (RW, speed); /* The overall speed of this object */ |
175 | float ACC (RW, speed); /* The overall speed of this object */ |
131 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
176 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
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177 | |
132 | uint32 ACC (RW, nrof); /* How many of the objects */ |
178 | sint32 ACC (RW, nrof); /* How many of the objects */ |
133 | New_Face *ACC (RW, face); /* Face with colors */ |
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134 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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135 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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136 | |
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137 | /* This next big block are basically used for monsters and equipment */ |
179 | /* This next big block is basically used for monsters and equipment */ |
138 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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139 | uint8 ACC (RW, subtype); /* subtype of object */ |
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140 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
180 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
141 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
181 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
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182 | |
142 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
183 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
143 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
184 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
144 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
185 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
145 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
186 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
146 | uint16 ACC (RW, material); /* What materials this object consist of */ |
187 | |
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188 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
147 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
189 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
148 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
190 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
149 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
191 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
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192 | |
150 | /* Note that the last_.. values are sometimes used for non obvious |
193 | /* Note that the last_.. values are sometimes used for non obvious |
151 | * meanings by some objects, eg, sp penalty, permanent exp. |
194 | * meanings by some objects, eg, sp penalty, permanent exp. |
152 | */ |
195 | */ |
153 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
196 | sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
154 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
197 | sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
155 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
198 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
156 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
199 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
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200 | |
157 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
201 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
158 | sint16 ACC (RW, level); /* Level of creature or object */ |
202 | sint16 ACC (RW, level); /* Level of creature or object */ |
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203 | |
159 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
204 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
160 | sint8 ACC (RW, item_power); /* power rating of the object */ |
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161 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
205 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
162 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
206 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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207 | uint8 ACC (RW, weapontype); /* type of weapon */ |
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208 | |
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209 | body_slot slot [NUM_BODY_LOCATIONS]; |
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210 | |
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211 | faceidx ACC (RW, face); /* the graphical face */ |
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212 | |
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213 | faceidx ACC (RW, sound); /* the sound face */ |
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214 | faceidx ACC (RW, sound_destroy); /* played on destroy */ |
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215 | |
163 | sint32 ACC (RW, weight); /* Attributes of the object */ |
216 | sint32 ACC (RW, weight); /* Attributes of the object */ |
164 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
217 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
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218 | |
165 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
219 | sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ |
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220 | |
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221 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
166 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
222 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
