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 int 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_range, |
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37 | body_shield, |
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38 | body_combat, |
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39 | body_arm, |
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40 | body_torso, |
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41 | body_head, |
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42 | body_neck, |
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43 | body_skill, |
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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 | }; |
36 | |
52 | |
37 | /* See common/item.c */ |
53 | /* See common/item.c */ |
38 | |
54 | |
39 | typedef struct Body_Locations |
55 | typedef struct Body_Locations |
40 | { |
56 | { |
… | |
… | |
89 | /* However, if you're keeping a pointer of some sort, you probably |
105 | /* However, if you're keeping a pointer of some sort, you probably |
90 | * don't just want it copied, so you'll need to add to common/object.C, |
106 | * don't just want it copied, so you'll need to add to common/object.C, |
91 | * e.g. ->copy_to () |
107 | * e.g. ->copy_to () |
92 | */ |
108 | */ |
93 | |
109 | |
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110 | struct body_slot |
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111 | { |
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112 | signed char info:4; /* body info as loaded from the file */ |
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113 | signed char used:4; /* Calculated value based on items equipped */ |
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114 | }; |
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115 | |
94 | INTERFACE_CLASS (object) |
116 | INTERFACE_CLASS (object) |
95 | // these are being copied |
117 | // these are being copied |
96 | struct object_copy : attachable |
118 | struct object_copy : attachable |
97 | { |
119 | { |
98 | typedef bitset<NUM_FLAGS> flags_t; |
120 | typedef bitset<NUM_FLAGS> flags_t; |
99 | |
121 | |
100 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
122 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
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123 | |
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124 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
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125 | uint8 ACC (RW, subtype); /* subtype of object */ |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
126 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
102 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
127 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
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128 | |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
129 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
130 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
131 | shstr ACC (RW, title); /* Of foo, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
132 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
133 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
… | |
… | |
110 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
136 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
137 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
138 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
139 | shstr ACC (RW, materialname); /* specific material name */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
140 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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141 | // 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 */ |
142 | 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 */ |
143 | 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 */ |
144 | 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 */ |
145 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
146 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
147 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
148 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
149 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
150 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | |
151 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
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126 | float ACC (RW, speed); /* The overall speed of this object */ |
152 | 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 */ |
153 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
154 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
155 | |
130 | /* This next big block are basically used for monsters and equipment */ |
156 | /* 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 */ |
157 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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158 | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
159 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
160 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
161 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
162 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
163 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
164 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
165 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
166 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
167 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
168 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
169 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
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157 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
182 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
183 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
184 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
185 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
186 | 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 */ |
187 | body_slot slot [NUM_BODY_LOCATIONS]; |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
188 | faceidx ACC (RW, face); /* Face with colors */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
189 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
190 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
191 | |
167 | /* Following mostly refers to fields only used for monsters */ |
192 | /* Following mostly refers to fields only used for monsters */ |
168 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
193 | 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 |
203 | * Note that other fields are used - these files are basically |
179 | * only used in spells. |
204 | * only used in spells. |
180 | */ |
205 | */ |
181 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
206 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
182 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
207 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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208 | |
183 | uint16 ACC (RW, start_holding); |
209 | uint16 ACC (RW, start_holding); |
