1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
25 | #define OBJECT_H |
26 | #define OBJECT_H |
26 | |
27 | |
27 | #include <bitset> |
28 | #include <bitset> |
28 | |
29 | |
29 | #include "cfperl.h" |
30 | #include "cfperl.h" |
30 | #include "shstr.h" |
31 | #include "shstr.h" |
31 | |
32 | |
32 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
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34 | |
33 | #define NUM_BODY_LOCATIONS 12 |
35 | #define NUM_BODY_LOCATIONS 12 |
34 | #define BODY_ARMS 1 |
36 | #define BODY_ARMS 1 |
35 | |
37 | |
36 | /* See common/item.c */ |
38 | /* See common/item.c */ |
37 | |
39 | |
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… | |
88 | /* However, if you're keeping a pointer of some sort, you probably |
90 | /* However, if you're keeping a pointer of some sort, you probably |
89 | * don't just want it copied, so you'll need to add to common/object.C, |
91 | * don't just want it copied, so you'll need to add to common/object.C, |
90 | * e.g. ->copy_to () |
92 | * e.g. ->copy_to () |
91 | */ |
93 | */ |
92 | |
94 | |
93 | typedef refptr<object> object_ptr; |
95 | INTERFACE_CLASS (object) |
94 | typedef refptr<archetype> arch_ptr; |
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95 | |
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96 | // these are not being copied |
96 | // these are being copied |
97 | ACC_CLASS (object) |
97 | struct object_copy : attachable |
98 | struct object_keep : refcounted |
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99 | { |
98 | { |
100 | /* These variables are not changed by ->copy_to */ |
99 | typedef bitset<NUM_FLAGS> flags_t; |
101 | |
100 | |
102 | tag_t ACC (RW, count); /* Generation count for this object */ |
101 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
103 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
102 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
104 | |
103 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
105 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
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106 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
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107 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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108 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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109 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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110 | /* so that the entire object list does not */ |
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111 | /* need to be gone through. */ |
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112 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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113 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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114 | /* Note: stacked in the *same* environment */ |
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115 | object *inv; /* Pointer to the first object in the inventory */ |
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116 | object *ACC (RW, container); /* Current container being used. I think this |
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117 | * is only used by the player right now. |
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118 | */ |
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119 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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120 | * This is typically the container that the object is in. |
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121 | */ |
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122 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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123 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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124 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
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125 | client_container *seen_by; // seen by which player/container currently? |
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126 | }; |
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127 | |
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128 | // these are being copied |
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129 | struct object_copy : attachable<object> |
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130 | { |
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131 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
104 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
132 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
105 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
133 | shstr ACC (RW, title); /* Of foo, etc */ |
106 | shstr ACC (RW, title); /* Of foo, etc */ |
134 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
107 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
135 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
108 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
136 | /* If this is an exit, this is the filename */ |
109 | /* If this is an exit, this is the filename */ |
137 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
110 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
138 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
139 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
140 | /* To get put into books and the like. */ |
113 | /* To get put into books and the like. */ |
141 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, materialname); /* specific material name */ |
142 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
115 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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116 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
143 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
117 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
144 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
118 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
145 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
119 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
146 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
120 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
147 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
121 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
148 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
122 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
149 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
123 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
150 | }; |
124 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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125 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
151 | |
126 | |
152 | // these are being copied and also cleared |
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153 | struct object_pod |
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154 | { |
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155 | New_Face *ACC (RW, face); /* Face with colors */ |
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156 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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157 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed); /* The overall speed of this object */ |
158 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
159 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | uint32 ACC (RW, nrof); /* How many of the objects */ |
160 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
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161 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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162 | |
130 | |
163 | /* This next big block are basically used for monsters and equipment */ |
131 | /* This next big block are basically used for monsters and equipment */ |
