1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | 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 |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #ifndef OBJECT_H |
25 | #ifndef OBJECT_H |
26 | #define OBJECT_H |
26 | #define OBJECT_H |
27 | |
27 | |
28 | #include <bitset> |
28 | #include <bitset> |
29 | |
29 | |
30 | #include "cfperl.h" |
30 | #include "cfperl.h" |
31 | #include "shstr.h" |
31 | #include "shstr.h" |
32 | |
32 | |
33 | typedef uint32 tag_t; |
33 | typedef int tag_t; |
34 | #define NUM_BODY_LOCATIONS 12 |
34 | |
35 | #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 | }; |
36 | |
59 | |
37 | /* See common/item.c */ |
60 | /* See common/item.c */ |
38 | |
61 | |
39 | typedef struct Body_Locations |
62 | typedef struct Body_Locations |
40 | { |
63 | { |
41 | const char *save_name; /* Name used to load/save it to disk */ |
64 | keyword save_name; /* Name used to load/save it to disk */ |
42 | const char *use_name; /* Name used when describing an item we can use */ |
65 | const char *use_name; /* Name used when describing an item we can use */ |
43 | const char *nonuse_name; /* Name to describe objects we can't use */ |
66 | const char *nonuse_name; /* Name to describe objects we can't use */ |
44 | } Body_Locations; |
67 | } Body_Locations; |
45 | |
68 | |
46 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
69 | extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; |
… | |
… | |
84 | #define WILL_APPLY_TREASURE 0x02 |
107 | #define WILL_APPLY_TREASURE 0x02 |
85 | #define WILL_APPLY_EARTHWALL 0x04 |
108 | #define WILL_APPLY_EARTHWALL 0x04 |
86 | #define WILL_APPLY_DOOR 0x08 |
109 | #define WILL_APPLY_DOOR 0x08 |
87 | #define WILL_APPLY_FOOD 0x10 |
110 | #define WILL_APPLY_FOOD 0x10 |
88 | |
111 | |
89 | /* However, if you're keeping a pointer of some sort, you probably |
112 | struct body_slot |
90 | * don't just want it copied, so you'll need to add to common/object.C, |
113 | { |
91 | * e.g. ->copy_to () |
114 | signed char info:4; /* body info as loaded from the file */ |
92 | */ |
115 | signed char used:4; /* Calculated value based on items equipped */ |
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116 | }; |
93 | |
117 | |
94 | INTERFACE_CLASS (object) |
118 | INTERFACE_CLASS (object) |
95 | // these are being copied |
119 | // these are being copied |
96 | struct object_copy : attachable |
120 | struct object_copy : attachable |
97 | { |
121 | { |
98 | typedef bitset<NUM_FLAGS> flags_t; |
122 | typedef bitset<NUM_FLAGS> flags_t; |
99 | |
123 | |
100 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
124 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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125 | |
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126 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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127 | uint8 ACC (RW, subtype); /* subtype of object */ |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
128 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
102 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
129 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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130 | |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
131 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
132 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
133 | shstr ACC (RW, title); /* Of foo, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
134 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
135 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
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110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
138 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
139 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
140 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
141 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
142 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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143 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
115 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
144 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
145 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
146 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
147 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
148 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
149 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
150 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
151 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
152 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
153 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
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126 | float ACC (RW, speed); /* The overall speed of this object */ |
154 | float ACC (RW, speed); /* The overall speed of this object */ |
127 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
155 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
156 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
157 | |
130 | /* This next big block are basically used for monsters and equipment */ |
158 | /* This next big block are basically used for monsters and equipment */ |
131 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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132 | uint8 ACC (RW, subtype); /* subtype of object */ |
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133 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
159 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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160 | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
161 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
162 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
163 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
164 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
165 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
166 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
167 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
168 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
169 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
170 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
171 | * meanings by some objects, eg, sp penalty, permanent exp. |
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157 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
184 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
185 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
186 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
187 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
188 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
162 | sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ |
189 | body_slot slot [NUM_BODY_LOCATIONS]; |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
190 | faceidx ACC (RW, face); /* Face with colors */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
191 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
192 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