167 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
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168 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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169 | uint32 ACC (RW, weapontype); /* type of weapon */ |
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170 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
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171 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
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172 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
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173 | /* See the doc/Developers/objects for more info about body locations */ |
223 | /* See the pod/objects.pod for more info about body locations */ |
174 | |
224 | |
175 | /* Following mostly refers to fields only used for monsters */ |
225 | /* Following mostly refers to fields only used for monsters */ |
176 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
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177 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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178 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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179 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
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180 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
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181 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
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182 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
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183 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
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184 | /* allows different movement patterns for attackers */ |
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185 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
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186 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
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187 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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188 | struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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189 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
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190 | /* races/classes can need less/more exp to gain levels */ |
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191 | |
226 | |
192 | /* Spell related information, may be useful elsewhere |
227 | /* Spell related information, may be useful elsewhere |
193 | * Note that other fields are used - these files are basically |
228 | * Note that other fields are used - these files are basically |
194 | * only used in spells. |
229 | * only used in spells. |
195 | */ |
230 | */ |
196 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
231 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
197 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
232 | uint8 ACC (RW, casting_time); /* time left before spell goes off */ |
198 | uint16 ACC (RW, start_holding); |
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199 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
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200 | char *ACC (RW, spellarg); |
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201 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
233 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
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234 | |
202 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
235 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
203 | sint8 ACC (RW, range); /* Range of the spell */ |
236 | sint8 ACC (RW, range); /* Range of the spell */ |
204 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
237 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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238 | sint8 ACC (RW, item_power); /* power rating of the object */ |
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239 | |
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240 | uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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241 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
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242 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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243 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
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244 | |
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245 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
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246 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
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247 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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248 | |
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249 | // 8 free bits |
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250 | |
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|
251 | //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */ |
|
|
252 | // /* races/classes can need less/more exp to gain levels */ |
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|
253 | static const float expmul = 1.0;//D |
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254 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
205 | |
255 | |
