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; |
33 | #define NUM_BODY_LOCATIONS 12 |
34 | |
34 | #define BODY_ARMS 1 |
35 | enum { |
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36 | body_skill, |
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37 | body_combat, |
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38 | body_range, |
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39 | body_shield, |
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40 | body_arm, |
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41 | body_torso, |
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42 | body_head, |
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43 | body_neck, |
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44 | body_finger, |
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45 | body_shoulder, |
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46 | body_foot, |
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47 | body_hand, |
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48 | body_wrist, |
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49 | body_waist, |
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50 | NUM_BODY_LOCATIONS |
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51 | }; |
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52 | |
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53 | enum slottype_t |
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54 | { |
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55 | slot_none, |
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56 | slot_combat, |
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57 | slot_ranged, |
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58 | }; |
35 | |
59 | |
36 | /* See common/item.c */ |
60 | /* See common/item.c */ |
37 | |
61 | |
38 | typedef struct Body_Locations |
62 | typedef struct Body_Locations |
39 | { |
63 | { |
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88 | /* However, if you're keeping a pointer of some sort, you probably |
112 | /* 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, |
113 | * don't just want it copied, so you'll need to add to common/object.C, |
90 | * e.g. ->copy_to () |
114 | * e.g. ->copy_to () |
91 | */ |
115 | */ |
92 | |
116 | |
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117 | struct body_slot |
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118 | { |
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119 | signed char info:4; /* body info as loaded from the file */ |
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120 | signed char used:4; /* Calculated value based on items equipped */ |
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121 | }; |
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122 | |
93 | INTERFACE_CLASS (object) |
123 | INTERFACE_CLASS (object) |
94 | // these are being copied |
124 | // these are being copied |
95 | struct object_copy : attachable |
125 | struct object_copy : attachable |
96 | { |
126 | { |
97 | typedef bitset<NUM_FLAGS> flags_t; |
127 | typedef bitset<NUM_FLAGS> flags_t; |
98 | |
128 | |
99 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
129 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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130 | |
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131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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132 | uint8 ACC (RW, subtype); /* subtype of object */ |
100 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
133 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
101 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
134 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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135 | |
102 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
136 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
103 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
137 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
104 | shstr ACC (RW, title); /* Of foo, etc */ |
138 | shstr ACC (RW, title); /* Of foo, etc */ |
105 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
139 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
106 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
140 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
… | |
109 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
143 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
110 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
144 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | /* To get put into books and the like. */ |
145 | /* To get put into books and the like. */ |
112 | shstr ACC (RW, materialname); /* specific material name */ |
146 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
147 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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148 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
114 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
149 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
115 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
150 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
116 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
151 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
117 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
152 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
118 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
153 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
119 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
154 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
120 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
155 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
121 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
156 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
122 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
157 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
123 | |
158 | |
124 | New_Face *ACC (RW, face); /* Face with colors */ |
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125 | float ACC (RW, speed); /* The overall speed of this object */ |
159 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
160 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
127 | uint32 ACC (RW, nrof); /* How many of the objects */ |
161 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | |
162 | |
129 | /* This next big block are basically used for monsters and equipment */ |
163 | /* This next big block are basically used for monsters and equipment */ |
130 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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131 | uint8 ACC (RW, subtype); /* subtype of object */ |
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132 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
164 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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165 | |
133 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
166 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
167 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
168 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
169 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
137 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
170 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
171 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
139 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
172 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
140 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
173 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
141 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
174 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
142 | /* Note that the last_.. values are sometimes used for non obvious |