193 | |
167 | /* Following mostly refers to fields only used for monsters */ |
194 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
195 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
… | |
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178 | * Note that other fields are used - these files are basically |
205 | * Note that other fields are used - these files are basically |
179 | * only used in spells. |
206 | * only used in spells. |
180 | */ |
207 | */ |
181 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
208 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
182 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
209 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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210 | |
183 | uint16 ACC (RW, start_holding); |
211 | uint16 ACC (RW, start_holding); |
184 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
212 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
213 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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214 | |
186 | sint8 ACC (RW, range); /* Range of the spell */ |
215 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
216 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
188 | |
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189 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
217 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
218 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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219 | |
191 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
220 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
193 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
222 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
194 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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224 | |
195 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
225 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
196 | |
226 | |
197 | char *ACC (RW, spellarg); |
227 | char *ACC (RW, spellarg); |
198 | |
228 | |
199 | /* Following are values used by any object */ |
229 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
230 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
231 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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203 | flags_t flag; /* various flags */ |
232 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
233 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
234 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
235 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
236 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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212 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
241 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
213 | }; |
242 | }; |
214 | |
243 | |
215 | struct object : zero_initialised, object_copy |
244 | struct object : zero_initialised, object_copy |
216 | { |
245 | { |
217 | typedef unordered_vector<object *> vector; |
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218 | |
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219 | // These variables are not changed by ->copy_to |
246 | // These variables are not changed by ->copy_to |
220 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
247 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
221 | |
248 | |
222 | tag_t ACC (RW, count); /* Generation count for this object */ |
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223 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
249 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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250 | int ACC (RO, count); |
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251 | int ACC (RO, index); // index into objects |
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252 | int ACC (RO, active); // index into actives |
224 | |
253 | |
225 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
254 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
226 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
255 | |
227 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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228 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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229 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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230 | /* so that the entire object list does not */ |
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231 | /* need to be gone through. */ |
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232 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
256 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
233 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
257 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
234 | /* Note: stacked in the *same* environment */ |
258 | /* Note: stacked in the *same* environment */ |
235 | object *inv; /* Pointer to the first object in the inventory */ |
259 | object *inv; /* Pointer to the first object in the inventory */ |
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260 | |
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261 | //TODO: container must move into client |
236 | object *ACC (RW, container); /* Current container being used. I think this |
262 | object_ptr ACC (RW, container); /* Current container being used. I think this |
237 | * is only used by the player right now. |
263 | * is only used by the player right now. |
238 | */ |
264 | */ |
239 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
265 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
240 | * This is typically the container that the object is in. |
266 | * This is typically the container that the object is in. |
241 | */ |
267 | */ |
242 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
268 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
243 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
269 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
244 | client_container *seen_by; // seen by which player/container currently? |
270 | client_container *seen_by; // seen by which player/container currently? |
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271 | key_value *key_values; /* Fields not explictly known by the loader. */ |
245 | |
272 | |
246 | //static vector active_list; // active objects, not yet used |
273 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
247 | //static vector object_list; // not used yet, use first->next->... |
274 | void post_load_check (); // do some adjustments after parsing |
248 | static object *first; // will be replaced by "objects" |
275 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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276 | bool write (object_freezer &f); |
249 | |
277 | |
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278 | MTH int slottype () const; |
250 | MTH static object *create (); |