206 | /* Following are values used by any object */ |
256 | /* Following are values used by any object */ |
207 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
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|
208 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
|
|
209 | /* this objects turns into or what this object creates */ |
257 | /* this objects turns into or what this object creates */ |
210 | uint32 flags[4]; /* various flags */ |
258 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
211 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
259 | |
212 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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|
213 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
260 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
214 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
|
|
215 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
261 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
216 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
262 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
|
|
263 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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|
264 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
|
|
265 | uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ |
217 | |
266 | |
218 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
267 | uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ |
219 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
268 | uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ |
220 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
269 | /* allows different movement patterns for attackers */ |
221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
270 | uint8 ACC (RW, move_status); /* What stage in attack mode */ |
222 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
271 | uint8 ACC (RW, attack_movement);/* What kind of attack movement */ |
223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
272 | |
224 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
273 | //16+ free bits |
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|
274 | |
|
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275 | // rarely-accessed members should be at the end |
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276 | shstr ACC (RW, tag); // a tag used to tracking this object |
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277 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
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278 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
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279 | /* To get put into books and the like. */ |
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280 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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|
281 | }; |
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|
282 | |
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283 | const_utf8_string query_weight (const object *op); |
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|
284 | const_utf8_string query_short_name (const object *op); |
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285 | const_utf8_string query_name (const object *op); |
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286 | const_utf8_string query_base_name (const object *op, int plural); |
|
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287 | sint64 query_cost (const object *tmp, object *who, int flag); |
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288 | const char *query_cost_string (const object *tmp, object *who, int flag); |
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289 | |
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290 | int change_ability_duration (object *spell, object *caster); |
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291 | int min_casting_level (object *caster, object *spell); |
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|
292 | int casting_level (object *caster, object *spell); |
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293 | sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags); |
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294 | int SP_level_dam_adjust (object *caster, object *spob); |
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295 | int SP_level_duration_adjust (object *caster, object *spob); |
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296 | int SP_level_range_adjust (object *caster, object *spob); |
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|
297 | |
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|
298 | struct object : zero_initialised, object_copy |
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299 | { |
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|
300 | // These variables are not changed by ->copy_to |
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|
301 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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302 | |
|
|
303 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
|
|
304 | int ACC (RO, count); |
|
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305 | object_vector_index ACC (RO, index); // index into objects |
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306 | object_vector_index ACC (RO, active); // index into actives |
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307 | |
|
|
308 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ |
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309 | |