175 | /* Note that the last_.. values are sometimes used for non obvious |
143 | * meanings by some objects, eg, sp penalty, permanent exp. |
176 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
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156 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
189 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
157 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
190 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
158 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
191 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
192 | uint32 ACC (RW, weapontype); /* type of weapon */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
193 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
194 | body_slot slot [NUM_BODY_LOCATIONS]; |
162 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
195 | faceidx ACC (RW, face); /* Face with colors */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
196 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
164 | /* See the pod/objects.pod for more info about body locations */ |
197 | /* See the pod/objects.pod for more info about body locations */ |
165 | |
198 | |
166 | /* Following mostly refers to fields only used for monsters */ |
199 | /* Following mostly refers to fields only used for monsters */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
200 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
… | |
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177 | * Note that other fields are used - these files are basically |
210 | * Note that other fields are used - these files are basically |
178 | * only used in spells. |
211 | * only used in spells. |
179 | */ |
212 | */ |
180 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
213 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
181 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
214 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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215 | |
182 | uint16 ACC (RW, start_holding); |
216 | uint16 ACC (RW, start_holding); |
183 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
217 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
184 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
218 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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219 | |
185 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | sint8 ACC (RW, range); /* Range of the spell */ |
186 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
221 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
187 | |
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188 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
222 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
189 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
223 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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224 | |
190 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
225 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
191 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
226 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
192 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
227 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
193 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
228 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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229 | |
194 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
195 | |
231 | |
196 | char *ACC (RW, spellarg); |
232 | char *ACC (RW, spellarg); |
197 | |
233 | |
198 | /* Following are values used by any object */ |
234 | /* Following are values used by any object */ |
199 | /* this objects turns into or what this object creates */ |
235 | /* this objects turns into or what this object creates */ |
200 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
236 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
201 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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202 | flags_t flag; /* various flags */ |
237 | flags_t flag; /* various flags */ |
203 | #if FOR_PERL |
238 | #if FOR_PERL |
204 | bool ACC (RW, flag[NUM_FLAGS]); |
239 | bool ACC (RW, flag[NUM_FLAGS]); |
205 | #endif |
240 | #endif |
206 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
241 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
… | |
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211 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
246 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | }; |
247 | }; |
213 | |
248 | |
214 | struct object : zero_initialised, object_copy |
249 | struct object : zero_initialised, object_copy |
215 | { |
250 | { |
216 | typedef unordered_vector<object *> vector; |
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217 | |
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218 | // These variables are not changed by ->copy_to |
251 | // These variables are not changed by ->copy_to |
219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
252 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
220 | |
253 | |
221 | tag_t ACC (RW, count); /* Generation count for this object */ |
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222 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
254 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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255 | int ACC (RO, count); |
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256 | int ACC (RO, index); // index into objects |
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257 | int ACC (RO, active); // index into actives |
223 | |
258 | |
224 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
259 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
225 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
260 | |
226 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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227 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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228 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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229 | /* so that the entire object list does not */ |
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230 | /* need to be gone through. */ |
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231 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
261 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
232 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
262 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
233 | /* Note: stacked in the *same* environment */ |
263 | /* Note: stacked in the *same* environment */ |
234 | object *inv; /* Pointer to the first object in the inventory */ |
264 | object *inv; /* Pointer to the first object in the inventory */ |
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265 | |
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266 | //TODO: container must move into client |
235 | object *ACC (RW, container); /* Current container being used. I think this |
267 | object_ptr ACC (RW, container); /* Current container being used. I think this |
236 | * is only used by the player right now. |
268 | * is only used by the player right now. |
237 | */ |
269 | */ |
238 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
270 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
239 | * This is typically the container that the object is in. |
271 | * This is typically the container that the object is in. |
240 | */ |
272 | */ |
241 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
273 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
242 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
274 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
243 | client_container *seen_by; // seen by which player/container currently? |