164 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
132 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
165 | uint8 ACC (RW, subtype); /* subtype of object */ |
133 | uint8 ACC (RW, subtype); /* subtype of object */ |
166 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
134 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
167 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
135 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
168 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
169 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
170 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
171 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
172 | uint16 ACC (RW, material); /* What materials this object consist of */ |
140 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
173 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
174 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
175 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
176 | /* Note that the last_.. values are sometimes used for non obvious |
144 | /* Note that the last_.. values are sometimes used for non obvious |
177 | * meanings by some objects, eg, sp penalty, permanent exp. |
145 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
190 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
191 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
192 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
193 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, weapontype); /* type of weapon */ |
194 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
195 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
163 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
196 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
164 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
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165 | faceidx ACC (RW, face); /* Face with colors */ |
197 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
166 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
198 | /* See the doc/Developers/objects for more info about body locations */ |
167 | /* See the pod/objects.pod for more info about body locations */ |
199 | |
168 | |
200 | /* Following mostly refers to fields only used for monsters */ |
169 | /* Following mostly refers to fields only used for monsters */ |
201 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
170 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
202 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
171 | |
203 | /* allows different movement patterns for attackers */ |
172 | /* allows different movement patterns for attackers */ |
204 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
173 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
205 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
174 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
206 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
175 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
207 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
176 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
208 | /* races/classes can need less/more exp to gain levels */ |
177 | /* races/classes can need less/more exp to gain levels */ |
209 | |
178 | |
210 | /* Spell related information, may be useful elsewhere |
179 | /* Spell related information, may be useful elsewhere |
211 | * Note that other fields are used - these files are basically |
180 | * Note that other fields are used - these files are basically |
212 | * only used in spells. |
181 | * only used in spells. |
213 | */ |
182 | */ |
… | |
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216 | uint16 ACC (RW, start_holding); |
185 | uint16 ACC (RW, start_holding); |
217 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
186 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
218 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
187 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
219 | sint8 ACC (RW, range); /* Range of the spell */ |
188 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
189 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
221 | char *ACC (RW, spellarg); |
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222 | |
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223 | /* Following are values used by any object */ |
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224 | /* this objects turns into or what this object creates */ |
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225 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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226 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
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227 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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228 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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229 | std::bitset<NUM_FLAGS> flags; /* various flags */ |
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230 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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231 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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232 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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233 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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234 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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235 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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236 | |
190 | |
237 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
191 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
238 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
192 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
239 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
193 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
240 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
194 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
241 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
195 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
242 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
196 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
243 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
197 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
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198 | |
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199 | char *ACC (RW, spellarg); |
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200 | |
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201 | /* Following are values used by any object */ |
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202 | /* this objects turns into or what this object creates */ |
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203 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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204 | flags_t flag; /* various flags */ |
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205 | #if FOR_PERL |
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206 | bool ACC (RW, flag[NUM_FLAGS]); |
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207 | #endif |
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208 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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209 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
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210 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
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211 | sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
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212 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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213 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