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310 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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311 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
|
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312 | /* Note: stacked in the *same* environment */ |
|
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313 | object *inv; /* Pointer to the first object in the inventory */ |
|
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314 | |
|
|
315 | //TODO: container must move into client |
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316 | object_ptr ACC (RW, container);/* Currently opened container. I think this |
|
|
317 | * is only used by the player right now. |
|
|
318 | */ |
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|
319 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
|
|
320 | * This is typically the container that the object is in. |
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321 | */ |
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322 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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323 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
225 | key_value *key_values; /* Fields not explictly known by the loader. */ |
324 | key_value *key_values; /* Fields not explictly known by the loader. */ |
226 | }; |
|
|
227 | |
325 | |
228 | struct object : zero_initialised, object_keep, object_copy, object_pod |
326 | // privates / perl |
229 | { |
327 | shstr_tmp kv_get (shstr_tmp key) const; |
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328 | void kv_del (shstr_tmp key); |
|
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329 | void kv_set (shstr_tmp key, shstr_tmp value); |
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330 | |
|
|
331 | //-GPL |
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332 | |
|
|
333 | // custom extra fields management |
|
|
334 | struct key_value_access_proxy |
|
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335 | { |
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336 | object &ob; |
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337 | shstr_tmp key; |
|
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338 | |
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339 | key_value_access_proxy (object &ob, shstr_tmp key) |
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340 | : ob (ob), key (key) |
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341 | { |
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342 | } |
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343 | |
|
|
344 | const key_value_access_proxy &operator =(shstr_tmp value) const |
|
|
345 | { |
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346 | ob.kv_set (key, value); |
|
|
347 | return *this; |
|
|
348 | } |
|
|
349 | |
|
|
350 | operator const shstr_tmp () const { return ob.kv_get (key); } |
|
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351 | operator const char *() const { return ob.kv_get (key); } |
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352 | |
|
|
353 | private: |
|
|
354 | void operator =(int); |
|
|
355 | }; |
|
|
356 | |
|
|
357 | // operator [] is too annoying to use |
|
|
358 | const key_value_access_proxy kv (shstr_tmp key) |
|
|
359 | { |
|
|
360 | return key_value_access_proxy (*this, key); |
|
|
361 | } |
|
|
362 | |
|
|
363 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
|
|
364 | MTH void post_load_check (); // do some adjustments after parsing |
|
|
365 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
|
|
366 | bool write (object_freezer &f); |
|
|
367 | |
230 | static object *create (); |
368 | MTH static object *create (); |
231 | void free (bool free_inventory = false); |
369 | const mapxy &operator =(const mapxy &pos); |
|
|
370 | MTH void copy_to (object *dst); |
|
|
371 | MTH object *clone (); // create + copy_to a single object |
|
|
372 | MTH object *deep_clone (); // copy whole more chain and inventory |
|
|
373 | void do_destroy (); |
|
|
374 | void gather_callbacks (AV *&callbacks, event_type event) const; |
|
|
375 | MTH void destroy (); |
|
|
376 | MTH void drop_and_destroy () |
|
|
377 | { |
|
|
378 | destroy_inv (true); |
|
|
379 | destroy (); |
|
|
380 | } |
232 | |
381 | |
233 | static void free_mortals (); |
382 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
|
|
383 | MTH void destroy_inv (bool drop_to_ground = false); |
|
|
384 | MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too |
|
|
385 | MTH object *insert (object *item); // insert into inventory |
|
|
386 | MTH void play_sound (faceidx sound) const; |
|
|
387 | MTH void say_msg (const_utf8_string msg) const; |
|
|
388 | |
|
|
389 | void do_remove (); |
|
|
390 | MTH void remove () |
|
|
391 | { |
|
|
392 | if (!flag [FLAG_REMOVED]) |
|
|
393 | do_remove (); |
|
|
394 | } |
|
|
395 | |
|
|
396 | MTH bool blocked (maptile *m, int x, int y) const; |
|
|
397 | |
|
|
398 | void move_to (const mapxy &pos) |
|
|
399 | { |
|
|
400 | remove (); |
|
|
401 | *this = pos; |
|
|
402 | insert_at (this, this); |
|
|
403 | } |
|
|
404 | |
|
|
405 | // high-level move method. |
|
|
406 | // object op is trying to move in direction dir. |
|
|
407 | // originator is typically the same as op, but |
|
|
408 | // can be different if originator is causing op to |
|
|
409 | // move (originator is pushing op) |
|
|
410 | // returns 0 if the object is not able to move to the |
|
|
411 | // desired space, 1 otherwise (in which case we also |
|
|
412 | // move the object accordingly. This function is |
|
|
413 | // very similiar to move_object. |
|
|
414 | int move (int dir, object *originator); |