279 | MTH static object *create (); |
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280 | object &operator =(const object &src); |
251 | MTH void copy_to (object *dst); |
281 | MTH void copy_to (object *dst); |
252 | MTH object *clone (); // create + copy_to |
282 | MTH object *clone (); // create + copy_to |
253 | void do_destroy (); |
283 | void do_destroy (); |
254 | void gather_callbacks (AV *&callbacks, event_type event) const; |
284 | void gather_callbacks (AV *&callbacks, event_type event) const; |
255 | MTH void destroy (bool destroy_inventory = false); |
285 | MTH void destroy (bool destroy_inventory = false); |
256 | |
286 | |
257 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
287 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
258 | MTH void destroy_inv (bool drop_to_ground = false); |
288 | MTH void destroy_inv (bool drop_to_ground = false); |
259 | MTH void remove (); |
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260 | MTH object *insert (object *item); // insert into inventory |
289 | MTH object *insert (object *item); // insert into inventory |
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290 | void do_remove (); |
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291 | MTH void remove () |
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292 | { |
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293 | if (!flag [FLAG_REMOVED]) |
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294 | do_remove (); |
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295 | } |
261 | |
296 | |
262 | static bool can_merge_slow (object *op1, object *op2); |
297 | static bool can_merge_slow (object *op1, object *op2); |
263 | |
298 | |
264 | // this is often used in time-critical code, so optimise |
299 | // this is often used in time-critical code, so optimise |
265 | MTH static bool can_merge (object *op1, object *op2) |
300 | MTH static bool can_merge (object *op1, object *op2) |
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269 | && can_merge_slow (op1, op2); |
304 | && can_merge_slow (op1, op2); |
270 | } |
305 | } |
271 | |
306 | |
272 | MTH void set_owner (object *owner); |
307 | MTH void set_owner (object *owner); |
273 | MTH void set_speed (float speed); |
308 | MTH void set_speed (float speed); |
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309 | MTH bool change_weapon (object *ob); |
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310 | MTH bool change_skill (object *ob); |
274 | |
311 | |
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312 | MTH void open_container (object *new_container); |
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313 | MTH void close_container () |
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314 | { |
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315 | open_container (0); |
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316 | } |
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317 | |
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318 | // overwrite the attachable should_invoke function with a version that also checks ev_want_type |
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319 | bool should_invoke (event_type event) |
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320 | { |
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321 | return ev_want_event [event] || ev_want_type [type] || cb; |
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322 | } |
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323 | |
275 | MTH void instantiate () |
324 | MTH void instantiate (); |
276 | { |
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277 | if (!uuid.seq) // HACK |
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278 | uuid = gen_uuid (); |
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279 | |
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280 | attachable::instantiate (); |
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281 | } |
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282 | |
325 | |
283 | // recalculate all stats |
326 | // recalculate all stats |
284 | MTH void update_stats (); |
327 | MTH void update_stats (); |
285 | MTH void roll_stats (); |
328 | MTH void roll_stats (); |
286 | MTH void swap_stats (int a, int b); |
329 | MTH void swap_stats (int a, int b); |
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290 | MTH void drain_specific_stat (int deplete_stats); |
333 | MTH void drain_specific_stat (int deplete_stats); |
291 | MTH void change_luck (int value); |
334 | MTH void change_luck (int value); |
292 | |
335 | |
293 | // info must hold 256 * 3 bytes currently |
336 | // info must hold 256 * 3 bytes currently |
294 | const char *debug_desc (char *info) const; |
337 | const char *debug_desc (char *info) const; |
295 | MTH const char *debug_desc () const; |
338 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
296 | const char *flag_desc (char *desc, int len) const; |
339 | const char *flag_desc (char *desc, int len) const; |
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340 | |
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341 | int number_of () const |
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342 | { |
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343 | return nrof ? nrof : 1; |
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344 | } |
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345 | |
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346 | uint64 total_weight () const |
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347 | { |
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348 | return weight * number_of (); |
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349 | } |
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350 | |
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351 | // return the dominant material of this item, always return something |
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352 | const materialtype_t *dominant_material () const; |
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353 | |
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354 | // return the volume of this object in cm³ |
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355 | uint64 volume () const |
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356 | { |
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357 | return total_weight () |
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358 | * 1000 |
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359 | * (type == CONTAINER ? 1000 : 1) |
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360 | / dominant_material ()->density; |
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361 | } |
297 | |
362 | |
298 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
363 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
299 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
364 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
300 | || type == CLOAK || type == BOOTS || type == GLOVES |
365 | || type == CLOAK || type == BOOTS || type == GLOVES |