184 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
210 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
211 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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212 | |
186 | sint8 ACC (RW, range); /* Range of the spell */ |
213 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
214 | 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 */ |
215 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
216 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
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217 | |
191 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
218 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
219 | 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 */ |
220 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
194 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
221 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
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222 | |
195 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
223 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
196 | |
224 | |
197 | char *ACC (RW, spellarg); |
225 | char *ACC (RW, spellarg); |
198 | |
226 | |
199 | /* Following are values used by any object */ |
227 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
228 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
229 | 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 */ |
230 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
231 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
232 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
233 | #endif |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
234 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
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228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
255 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
229 | /* Note: stacked in the *same* environment */ |
256 | /* Note: stacked in the *same* environment */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
257 | object *inv; /* Pointer to the first object in the inventory */ |
231 | |
258 | |
232 | //TODO: container must move into client |
259 | //TODO: container must move into client |
233 | object *ACC (RW, container); /* Current container being used. I think this |
260 | object_ptr ACC (RW, container); /* Current container being used. I think this |
234 | * is only used by the player right now. |
261 | * is only used by the player right now. |
235 | */ |
262 | */ |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
263 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
237 | * This is typically the container that the object is in. |
264 | * This is typically the container that the object is in. |
238 | */ |
265 | */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
266 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
267 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
241 | client_container *seen_by; // seen by which player/container currently? |
268 | client_container *seen_by; // seen by which player/container currently? |
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269 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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270 | |
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271 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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272 | void post_load_check (); // do some adjustments after parsing |
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273 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
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274 | bool write (object_freezer &f); |
242 | |
275 | |
243 | MTH static object *create (); |
276 | MTH static object *create (); |
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277 | object &operator =(const object &src); |
244 | MTH void copy_to (object *dst); |
278 | MTH void copy_to (object *dst); |
245 | MTH object *clone (); // create + copy_to |
279 | MTH object *clone (); // create + copy_to |
246 | void do_destroy (); |
280 | void do_destroy (); |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
281 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | MTH void destroy (bool destroy_inventory = false); |
282 | MTH void destroy (bool destroy_inventory = false); |
249 | |
283 | |
250 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
284 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
285 | MTH void destroy_inv (bool drop_to_ground = false); |
252 | MTH void remove (); |
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253 | MTH object *insert (object *item); // insert into inventory |
286 | MTH object *insert (object *item); // insert into inventory |
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287 | void do_remove (); |
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288 | MTH void remove () |
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289 | { |
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290 | if (!flag [FLAG_REMOVED]) |
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291 | do_remove (); |
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292 | } |
254 | |
293 | |
255 | static bool can_merge_slow (object *op1, object *op2); |
294 | static bool can_merge_slow (object *op1, object *op2); |
256 | |
295 | |
257 | // this is often used in time-critical code, so optimise |
296 | // this is often used in time-critical code, so optimise |
258 | MTH static bool can_merge (object *op1, object *op2) |
297 | MTH static bool can_merge (object *op1, object *op2) |
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262 | && can_merge_slow (op1, op2); |
301 | && can_merge_slow (op1, op2); |
263 | } |
302 | } |
264 | |
303 | |
265 | MTH void set_owner (object *owner); |
304 | MTH void set_owner (object *owner); |
266 | MTH void set_speed (float speed); |
305 | MTH void set_speed (float speed); |
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306 | MTH void set_weapon (object *ob); |
267 | |
307 | |
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308 | MTH void open_container (object *new_container); |
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309 | MTH void close_container () |
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310 | { |
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311 | open_container (0); |
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312 | } |
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313 | |
268 | MTH void instantiate () |
314 | MTH void instantiate (); |
269 | { |
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270 | if (!uuid.seq) // HACK |
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271 | uuid = gen_uuid (); |
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272 | |
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273 | attachable::instantiate (); |
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274 | } |
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275 | |
315 | |
276 | // recalculate all stats |
316 | // recalculate all stats |