|
|
415 | |
|
|
416 | int move (int dir) |
|
|
417 | { |
|
|
418 | return move (dir, this); |
|
|
419 | } |
|
|
420 | |
|
|
421 | // changes move_type to a new value - handles move_on/move_off effects |
|
|
422 | MTH void change_move_type (MoveType mt); |
|
|
423 | |
234 | static bool can_merge (object *op1, object *op2); |
424 | static bool can_merge_slow (object *op1, object *op2); |
235 | |
425 | |
236 | void clear (); |
426 | // this is often used in time-critical code, so optimise |
237 | void clone (object *destination); |
427 | MTH static bool can_merge (object *op1, object *op2) |
|
|
428 | { |
|
|
429 | return op1->value == op2->value |
|
|
430 | && op1->name == op2->name |
|
|
431 | && can_merge_slow (op1, op2); |
|
|
432 | } |
238 | |
433 | |
239 | void set_owner (object *owner); |
434 | MTH void set_owner (object *owner); |
|
|
435 | MTH void set_speed (float speed); |
|
|
436 | MTH void set_glow_radius (sint8 rad); |
|
|
437 | |
|
|
438 | MTH void open_container (object *new_container); |
|
|
439 | MTH void close_container () |
|
|
440 | { |
|
|
441 | open_container (0); |
|
|
442 | } |
|
|
443 | |
|
|
444 | // potential future accessor for "container" |
|
|
445 | MTH object *container_ () const |
|
|
446 | { |
|
|
447 | return container; |
|
|
448 | } |
|
|
449 | |
|
|
450 | MTH bool is_open_container () const |
|
|
451 | { |
|
|
452 | // strangely enough, using ?: here causes code to inflate |
|
|
453 | return type == CONTAINER |
|
|
454 | && ((env && env->container_ () == this) |
|
|
455 | || (!env && flag [FLAG_APPLIED])); |
|
|
456 | } |
|
|
457 | |
|
|
458 | MTH object *force_find (shstr_tmp name); |
|
|
459 | MTH void force_set_timer (int duration); |
|
|
460 | MTH object *force_add (shstr_tmp name, int duration = 0); |
|
|
461 | |
|
|
462 | oblinkpt *find_link () const; |
|
|
463 | MTH void add_link (maptile *map, shstr_tmp id); |
|
|
464 | MTH void remove_link (); |
|
|
465 | |
|
|
466 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
|
|
467 | bool should_invoke (event_type event) |
|
|
468 | { |
|
|
469 | return ev_want_event [event] || ev_want_type [type] || cb; |
|
|
470 | } |
|
|
471 | |
|
|
472 | MTH void instantiate (); |
|
|
473 | |
|
|
474 | // recalculate all stats |
|
|
475 | MTH void update_stats (); |
|
|
476 | MTH void roll_stats (); |
|
|
477 | MTH void swap_stats (int a, int b); |
|
|
478 | MTH void add_statbonus (); |
|
|
479 | MTH void remove_statbonus (); |
|
|
480 | MTH void drain_stat (); |
|
|
481 | MTH void drain_specific_stat (int deplete_stats); |
|
|
482 | MTH void change_luck (int value); |
|
|
483 | |
|
|
484 | // info must hold 256 * 3 bytes currently |
|
|
485 | const_utf8_string debug_desc (char *info) const; |
|
|
486 | MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers |
|
|
487 | const_utf8_string flag_desc (char *desc, int len) const; |
|
|
488 | |
|
|
489 | MTH bool decrease (sint32 nr = 1); // returns true if anything is left |
|
|
490 | MTH object *split (sint32 nr = 1); // return 0 on failure |
|
|
491 | |
|
|
492 | MTH int number_of () const |
|
|
493 | { |
|
|
494 | return nrof ? nrof : 1; |
|
|
495 | } |
|
|
496 | |
|
|
497 | MTH sint32 total_weight () const |
|
|
498 | { |
|
|
499 | return (weight + carrying) * number_of (); |
|
|
500 | } |
|
|
501 | |
|
|
502 | MTH void update_weight (); |
|
|
503 | |
|
|
504 | // return the dominant material of this item, always return something |
|
|
505 | const materialtype_t *dominant_material () const |
|
|
506 | { |
|
|
507 | return material; |
|
|
508 | } |
|
|
509 | |
|
|
510 | // return the volume of this object in cm³ |
|
|
511 | MTH uint64 volume () const |
|
|
512 | { |
|
|
513 | return (uint64)total_weight () |
|
|
514 | * 1024 // 1000 actually |
|
|
515 | * (type == CONTAINER ? 128 : 1) |
|
|
516 | / dominant_material ()->density; // ugh, division |
|
|
517 | } |
|
|
518 | |
|
|
519 | MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; } |
|
|
520 | |
|
|
521 | MTH bool is_wiz () const { return flag [FLAG_WIZ]; } |
|
|
522 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
|
|
523 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
|
|
524 | || type == CLOAK || type == BOOTS || type == GLOVES |
|
|
525 | || type == BRACERS || type == GIRDLE; } |
|
|
526 | MTH bool is_alive () const { return (type == PLAYER |
|
|
527 | || flag [FLAG_MONSTER] |
|
|
528 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
|
|
529 | && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
530 | MTH bool is_arrow () const { return type == ARROW |
|
|
531 | || (type == SPELL_EFFECT |
|
|
532 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
|
|
533 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
|
|
534 | |
|
|
535 | MTH bool is_dragon () const; |
|
|
536 | |
|
|
537 | MTH bool is_immunity () const { return invisible && type == SIGN; } |
|
|
538 | |
|
|
539 | MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; } |
|
|
540 | |
|
|
541 | // temporary: wether the object can be saved in a map file |
|
|
542 | // contr => is a player |
|
|
543 | // head => only save head of a multitile object |
|
|
544 | // owner => can not reference owner yet |
|
|
545 | MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; } |
|
|
546 | |
|
|
547 | /* This return true if object has still randomitems which |
|
|
548 | * could be expanded. |
|
|
549 | */ |
|
|
550 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
|
|
551 | |
|
|
552 | static bool msg_has_dialogue (const char *msg) { return *msg == '@'; } |
|
|
553 | |
|
|
554 | MTH bool has_dialogue () const { return msg_has_dialogue (&msg); } |
|
|
555 | |
|
|
556 | // returns the outermost owner, never returns 0 |
240 | object *get_owner (); |