244 | }; |
214 | }; |
245 | |
215 | |
246 | struct object : zero_initialised, object_keep, object_copy, object_pod |
216 | struct object : zero_initialised, object_copy |
247 | { |
217 | { |
248 | typedef unordered_vector<object *> vector; |
218 | // These variables are not changed by ->copy_to |
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219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
249 | |
220 | |
250 | static vector mortals; |
221 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
251 | static vector active; // active objects, not yet used |
222 | int ACC (RO, count); |
252 | static vector objects; // not used yet, use first->next->... |
223 | int ACC (RO, index); // index into objects |
253 | static object *first; // will be replaced by "objects" |
224 | int ACC (RO, active); // index into actives |
254 | |
225 | |
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226 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
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227 | |
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228 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
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229 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
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230 | /* Note: stacked in the *same* environment */ |
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231 | object *inv; /* Pointer to the first object in the inventory */ |
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232 | |
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233 | //TODO: container must move into client |
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234 | object_ptr ACC (RW, container); /* Current container being used. I think this |
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235 | * is only used by the player right now. |
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236 | */ |
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237 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
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238 | * This is typically the container that the object is in. |
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239 | */ |
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240 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
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241 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
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242 | client_container *seen_by; // seen by which player/container currently? |
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243 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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244 | |
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245 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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246 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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247 | bool write (object_freezer &f); |
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248 | |
255 | static object *create (); |
249 | MTH static object *create (); |
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250 | object &operator =(const object &src); |
256 | void copy_to (object *dst); |
251 | MTH void copy_to (object *dst); |
257 | object *clone (); // create + copy_to |
252 | MTH object *clone (); // create + copy_to |
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253 | void do_destroy (); |
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254 | void gather_callbacks (AV *&callbacks, event_type event) const; |
258 | void destroy (bool destroy_inventory = false); |
255 | MTH void destroy (bool destroy_inventory = false); |
259 | void remove (); |
256 | |
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257 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
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258 | MTH void destroy_inv (bool drop_to_ground = false); |
260 | object *insert (object *item); // insert into inventory |
259 | MTH object *insert (object *item); // insert into inventory |
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260 | void do_remove (); |
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261 | MTH void remove () |
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262 | { |
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263 | if (!flag [FLAG_REMOVED]) |
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264 | do_remove (); |
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265 | } |
261 | |
266 | |
262 | static void free_mortals (); |
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263 | static bool can_merge_slow (object *op1, object *op2); |
267 | static bool can_merge_slow (object *op1, object *op2); |
264 | |
268 | |
265 | // this is often used in time-critical code, so optimise |
269 | // this is often used in time-critical code, so optimise |
266 | static bool can_merge (object *op1, object *op2) |
270 | MTH static bool can_merge (object *op1, object *op2) |
267 | { |
271 | { |
268 | return op1->value == op2->value |
272 | return op1->value == op2->value |
269 | && op1->name == op2->name |
273 | && op1->name == op2->name |
270 | && can_merge_slow (op1, op2); |
274 | && can_merge_slow (op1, op2); |
271 | } |
275 | } |
272 | |
276 | |
273 | void clear (); |
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274 | |
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275 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
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276 | |
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277 | void set_owner (object *owner); |
277 | MTH void set_owner (object *owner); |
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278 | MTH void set_speed (float speed); |
278 | |
279 | |
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280 | MTH void open_container (object *new_container); |
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281 | MTH void close_container () |
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282 | { |
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283 | open_container (0); |
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284 | } |
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285 | |
279 | void instantiate () |
286 | MTH void instantiate (); |
280 | { |
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281 | if (!uuid.seq) // HACK |
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282 | uuid = gen_uuid (); |
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283 | |
287 | |
284 | attachable<object>::instantiate (); |
288 | // recalculate all stats |
285 | } |
289 | MTH void update_stats (); |
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290 | MTH void roll_stats (); |
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291 | MTH void swap_stats (int a, int b); |
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292 | MTH void add_statbonus (); |
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293 | MTH void remove_statbonus (); |
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294 | MTH void drain_stat (); |
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295 | MTH void drain_specific_stat (int deplete_stats); |
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296 | MTH void change_luck (int value); |
286 | |
297 | |
287 | // info must hold 256 * 3 bytes currently |
298 | // info must hold 256 * 3 bytes currently |
288 | const char *debug_desc (char *info) const; |
299 | const char *debug_desc (char *info) const; |
289 | const char *debug_desc () const; |
300 | MTH const char *debug_desc () const; |
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301 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
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302 | const char *flag_desc (char *desc, int len) const; |
290 | |
303 | |
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304 | int number_of () const |