275 | client_container *seen_by; // seen by which player/container currently? |
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276 | key_value *key_values; /* Fields not explictly known by the loader. */ |
244 | |
277 | |
245 | static vector active; // active objects, not yet used |
278 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
246 | static vector objects; // not used yet, use first->next->... |
279 | void post_load_check (); // do some adjustments after parsing |
247 | static object *first; // will be replaced by "objects" |
280 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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281 | bool write (object_freezer &f); |
248 | |
282 | |
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283 | MTH int slottype () const; |
249 | MTH static object *create (); |
284 | MTH static object *create (); |
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285 | object &operator =(const object &src); |
250 | MTH void copy_to (object *dst); |
286 | MTH void copy_to (object *dst); |
251 | MTH object *clone (); // create + copy_to |
287 | MTH object *clone (); // create + copy_to |
252 | void do_destroy (); |
288 | void do_destroy (); |
253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
289 | void gather_callbacks (AV *&callbacks, event_type event) const; |
254 | MTH void destroy (bool destroy_inventory = false); |
290 | MTH void destroy (bool destroy_inventory = false); |
255 | |
291 | |
256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
292 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
257 | MTH void destroy_inv (bool drop_to_ground = false); |
293 | MTH void destroy_inv (bool drop_to_ground = false); |
258 | MTH void remove (); |
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259 | MTH object *insert (object *item); // insert into inventory |
294 | MTH object *insert (object *item); // insert into inventory |
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295 | void do_remove (); |
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296 | MTH void remove () |
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297 | { |
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298 | if (!flag [FLAG_REMOVED]) |
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299 | do_remove (); |
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300 | } |
260 | |
301 | |
261 | static bool can_merge_slow (object *op1, object *op2); |
302 | static bool can_merge_slow (object *op1, object *op2); |
262 | |
303 | |
263 | // this is often used in time-critical code, so optimise |
304 | // this is often used in time-critical code, so optimise |
264 | MTH static bool can_merge (object *op1, object *op2) |
305 | MTH static bool can_merge (object *op1, object *op2) |
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268 | && can_merge_slow (op1, op2); |
309 | && can_merge_slow (op1, op2); |
269 | } |
310 | } |
270 | |
311 | |
271 | MTH void set_owner (object *owner); |
312 | MTH void set_owner (object *owner); |
272 | MTH void set_speed (float speed); |
313 | MTH void set_speed (float speed); |
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314 | MTH bool change_weapon (object *ob); |
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315 | MTH bool change_skill (object *ob); |
273 | |
316 | |
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317 | MTH void open_container (object *new_container); |
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318 | MTH void close_container () |
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319 | { |
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320 | open_container (0); |
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321 | } |
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322 | |
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323 | // overwrite the attachable invoke function with a version that also checks ev_want_type |
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324 | bool invoke (event_type event, ...) |
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325 | { |
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326 | if (ev_want_event [event] || ev_want_type [type] || cb) |
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327 | { |
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328 | va_list ap; |
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329 | va_start (ap, event); |
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330 | vinvoke (event, ap); |
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331 | va_end (ap); |
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332 | } |
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333 | } |
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334 | |
274 | MTH void instantiate () |
335 | MTH void instantiate (); |
275 | { |
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276 | if (!uuid.seq) // HACK |
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277 | uuid = gen_uuid (); |
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278 | |
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279 | attachable::instantiate (); |
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280 | } |
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281 | |
336 | |
282 | // recalculate all stats |
337 | // recalculate all stats |
283 | MTH void update_stats (); |
338 | MTH void update_stats (); |
284 | MTH void roll_stats (); |
339 | MTH void roll_stats (); |
285 | MTH void swap_stats (int a, int b); |
340 | MTH void swap_stats (int a, int b); |
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288 | MTH void drain_stat (); |
343 | MTH void drain_stat (); |
289 | MTH void drain_specific_stat (int deplete_stats); |
344 | MTH void drain_specific_stat (int deplete_stats); |
290 | MTH void change_luck (int value); |
345 | MTH void change_luck (int value); |
291 | |
346 | |
292 | // info must hold 256 * 3 bytes currently |
347 | // info must hold 256 * 3 bytes currently |
293 | MTH const char *debug_desc (char *info) const; |
348 | const char *debug_desc (char *info) const; |
294 | MTH const char *debug_desc () const; |
349 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
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350 | const char *flag_desc (char *desc, int len) const; |
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351 | |
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352 | int number_of () const |
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353 | { |
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354 | return nrof ? nrof : 1; |
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355 | } |
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356 | |
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357 | uint64 total_weight () const |
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358 | { |
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359 | return weight * number_of (); |
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360 | } |
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361 | |
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362 | // return the dominant material of this item, always return something |
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363 | const materialtype_t *dominant_material () const; |
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364 | |
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365 | // return the volume of this object in cm³ |
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366 | uint64 volume () const |
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367 | { |
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368 | return total_weight () |
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369 | * 1000 |
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370 | * (type == CONTAINER ? 1000 : 1) |
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371 | / dominant_material ()->density; |