557 | MTH object *outer_owner () |
|
|
558 | { |
|
|
559 | object *op; |
|
|
560 | |
|
|
561 | for (op = this; op->owner; op = op->owner) |
|
|
562 | ; |
|
|
563 | |
|
|
564 | return op; |
|
|
565 | } |
|
|
566 | |
|
|
567 | // returns the outermost environment, never returns 0 |
|
|
568 | MTH object *outer_env_or_self () const |
|
|
569 | { |
|
|
570 | const object *op; |
|
|
571 | |
|
|
572 | for (op = this; op->env; op = op->env) |
|
|
573 | ; |
|
|
574 | |
|
|
575 | return const_cast<object *>(op); |
|
|
576 | } |
|
|
577 | |
|
|
578 | // returns the outermost environment, may return 0 |
|
|
579 | MTH object *outer_env () const |
|
|
580 | { |
|
|
581 | return env ? outer_env_or_self () : 0; |
|
|
582 | } |
|
|
583 | |
|
|
584 | // returns the player that has this object in his inventory, or 0 |
|
|
585 | // we assume the player is always the outer env |
|
|
586 | MTH object *in_player () const |
|
|
587 | { |
|
|
588 | object *op = outer_env_or_self (); |
|
|
589 | |
|
|
590 | return op->type == PLAYER ? op : 0; |
|
|
591 | } |
|
|
592 | |
|
|
593 | // "temporary" helper function |
|
|
594 | MTH object *head_ () const |
|
|
595 | { |
|
|
596 | return head ? head : const_cast<object *>(this); |
|
|
597 | } |
|
|
598 | |
|
|
599 | MTH bool is_head () const |
|
|
600 | { |
|
|
601 | return head_ () == this; |
|
|
602 | } |
|
|
603 | |
|
|
604 | MTH bool is_on_map () const |
|
|
605 | { |
|
|
606 | return !env && !flag [FLAG_REMOVED]; |
|
|
607 | } |
|
|
608 | |
|
|
609 | MTH bool is_inserted () const |
|
|
610 | { |
|
|
611 | return !flag [FLAG_REMOVED]; |
|
|
612 | } |
|
|
613 | |
|
|
614 | MTH bool is_player () const |
|
|
615 | { |
|
|
616 | return !!contr; |
|
|
617 | } |
|
|
618 | |
|
|
619 | /* elmex: this method checks whether the object is in a shop */ |
|
|
620 | MTH bool is_in_shop () const; |
|
|
621 | |
|
|
622 | MTH bool affects_los () const |
|
|
623 | { |
|
|
624 | return glow_radius || flag [FLAG_BLOCKSVIEW]; |
|
|
625 | } |
|
|
626 | |
|
|
627 | MTH bool has_carried_lights () const |
|
|
628 | { |
|
|
629 | return glow_radius; |
|
|
630 | } |
|
|
631 | |
|
|
632 | // returns the player that cna see this object, if any |
|
|
633 | MTH object *visible_to () const; |
|
|
634 | |
|
|
635 | MTH std::string long_desc (object *who = 0); // query_name . " " . describe |
|
|
636 | MTH std::string describe_monster (object *who = 0); |
|
|
637 | MTH std::string describe_item (object *who = 0); |
|
|
638 | MTH std::string describe (object *who = 0); // long description, without name |
|
|
639 | |
|
|
640 | MTH const_utf8_string query_weight () { return ::query_weight (this); } |
|
|
641 | MTH const_utf8_string query_name () { return ::query_name (this); } |
|
|
642 | MTH const_utf8_string query_short_name () { return ::query_short_name (this); } |
|
|
643 | MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); } |
|
|
644 | |
|
|
645 | // If this object has no extra parts but should have them, |
|
|
646 | // add them, effectively expanding heads into multipart |
|
|
647 | // objects. This method only works on objects not inserted |
|
|
648 | // anywhere. |
|
|
649 | MTH void expand_tail (); |
|
|
650 | |
|
|
651 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
|
|
652 | |
|
|
653 | // insert object at same map position as 'where' |
|
|
654 | // handles both inventory and map "positions" |
|
|
655 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
|
|
656 | // check whether we can put this into the map, respect max_nrof, max_volume, max_items |
|
|
657 | MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0); |
|
|
658 | MTH void drop_unpaid_items (); |
|
|
659 | |
|
|
660 | MTH void activate (); |
|
|
661 | MTH void deactivate (); |
|
|
662 | MTH void activate_recursive (); |
|
|
663 | MTH void deactivate_recursive (); |
|
|
664 | |
|
|
665 | // set the given flag on all objects in the inventory recursively |
|
|
666 | MTH void set_flag_inv (int flag, int value = 1); |
|
|
667 | |
|
|
668 | void enter_exit (object *exit);//Perl |
|
|
669 | MTH void enter_map (maptile *newmap, int x, int y); |
|
|
670 | void player_goto (const_utf8_string path, int x, int y); // only for players |
|
|
671 | MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0 |
|
|
672 | |
|
|
673 | // returns the mapspace this object is in |
|
|
674 | mapspace &ms () const; |
241 | |
675 | |
242 | // fully recursive iterator |
676 | // fully recursive iterator |
243 | struct iterator_base |
677 | struct iterator_base |
244 | { |
678 | { |
245 | object *item; |
679 | object *item; |
… | |
… | |
252 | operator object *() const { return item; } |
686 | operator object *() const { return item; } |
253 | |
687 | |
254 | object *operator ->() const { return item; } |
688 | object *operator ->() const { return item; } |
255 | object &operator * () const { return *item; } |
689 | object &operator * () const { return *item; } |
256 | }; |
690 | }; |
|
|
691 | |
|
|
692 | MTH unsigned int random_seed () const |
|
|
693 | { |
|
|
694 | return (unsigned int)uuid.seq; |
|
|
695 | } |
257 | |
696 | |
258 | // depth-first recursive iterator |
697 | // depth-first recursive iterator |
259 | struct depth_iterator : iterator_base |
698 | struct depth_iterator : iterator_base |
260 | { |
699 | { |
261 | depth_iterator (object *container); |
700 | depth_iterator (object *container); |
… | |
… | |
272 | object *end () |
711 | object *end () |
273 | { |
712 | { |
274 | return this; |
713 | return this; |
275 | } |
714 | } |
276 | |
715 | |
|
|
716 | /* This returns TRUE if the object is something that |
|
|
717 | * a client might want to know about. |
|
|
718 | */ |
|
|
719 | MTH bool client_visible () const |