301 | || type == BRACERS || type == GIRDLE; } |
366 | || type == BRACERS || type == GIRDLE; } |
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304 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
369 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
305 | && !flag [FLAG_IS_A_TEMPLATE]; } |
370 | && !flag [FLAG_IS_A_TEMPLATE]; } |
306 | MTH bool is_arrow () const { return type == ARROW |
371 | MTH bool is_arrow () const { return type == ARROW |
307 | || (type == SPELL_EFFECT |
372 | || (type == SPELL_EFFECT |
308 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
373 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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374 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
309 | |
375 | |
310 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
376 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
311 | |
377 | |
312 | // temporary: wether the object can be saved in a map file |
378 | // temporary: wether the object can be saved in a map file |
313 | // contr => is a player |
379 | // contr => is a player |
314 | // head => only save head of a multitile object |
380 | // head => only save head of a multitile object |
315 | // owner => can not reference owner yet |
381 | // owner => can not reference owner yet |
316 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
382 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
317 | |
383 | |
318 | /* This return true if object has still randomitems which |
384 | /* This return true if object has still randomitems which |
319 | * could be expanded. |
385 | * could be expanded. |
320 | */ |
386 | */ |
321 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
387 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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334 | MTH object *head_ () |
400 | MTH object *head_ () |
335 | { |
401 | { |
336 | return head ? head : this; |
402 | return head ? head : this; |
337 | } |
403 | } |
338 | |
404 | |
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405 | MTH std::string long_desc (object *who = 0); |
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406 | MTH std::string describe_monster (object *who = 0); |
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407 | MTH std::string describe_item (object *who = 0); |
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408 | MTH std::string describe (object *who = 0); |
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409 | |
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410 | // If this object has no extra parts but should have them, |
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411 | // add them, effectively expanding heads into multipart |
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412 | // objects. This method only works on objects not inserted |
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413 | // anywhere. |
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414 | MTH void expand_tail (); |
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415 | |
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416 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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417 | |
339 | // insert object at same map position as 'where' |
418 | // insert object at same map position as 'where' |
340 | // handles both inventory and map "positions" |
419 | // handles both inventory and map "positions" |
341 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
420 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
342 | |
421 | |
343 | MTH bool active () const; |
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344 | MTH void activate (); |
422 | MTH void activate (); |
345 | MTH void deactivate (); |
423 | MTH void deactivate (); |
346 | MTH void activate_recursive (); |
424 | MTH void activate_recursive (); |
347 | MTH void deactivate_recursive (); |
425 | MTH void deactivate_recursive (); |
348 | |
426 | |
349 | // set the givne flag on all objects in the inventory recursively |
427 | // set the givne flag on all objects in the inventory recursively |
350 | MTH void set_flag_inv (int flag, int value = 1); |
428 | MTH void set_flag_inv (int flag, int value = 1); |
351 | |
429 | |
352 | void enter_exit (object *exit);//PERL |
430 | void enter_exit (object *exit);//Perl |
353 | MTH void enter_map (maptile *newmap, int x, int y); |
431 | MTH void enter_map (maptile *newmap, int x, int y); |
354 | |
432 | |
355 | // returns the mapspace this object is in |
433 | // returns the mapspace this object is in |
356 | mapspace &ms () const; |
434 | mapspace &ms () const; |
357 | |
435 | |
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393 | object *end () |
471 | object *end () |
394 | { |
472 | { |
395 | return this; |
473 | return this; |
396 | } |
474 | } |
397 | |
475 | |
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476 | /* This returns TRUE if the object is something that |
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477 | * should be displayed in the floorbox/inventory window |
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478 | */ |
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479 | MTH bool client_visible () const |
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480 | { |
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481 | return !invisible && type != PLAYER; |
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482 | } |
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483 | |
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484 | MTH struct region *region () const; |
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485 | |
398 | protected: |
486 | protected: |
399 | friend struct archetype; |
487 | friend struct archetype; |
400 | |
488 | |
401 | void link (); |
489 | void link (); |
402 | void unlink (); |
490 | void unlink (); |
403 | |
491 | |
404 | object (); |
492 | object (); |
405 | ~object (); |
493 | ~object (); |
406 | }; |
494 | }; |
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495 | |
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496 | // move this object to the top of its env's inventory to speed up |
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497 | // searches for it. |
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498 | static object * |
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499 | splay (object *ob) |
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500 | { |
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501 | if (ob->env && ob->env->inv != ob) |
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502 | { |
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503 | if (ob->above) ob->above->below = ob->below; |
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504 | if (ob->below) ob->below->above = ob->above; |
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505 | |
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506 | ob->above = 0; |
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507 | ob->below = ob->env->inv; |