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305 | { |
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306 | return nrof ? nrof : 1; |
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307 | } |
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308 | |
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309 | uint64 total_weight () const |
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310 | { |
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311 | return weight * number_of (); |
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312 | } |
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313 | |
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314 | // return the dominant material of this item, always return something |
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315 | const materialtype_t *dominant_material () const; |
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316 | |
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317 | // return the volume of this object in cm³ |
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318 | uint64 volume () const |
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319 | { |
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320 | return total_weight () |
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321 | * 1000 |
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322 | * (type == CONTAINER ? 1000 : 1) |
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323 | / dominant_material ()->density; |
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324 | } |
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325 | |
291 | bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
326 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
292 | bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
327 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
293 | || type == CLOAK || type == BOOTS || type == GLOVES |
328 | || type == CLOAK || type == BOOTS || type == GLOVES |
294 | || type == BRACERS || type == GIRDLE; } |
329 | || type == BRACERS || type == GIRDLE; } |
295 | bool is_alive () const { return (type == PLAYER |
330 | MTH bool is_alive () const { return (type == PLAYER |
296 | || flags [FLAG_MONSTER] |
331 | || flag [FLAG_MONSTER] |
297 | || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) |
332 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
298 | && !flags [FLAG_IS_A_TEMPLATE]; } |
333 | && !flag [FLAG_IS_A_TEMPLATE]; } |
299 | bool is_arrow () const { return type == ARROW |
334 | MTH bool is_arrow () const { return type == ARROW |
300 | || (type == SPELL_EFFECT |
335 | || (type == SPELL_EFFECT |
301 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
336 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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337 | |
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338 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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339 | |
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340 | // temporary: wether the object can be saved in a map file |
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341 | // contr => is a player |
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342 | // head => only save head of a multitile object |
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343 | // owner => can not reference owner yet |
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344 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
302 | |
345 | |
303 | /* This return true if object has still randomitems which |
346 | /* This return true if object has still randomitems which |
304 | * could be expanded. |
347 | * could be expanded. |
305 | */ |
348 | */ |
306 | bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } |
349 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
307 | |
350 | |
308 | // returns the player that has this object in his inventory, or 0 |
351 | // returns the player that has this object in his inventory, or 0 |
309 | object *in_player () const |
352 | MTH object *in_player () const |
310 | { |
353 | { |
311 | for (object *op = env; op; op = op->env) |
354 | for (object *op = env; op; op = op->env) |
312 | if (op->type == PLAYER) |
355 | if (op->type == PLAYER) |
313 | return op; |
356 | return op; |
314 | |
357 | |
315 | return 0; |
358 | return 0; |
316 | } |
359 | } |
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360 | |
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361 | // "temporary" helper function |
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362 | MTH object *head_ () |
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363 | { |
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364 | return head ? head : this; |
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365 | } |
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366 | |
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367 | MTH std::string long_desc (object *who = 0); |
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368 | MTH std::string describe_monster (object *who = 0); |
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369 | MTH std::string describe_item (object *who = 0); |
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370 | MTH std::string describe (object *who = 0); |
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371 | |
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372 | // If this object has no extra parts but should have them, |
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373 | // add them, effectively expanding heads into multipart |
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374 | // objects. This method only works on objects not inserted |
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375 | // anywhere. |
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376 | MTH void expand_tail (); |
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377 | |
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378 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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379 | |
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380 | // insert object at same map position as 'where' |
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381 | // handles both inventory and map "positions" |
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382 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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383 | |
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384 | MTH void activate (); |
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385 | MTH void deactivate (); |
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386 | MTH void activate_recursive (); |
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387 | MTH void deactivate_recursive (); |
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388 | |
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389 | // set the givne flag on all objects in the inventory recursively |
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390 | MTH void set_flag_inv (int flag, int value = 1); |
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391 | |
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392 | void enter_exit (object *exit);//Perl |
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393 | MTH void enter_map (maptile *newmap, int x, int y); |
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394 | |
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395 | // returns the mapspace this object is in |
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396 | mapspace &ms () const; |
317 | |
397 | |
318 | // fully recursive iterator |
398 | // fully recursive iterator |
319 | struct iterator_base |
399 | struct iterator_base |
320 | { |
400 | { |
321 | object *item; |
401 | object *item; |
… | |
… | |
328 | operator object *() const { return item; } |
408 | operator object *() const { return item; } |
329 | |
409 | |
330 | object *operator ->() const { return item; } |