|
|
720 | { |
|
|
721 | return !invisible && type != PLAYER; |
|
|
722 | } |
|
|
723 | |
|
|
724 | // the client does nrof * this weight |
|
|
725 | MTH sint32 client_weight () const |
|
|
726 | { |
|
|
727 | return weight + carrying; |
|
|
728 | } |
|
|
729 | |
|
|
730 | MTH struct region *region () const; |
|
|
731 | |
|
|
732 | void statusmsg (const_utf8_string msg, int color = NDI_BLACK); |
|
|
733 | void failmsg (const_utf8_string msg, int color = NDI_RED); |
|
|
734 | void failmsgf (const_utf8_string format, ...); // always NDI_RED... |
|
|
735 | |
|
|
736 | const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = ""); |
|
|
737 | |
|
|
738 | MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference |
|
|
739 | static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible |
|
|
740 | |
|
|
741 | // make some noise with given item into direction dir, |
|
|
742 | // currently only used for players to make them temporarily visible |
|
|
743 | // when they are invisible. |
|
|
744 | MTH void make_noise (); |
|
|
745 | |
|
|
746 | /* animation */ |
|
|
747 | MTH bool has_anim () const { return animation_id; } |
|
|
748 | const animation &anim () const { return animations [animation_id]; } |
|
|
749 | MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; } |
|
|
750 | MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); } |
|
|
751 | /* anim_frames () returns the number of animations allocated. The last |
|
|
752 | * usuable animation will be anim_frames () - 1 (for example, if an object |
|
|
753 | * has 8 animations, anim_frames () will return 8, but the values will |
|
|
754 | * range from 0 through 7. |
|
|
755 | */ |
|
|
756 | MTH int anim_frames () const { return anim ().num_animations; } |
|
|
757 | MTH int anim_facings () const { return anim ().facings; } |
|
|
758 | |
|
|
759 | MTH utf8_string as_string (); |
|
|
760 | |
277 | protected: |
761 | protected: |
278 | friend struct archetype; |
|
|
279 | |
|
|
280 | void link (); |
762 | void link (); |
281 | void unlink (); |
763 | void unlink (); |
282 | |
764 | |
283 | object (); |
765 | object (); |
284 | ~object (); |
766 | ~object (); |
|
|
767 | |
|
|
768 | private: |
|
|
769 | object &operator =(const object &); |
|
|
770 | object (const object &); |
285 | }; |
771 | }; |
286 | |
772 | |
287 | #define get_object() object::create () |
773 | // move this object to the top of its env's inventory to speed up |
288 | #define free_object(op) (op)->free (0) |
774 | // searches for it. |
289 | #define free_object2(op, free_inv) (op)->free (free_inv) |
|
|
290 | #define clear_owner(op) (op)->owner = 0 |
|
|
291 | #define copy_owner(op,other) (op)->owner = (other)->owner |
|
|
292 | #define clear_object(op) (op)->clear () |
|
|
293 | |
|
|
294 | static inline object * |
775 | static inline object * |
295 | get_owner (object *op) |
776 | splay (object *ob) |
296 | { |
777 | { |
297 | return op->get_owner (); |
778 | if (ob->above && ob->env) |
|
|
779 | { |
|
|
780 | if (ob->above) ob->above->below = ob->below; |
|
|
781 | if (ob->below) ob->below->above = ob->above; |
|
|
782 | |
|
|
783 | ob->above = 0; |
|
|
784 | ob->below = ob->env->inv; |
|
|
785 | ob->below->above = ob; |
|
|
786 | ob->env->inv = ob; |
|
|
787 | } |
|
|
788 | |
|
|
789 | return ob; |
298 | } |
790 | } |
299 | |
791 | |
300 | static inline void |
792 | //+GPL |
301 | set_owner (object *op, object *owner) |
|
|
302 | { |
|
|
303 | op->set_owner (owner); |
|
|
304 | } |
|
|
305 | |
793 | |
306 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
794 | object *find_skill_by_name_fuzzy (object *who, const_utf8_string name); |
307 | |
795 | object *find_skill_by_name (object *who, shstr_cmp sh); |
308 | typedef struct oblnk |
796 | object *find_skill_by_number (object *who, int skillno); |
309 | { /* Used to link together several objects */ |
|
|
310 | object *ob; |
|
|
311 | struct oblnk *next; |
|
|
312 | tag_t id; |
|
|
313 | } objectlink; |
|
|
314 | |
|
|
315 | typedef struct oblinkpt |
|
|
316 | { /* Used to link together several object links */ |
|
|
317 | struct oblnk *link; |
|
|
318 | long value; /* Used as connected value in buttons/gates */ |
|
|
319 | struct oblinkpt *next; |
|
|
320 | } oblinkpt; |
|
|
321 | |
797 | |
322 | /* |
798 | /* |
323 | * The archetype structure is a set of rules on how to generate and manipulate |
799 | * The archetype structure is a set of rules on how to generate and manipulate |
324 | * objects which point to archetypes. |
800 | * objects which point to archetypes. |
325 | * This probably belongs in arch.h, but there really doesn't appear to |
801 | * This probably belongs in arch.h, but there really doesn't appear to |
326 | * be much left in the archetype - all it really is is a holder for the |
802 | * be much left in the archetype - all it really is is a holder for the |
327 | * object and pointers. This structure should get removed, and just replaced |
803 | * object and pointers. This structure should get removed, and just replaced |
328 | * by the object structure |
804 | * by the object structure |
329 | */ |
805 | */ |
330 | |
806 | |
|
|
807 | //-GPL |
|
|
808 | |
331 | ACC_CLASS(archetype) |
809 | INTERFACE_CLASS (archetype) |
332 | struct archetype : zero_initialised |
810 | struct archetype : object |
333 | { |
811 | { |
334 | archetype (); |
812 | static arch_ptr empty; // the empty_archetype |
|
|
813 | MTH static void gc (); |
|
|
814 | |
|
|
815 | archetype (const_utf8_string name); |
335 | ~archetype (); |
816 | ~archetype (); |
|
|
817 | void gather_callbacks (AV *&callbacks, event_type event) const; |
336 | |
818 | |
|
|
819 | MTH static archetype *find (const_utf8_string name); |
|
|
820 | |