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508 | ob->below->above = ob; |
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509 | ob->env->inv = ob; |
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510 | } |
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511 | |
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512 | return ob; |
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513 | } |
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514 | |
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515 | typedef object_vector<object, &object::index > objectvec; |
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516 | typedef object_vector<object, &object::active> activevec; |
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517 | |
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518 | extern objectvec objects; |
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519 | extern activevec actives; |
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520 | |
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521 | #define for_all_objects(var) \ |
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522 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
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523 | declvar (object *, var, objects [_i]) |
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524 | |
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525 | #define for_all_actives(var) \ |
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526 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
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527 | declvar (object *, var, actives [_i]) |
407 | |
528 | |
408 | typedef struct oblnk |
529 | typedef struct oblnk |
409 | { /* Used to link together several objects */ |
530 | { /* Used to link together several objects */ |
410 | object_ptr ob; |
531 | object_ptr ob; |
411 | struct oblnk *next; |
532 | struct oblnk *next; |
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415 | { /* Used to link together several object links */ |
536 | { /* Used to link together several object links */ |
416 | struct oblnk *link; |
537 | struct oblnk *link; |
417 | long value; /* Used as connected value in buttons/gates */ |
538 | long value; /* Used as connected value in buttons/gates */ |
418 | struct oblinkpt *next; |
539 | struct oblinkpt *next; |
419 | } oblinkpt; |
540 | } oblinkpt; |
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541 | |
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542 | object *find_skill_by_name (object *who, const char *name); |
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543 | object *find_skill_by_name (object *who, const shstr &sh); |
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544 | object *find_skill_by_number (object *who, int skillno); |
420 | |
545 | |
421 | /* |
546 | /* |
422 | * The archetype structure is a set of rules on how to generate and manipulate |
547 | * The archetype structure is a set of rules on how to generate and manipulate |
423 | * objects which point to archetypes. |
548 | * objects which point to archetypes. |
424 | * This probably belongs in arch.h, but there really doesn't appear to |
549 | * This probably belongs in arch.h, but there really doesn't appear to |
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… | |
432 | { |
557 | { |
433 | archetype (); |
558 | archetype (); |
434 | ~archetype (); |
559 | ~archetype (); |
435 | void gather_callbacks (AV *&callbacks, event_type event) const; |
560 | void gather_callbacks (AV *&callbacks, event_type event) const; |
436 | |
561 | |
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562 | static archetype *read (object_thawer &f); |
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563 | static archetype *get (const char *name); // find or create |
437 | static archetype *find (const char *arch); |
564 | static archetype *find (const char *name); |
438 | |
565 | |
439 | void hash_add (); // add to hashtable |
566 | void hash_add (); // add to hashtable |
440 | void hash_del (); // remove from hashtable |
567 | void hash_del (); // remove from hashtable |
441 | |
568 | |
442 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
569 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
443 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
570 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
444 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
571 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
445 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
572 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
446 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
573 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
447 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
574 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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575 | bool ACC (RW, linked); // linked into list of heads |
448 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
576 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
449 | * in comparison to the head. |
577 | * in comparison to the head. |
450 | */ |
578 | */ |
451 | }; |
579 | }; |
452 | |
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453 | extern object *objects; |
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454 | extern object *active_objects; |
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455 | |
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456 | extern int nrofallocobjects; |
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457 | |
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458 | /* This returns TRUE if the object is something that |
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459 | * should be displayed in the look window |
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460 | */ |
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461 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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462 | |
580 | |
463 | /* Used by update_object to know if the object being passed is |
581 | /* Used by update_object to know if the object being passed is |
464 | * being added or removed. |
582 | * being added or removed. |
465 | */ |
583 | */ |
466 | #define UP_OBJ_INSERT 1 |
584 | #define UP_OBJ_INSERT 1 |
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501 | #define INS_ON_TOP 0x0008 |
619 | #define INS_ON_TOP 0x0008 |
502 | #define INS_BELOW_ORIGINATOR 0x0010 |
620 | #define INS_BELOW_ORIGINATOR 0x0010 |
503 | #define INS_MAP_LOAD 0x0020 |
621 | #define INS_MAP_LOAD 0x0020 |
504 | |
622 | |
505 | #define ARCH_SINGULARITY "singularity" |
623 | #define ARCH_SINGULARITY "singularity" |
506 | #define ARCH_SINGULARITY_LEN 11 |
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507 | #define ARCH_DETECT_MAGIC "detect_magic" |
624 | #define ARCH_DETECT_MAGIC "detect_magic" |
508 | #define ARCH_DEPLETION "depletion" |
625 | #define ARCH_DEPLETION "depletion" |
509 | #define ARCH_SYMPTOM "symptom" |
626 | #define ARCH_SYMPTOM "symptom" |
510 | |
627 | |
511 | #endif |
628 | #endif |