410 | object *operator ->() const { return item; } |
331 | object &operator * () const { return *item; } |
411 | object &operator * () const { return *item; } |
332 | }; |
412 | }; |
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413 | |
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414 | MTH unsigned int random_seed () const |
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415 | { |
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416 | return (unsigned int)uuid.seq; |
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417 | } |
333 | |
418 | |
334 | // depth-first recursive iterator |
419 | // depth-first recursive iterator |
335 | struct depth_iterator : iterator_base |
420 | struct depth_iterator : iterator_base |
336 | { |
421 | { |
337 | depth_iterator (object *container); |
422 | depth_iterator (object *container); |
… | |
… | |
348 | object *end () |
433 | object *end () |
349 | { |
434 | { |
350 | return this; |
435 | return this; |
351 | } |
436 | } |
352 | |
437 | |
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438 | /* This returns TRUE if the object is something that |
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439 | * should be displayed in the floorbox/inventory window |
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440 | */ |
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441 | MTH bool client_visible () const |
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442 | { |
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443 | return !invisible && type != PLAYER; |
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444 | } |
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445 | |
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446 | MTH struct region *region () const; |
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447 | |
353 | protected: |
448 | protected: |
354 | friend struct archetype; |
449 | friend struct archetype; |
355 | |
450 | |
356 | void link (); |
451 | void link (); |
357 | void unlink (); |
452 | void unlink (); |
358 | |
453 | |
359 | object (); |
454 | object (); |
360 | ~object (); |
455 | ~object (); |
361 | }; |
456 | }; |
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457 | |
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458 | typedef object_vector<object, &object::index > objectvec; |
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459 | typedef object_vector<object, &object::active> activevec; |
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460 | |
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461 | extern objectvec objects; |
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462 | extern activevec actives; |
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463 | |
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464 | #define for_all_objects(var) \ |
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465 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
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466 | declvar (object *, var, objects [_i]) |
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467 | |
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468 | #define for_all_actives(var) \ |
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469 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
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470 | declvar (object *, var, actives [_i]) |
362 | |
471 | |
363 | typedef struct oblnk |
472 | typedef struct oblnk |
364 | { /* Used to link together several objects */ |
473 | { /* Used to link together several objects */ |
365 | object_ptr ob; |
474 | object_ptr ob; |
366 | struct oblnk *next; |
475 | struct oblnk *next; |
… | |
… | |
380 | * be much left in the archetype - all it really is is a holder for the |
489 | * be much left in the archetype - all it really is is a holder for the |
381 | * object and pointers. This structure should get removed, and just replaced |
490 | * object and pointers. This structure should get removed, and just replaced |
382 | * by the object structure |
491 | * by the object structure |
383 | */ |
492 | */ |
384 | |
493 | |
385 | ACC_CLASS (archetype) |
494 | INTERFACE_CLASS (archetype) |
386 | struct archetype : zero_initialised, refcounted |
495 | struct archetype : zero_initialised, attachable |
387 | { |
496 | { |
388 | archetype (); |
497 | archetype (); |
389 | ~archetype (); |
498 | ~archetype (); |
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499 | void gather_callbacks (AV *&callbacks, event_type event) const; |
390 | |
500 | |
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501 | static archetype *read (object_thawer &f); |
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502 | static archetype *get (const char *name); // find or create |
391 | static archetype *find (const char *arch); |
503 | static archetype *find (const char *name); |
392 | |
504 | |
393 | void hash_add (); // add to hastable |
505 | void hash_add (); // add to hashtable |
394 | void hash_del (); // remove from hashtable |
506 | void hash_del (); // remove from hashtable |
395 | |
507 | |
396 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
508 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
397 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
509 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
398 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
510 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
399 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
511 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
400 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
512 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
401 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
513 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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514 | bool ACC (RW, linked); // linked into list of heads |
402 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
515 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
403 | * in comparison to the head. |
516 | * in comparison to the head. |
404 | */ |
517 | */ |
405 | }; |
518 | }; |
406 | |
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407 | extern object *objects; |
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408 | extern object *active_objects; |
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409 | |
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410 | extern int nrofallocobjects; |
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411 | |
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412 | /* This returns TRUE if the object is something that |
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413 | * should be displayed in the look window |
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414 | */ |
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415 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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416 | |
519 | |
417 | /* Used by update_object to know if the object being passed is |
520 | /* Used by update_object to know if the object being passed is |
418 | * being added or removed. |
521 | * being added or removed. |
419 | */ |
522 | */ |
420 | #define UP_OBJ_INSERT 1 |
523 | #define UP_OBJ_INSERT 1 |
… | |
… | |
455 | #define INS_ON_TOP 0x0008 |
558 | #define INS_ON_TOP 0x0008 |
456 | #define INS_BELOW_ORIGINATOR 0x0010 |
559 | #define INS_BELOW_ORIGINATOR 0x0010 |
457 | #define INS_MAP_LOAD 0x0020 |
560 | #define INS_MAP_LOAD 0x0020 |
458 | |
561 | |
459 | #define ARCH_SINGULARITY "singularity" |
562 | #define ARCH_SINGULARITY "singularity" |
460 | #define ARCH_SINGULARITY_LEN 11 |
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461 | #define ARCH_DETECT_MAGIC "detect_magic" |
563 | #define ARCH_DETECT_MAGIC "detect_magic" |
462 | #define ARCH_DEPLETION "depletion" |
564 | #define ARCH_DEPLETION "depletion" |
463 | #define ARCH_SYMPTOM "symptom" |
565 | #define ARCH_SYMPTOM "symptom" |
464 | |
566 | |
465 | #endif |
567 | #endif |