|
|
821 | MTH void link (); |
|
|
822 | MTH void unlink (); |
|
|
823 | |
|
|
824 | MTH static object *get (const_utf8_string name); // (find() || singularity)->instance() |
|
|
825 | MTH object *instance (); |
|
|
826 | |
|
|
827 | MTH void post_load_check (); // do some adjustments after parsing |
|
|
828 | |
|
|
829 | object_vector_index ACC (RW, archid); // index in archvector |
337 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
830 | shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ |
338 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
831 | |
339 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
832 | sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ |
340 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
833 | |
341 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
834 | // support for archetype loading |
342 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
835 | static archetype *read (object_thawer &f); |
343 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
836 | MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more |
344 | * in comparison to the head. |
837 | static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ |
345 | */ |
|
|
346 | }; |
838 | }; |
347 | |
839 | |
|
|
840 | // returns whether the object is a dragon player, which are often specialcased |
|
|
841 | inline bool |
|
|
842 | object::is_dragon () const |
|
|
843 | { |
|
|
844 | return arch->race == shstr_dragon && is_player (); |
|
|
845 | } |
|
|
846 | |
|
|
847 | inline void |
|
|
848 | object_freezer::put (const keyword_string k, archetype *v) |
|
|
849 | { |
|
|
850 | if (expect_true (v)) |
|
|
851 | put (k, v->archname); |
|
|
852 | else |
|
|
853 | put (k); |
|
|
854 | } |
|
|
855 | |
|
|
856 | typedef object_vector<object, &object::index > objectvec; |
|
|
857 | typedef object_vector<object, &object::active> activevec; |
|
|
858 | typedef object_vector<archetype, &archetype::archid> archvec; |
|
|
859 | |
348 | extern object *objects; |
860 | extern objectvec objects; |
349 | extern object *active_objects; |
861 | extern activevec actives; |
|
|
862 | extern archvec archetypes; |
350 | |
863 | |
351 | extern int nrofallocobjects; |
864 | // "safely" iterate over inv in a way such that the current item is removable |
|
|
865 | // quite horrible, that's why its hidden in some macro |
|
|
866 | #define for_inv_removable(op,var) \ |
|
|
867 | for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) |
352 | |
868 | |
353 | /* This returns TRUE if the object is something that |
869 | #define for_all_objects(var) \ |
354 | * should be displayed in the look window |
870 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
355 | */ |
871 | statementvar (object *, var, objects [_i]) |
356 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) |
872 | |
|
|
873 | #define for_all_actives(var) \ |
|
|
874 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
|
|
875 | statementvar (object *, var, actives [_i]) |
|
|
876 | |
|
|
877 | #define for_all_archetypes(var) \ |
|
|
878 | for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ |
|
|
879 | statementvar (archetype *, var, archetypes [_i]) |
|
|
880 | |
|
|
881 | //+GPL |
357 | |
882 | |
358 | /* Used by update_object to know if the object being passed is |
883 | /* Used by update_object to know if the object being passed is |
359 | * being added or removed. |
884 | * being added or removed. |
360 | */ |
885 | */ |
361 | #define UP_OBJ_INSERT 1 |
886 | #define UP_OBJ_INSERT 1 |
… | |
… | |
378 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
903 | * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - |
379 | * Use for treasure chests so the new object is the highest thing |
904 | * Use for treasure chests so the new object is the highest thing |
380 | * beneath the player, but not actually above it. Note - the |
905 | * beneath the player, but not actually above it. Note - the |
381 | * map and x,y coordinates for the object to be inserted must |
906 | * map and x,y coordinates for the object to be inserted must |
382 | * match the originator. |
907 | * match the originator. |
383 | * INS_MAP_LOAD: disable lots of checkings done at insertion to |
|
|
384 | * speed up map loading process, as we assume the ordering in |
|
|
385 | * loaded map is correct. |
|
|
386 | * |
908 | * |
387 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
909 | * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY |
388 | * are mutually exclusive. The behaviour for passing more than one |
910 | * are mutually exclusive. The behaviour for passing more than one |
389 | * should be considered undefined - while you may notice what happens |
911 | * should be considered undefined - while you may notice what happens |
390 | * right now if you pass more than one, that could very well change |
912 | * right now if you pass more than one, that could very well change |
… | |
… | |
393 | #define INS_NO_MERGE 0x0001 |
915 | #define INS_NO_MERGE 0x0001 |
394 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
916 | #define INS_ABOVE_FLOOR_ONLY 0x0002 |
395 | #define INS_NO_WALK_ON 0x0004 |
917 | #define INS_NO_WALK_ON 0x0004 |
396 | #define INS_ON_TOP 0x0008 |
918 | #define INS_ON_TOP 0x0008 |
397 | #define INS_BELOW_ORIGINATOR 0x0010 |
919 | #define INS_BELOW_ORIGINATOR 0x0010 |
398 | #define INS_MAP_LOAD 0x0020 |
|
|
399 | |
920 | |
400 | #define ARCH_SINGULARITY "singularity" |
921 | //-GPL |
401 | #define ARCH_SINGULARITY_LEN 11 |
|
|
402 | #define ARCH_DETECT_MAGIC "detect_magic" |
|
|
403 | #define ARCH_DEPLETION "depletion" |
|
|
404 | #define ARCH_SYMPTOM "symptom" |
|
|
405 | |
922 | |
406 | #endif |
923 | #endif |
|
|
924 | |