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372 | } |
295 | |
373 | |
296 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
374 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
297 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
375 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
298 | || type == CLOAK || type == BOOTS || type == GLOVES |
376 | || type == CLOAK || type == BOOTS || type == GLOVES |
299 | || type == BRACERS || type == GIRDLE; } |
377 | || type == BRACERS || type == GIRDLE; } |
… | |
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302 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
380 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
303 | && !flag [FLAG_IS_A_TEMPLATE]; } |
381 | && !flag [FLAG_IS_A_TEMPLATE]; } |
304 | MTH bool is_arrow () const { return type == ARROW |
382 | MTH bool is_arrow () const { return type == ARROW |
305 | || (type == SPELL_EFFECT |
383 | || (type == SPELL_EFFECT |
306 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
384 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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385 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
307 | |
386 | |
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387 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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388 | |
308 | // temporary: wether the objetc can be saved in a map file |
389 | // temporary: wether the object can be saved in a map file |
309 | // contr => is a player |
390 | // contr => is a player |
310 | // head => only save head of a multitile object |
391 | // head => only save head of a multitile object |
311 | // owner => can not reference owner yet |
392 | // owner => can not reference owner yet |
312 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
393 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
313 | |
394 | |
314 | /* This return true if object has still randomitems which |
395 | /* This return true if object has still randomitems which |
315 | * could be expanded. |
396 | * could be expanded. |
316 | */ |
397 | */ |
317 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
398 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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330 | MTH object *head_ () |
411 | MTH object *head_ () |
331 | { |
412 | { |
332 | return head ? head : this; |
413 | return head ? head : this; |
333 | } |
414 | } |
334 | |
415 | |
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416 | MTH std::string long_desc (object *who = 0); |
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417 | MTH std::string describe_monster (object *who = 0); |
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418 | MTH std::string describe_item (object *who = 0); |
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419 | MTH std::string describe (object *who = 0); |
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420 | |
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421 | // If this object has no extra parts but should have them, |
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422 | // add them, effectively expanding heads into multipart |
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423 | // objects. This method only works on objects not inserted |
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424 | // anywhere. |
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425 | MTH void expand_tail (); |
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426 | |
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427 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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428 | |
335 | // insert object at same map position as 'where' |
429 | // insert object at same map position as 'where' |
336 | // handles both inventory and map "positions" |
430 | // handles both inventory and map "positions" |
337 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
431 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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432 | |
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433 | MTH void activate (); |
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434 | MTH void deactivate (); |
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435 | MTH void activate_recursive (); |
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436 | MTH void deactivate_recursive (); |
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437 | |
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438 | // set the givne flag on all objects in the inventory recursively |
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439 | MTH void set_flag_inv (int flag, int value = 1); |
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440 | |
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441 | void enter_exit (object *exit);//Perl |
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442 | MTH void enter_map (maptile *newmap, int x, int y); |
338 | |
443 | |
339 | // returns the mapspace this object is in |
444 | // returns the mapspace this object is in |
340 | mapspace &ms () const; |
445 | mapspace &ms () const; |
341 | |
446 | |
342 | // fully recursive iterator |
447 | // fully recursive iterator |
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352 | operator object *() const { return item; } |
457 | operator object *() const { return item; } |
353 | |
458 | |
354 | object *operator ->() const { return item; } |
459 | object *operator ->() const { return item; } |
355 | object &operator * () const { return *item; } |
460 | object &operator * () const { return *item; } |
356 | }; |
461 | }; |
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462 | |
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463 | MTH unsigned int random_seed () const |
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464 | { |
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465 | return (unsigned int)uuid.seq; |
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466 | } |
357 | |
467 | |
358 | // depth-first recursive iterator |
468 | // depth-first recursive iterator |
359 | struct depth_iterator : iterator_base |
469 | struct depth_iterator : iterator_base |
360 | { |
470 | { |
361 | depth_iterator (object *container); |
471 | depth_iterator (object *container); |
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372 | object *end () |
482 | object *end () |
373 | { |
483 | { |
374 | return this; |
484 | return this; |
375 | } |
485 | } |
376 | |
486 | |
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487 | /* This returns TRUE if the object is something that |
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488 | * should be displayed in the floorbox/inventory window |
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489 | */ |
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490 | MTH bool client_visible () const |
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491 | { |
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492 | return !invisible && type != PLAYER; |
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493 | } |
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494 | |
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495 | MTH struct region *region () const; |
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496 | |
377 | protected: |
497 | protected: |
378 | friend struct archetype; |
498 | friend struct archetype; |
379 | |
499 | |
380 | void link (); |
500 | void link (); |
381 | void unlink (); |
501 | void unlink (); |
382 | |
502 | |
383 | object (); |
503 | object (); |
384 | ~object (); |
504 | ~object (); |
385 | }; |
505 | }; |
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506 | |
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507 | // move this object to the top of its env's inventory to speed up |
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508 | // searches for it. |
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509 | static object * |
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510 | splay (object *ob) |
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511 | { |
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512 | if (ob->env && ob->env->inv != ob) |
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513 | { |
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514 | if (ob->above) ob->above->below = ob->below; |
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515 | if (ob->below) ob->below->above = ob->above; |
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516 | |
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517 | ob->above = 0; |
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518 | ob->below = ob->env->inv; |
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519 | ob->below->above = ob; |
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520 | ob->env->inv = ob; |
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521 | } |
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522 | |
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523 | return ob; |
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524 | } |
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525 | |
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526 | typedef object_vector<object, &object::index > objectvec; |
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527 | typedef object_vector<object, &object::active> activevec; |
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528 | |
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529 | extern objectvec objects; |
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530 | extern activevec actives; |
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531 | |
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532 | #define for_all_objects(var) \ |
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533 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
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534 | declvar (object *, var, objects [_i]) |
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535 | |
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536 | #define for_all_actives(var) \ |
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537 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
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538 | declvar (object *, var, actives [_i]) |
386 | |
539 | |
387 | typedef struct oblnk |
540 | typedef struct oblnk |
388 | { /* Used to link together several objects */ |
541 | { /* Used to link together several objects */ |
389 | object_ptr ob; |
542 | object_ptr ob; |
390 | struct oblnk *next; |
543 | struct oblnk *next; |
… | |
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394 | { /* Used to link together several object links */ |
547 | { /* Used to link together several object links */ |
395 | struct oblnk *link; |
548 | struct oblnk *link; |
396 | long value; /* Used as connected value in buttons/gates */ |
549 | long value; /* Used as connected value in buttons/gates */ |
397 | struct oblinkpt *next; |
550 | struct oblinkpt *next; |
398 | } oblinkpt; |
551 | } oblinkpt; |
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552 | |
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553 | object *find_skill_by_name (object *who, const char *name); |
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554 | object *find_skill_by_name (object *who, const shstr &sh); |
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555 | object *find_skill_by_number (object *who, int skillno); |
399 | |
556 | |
400 | /* |
557 | /* |
401 | * The archetype structure is a set of rules on how to generate and manipulate |
558 | * The archetype structure is a set of rules on how to generate and manipulate |
402 | * objects which point to archetypes. |
559 | * objects which point to archetypes. |
403 | * This probably belongs in arch.h, but there really doesn't appear to |
560 | * This probably belongs in arch.h, but there really doesn't appear to |
… | |
… | |
411 | { |
568 | { |
412 | archetype (); |
569 | archetype (); |
413 | ~archetype (); |
570 | ~archetype (); |
414 | void gather_callbacks (AV *&callbacks, event_type event) const; |
571 | void gather_callbacks (AV *&callbacks, event_type event) const; |
415 | |
572 | |
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573 | static archetype *read (object_thawer &f); |
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574 | static archetype *get (const char *name); // find or create |
416 | static archetype *find (const char *arch); |
575 | static archetype *find (const char *name); |
417 | |
576 | |
418 | void hash_add (); // add to hashtable |
577 | void hash_add (); // add to hashtable |
419 | void hash_del (); // remove from hashtable |
578 | void hash_del (); // remove from hashtable |
420 | |
579 | |
421 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
580 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
422 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
581 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
423 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
582 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
424 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
583 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
425 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
584 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
426 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
585 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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586 | bool ACC (RW, linked); // linked into list of heads |
427 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
587 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
428 | * in comparison to the head. |
588 | * in comparison to the head. |
429 | */ |
589 | */ |
430 | }; |
590 | }; |
431 | |
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432 | extern object *objects; |
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433 | extern object *active_objects; |
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434 | |
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435 | extern int nrofallocobjects; |
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436 | |
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437 | /* This returns TRUE if the object is something that |
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438 | * should be displayed in the look window |
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439 | */ |
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440 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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441 | |
591 | |
442 | /* Used by update_object to know if the object being passed is |
592 | /* Used by update_object to know if the object being passed is |
443 | * being added or removed. |
593 | * being added or removed. |
444 | */ |
594 | */ |
445 | #define UP_OBJ_INSERT 1 |
595 | #define UP_OBJ_INSERT 1 |
… | |
… | |
480 | #define INS_ON_TOP 0x0008 |
630 | #define INS_ON_TOP 0x0008 |
481 | #define INS_BELOW_ORIGINATOR 0x0010 |
631 | #define INS_BELOW_ORIGINATOR 0x0010 |
482 | #define INS_MAP_LOAD 0x0020 |
632 | #define INS_MAP_LOAD 0x0020 |
483 | |
633 | |
484 | #define ARCH_SINGULARITY "singularity" |
634 | #define ARCH_SINGULARITY "singularity" |
485 | #define ARCH_SINGULARITY_LEN 11 |
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486 | #define ARCH_DETECT_MAGIC "detect_magic" |
635 | #define ARCH_DETECT_MAGIC "detect_magic" |
487 | #define ARCH_DEPLETION "depletion" |
636 | #define ARCH_DEPLETION "depletion" |
488 | #define ARCH_SYMPTOM "symptom" |
637 | #define ARCH_SYMPTOM "symptom" |
489 | |
638 | |
490 | #endif |
639 | #endif |