277 | MTH void update_stats (); |
317 | MTH void update_stats (); |
278 | MTH void roll_stats (); |
318 | MTH void roll_stats (); |
279 | MTH void swap_stats (int a, int b); |
319 | MTH void swap_stats (int a, int b); |
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283 | MTH void drain_specific_stat (int deplete_stats); |
323 | MTH void drain_specific_stat (int deplete_stats); |
284 | MTH void change_luck (int value); |
324 | MTH void change_luck (int value); |
285 | |
325 | |
286 | // info must hold 256 * 3 bytes currently |
326 | // info must hold 256 * 3 bytes currently |
287 | const char *debug_desc (char *info) const; |
327 | const char *debug_desc (char *info) const; |
288 | MTH const char *debug_desc () const; |
328 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
289 | const char *flag_desc (char *desc, int len) const; |
329 | const char *flag_desc (char *desc, int len) const; |
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330 | |
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331 | int number_of () const |
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332 | { |
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333 | return nrof ? nrof : 1; |
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334 | } |
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335 | |
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336 | uint64 total_weight () const |
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337 | { |
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338 | return weight * number_of (); |
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339 | } |
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340 | |
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341 | // return the dominant material of this item, always return something |
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342 | const materialtype_t *dominant_material () const; |
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343 | |
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344 | // return the volume of this object in cm³ |
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345 | uint64 volume () const |
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346 | { |
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347 | return total_weight () |
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348 | * 1000 |
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349 | * (type == CONTAINER ? 1000 : 1) |
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350 | / dominant_material ()->density; |
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351 | } |
290 | |
352 | |
291 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
353 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
292 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
354 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
293 | || type == CLOAK || type == BOOTS || type == GLOVES |
355 | || type == CLOAK || type == BOOTS || type == GLOVES |
294 | || type == BRACERS || type == GIRDLE; } |
356 | || type == BRACERS || type == GIRDLE; } |
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297 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
359 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
298 | && !flag [FLAG_IS_A_TEMPLATE]; } |
360 | && !flag [FLAG_IS_A_TEMPLATE]; } |
299 | MTH bool is_arrow () const { return type == ARROW |
361 | MTH bool is_arrow () const { return type == ARROW |
300 | || (type == SPELL_EFFECT |
362 | || (type == SPELL_EFFECT |
301 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
363 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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364 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
302 | |
365 | |
303 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
366 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
304 | |
367 | |
305 | // temporary: wether the object can be saved in a map file |
368 | // temporary: wether the object can be saved in a map file |
306 | // contr => is a player |
369 | // contr => is a player |
307 | // head => only save head of a multitile object |
370 | // head => only save head of a multitile object |
308 | // owner => can not reference owner yet |
371 | // owner => can not reference owner yet |
309 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
372 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
310 | |
373 | |
311 | /* This return true if object has still randomitems which |
374 | /* This return true if object has still randomitems which |
312 | * could be expanded. |
375 | * could be expanded. |
313 | */ |
376 | */ |
314 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
377 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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327 | MTH object *head_ () |
390 | MTH object *head_ () |
328 | { |
391 | { |
329 | return head ? head : this; |
392 | return head ? head : this; |
330 | } |
393 | } |
331 | |
394 | |
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395 | MTH std::string long_desc (object *who = 0); |
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396 | MTH std::string describe_monster (object *who = 0); |
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397 | MTH std::string describe_item (object *who = 0); |
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398 | MTH std::string describe (object *who = 0); |
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399 | |
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400 | // If this object has no extra parts but should have them, |
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401 | // add them, effectively expanding heads into multipart |
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402 | // objects. This method only works on objects not inserted |
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403 | // anywhere. |
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404 | MTH void expand_tail (); |
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405 | |
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406 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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407 | |
332 | // insert object at same map position as 'where' |
408 | // insert object at same map position as 'where' |
333 | // handles both inventory and map "positions" |
409 | // handles both inventory and map "positions" |
334 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
410 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
335 | |
411 | |
336 | MTH void activate (); |
412 | MTH void activate (); |
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339 | MTH void deactivate_recursive (); |
415 | MTH void deactivate_recursive (); |
340 | |
416 | |
341 | // set the givne flag on all objects in the inventory recursively |
417 | // set the givne flag on all objects in the inventory recursively |
342 | MTH void set_flag_inv (int flag, int value = 1); |
418 | MTH void set_flag_inv (int flag, int value = 1); |
343 | |
419 | |
344 | void enter_exit (object *exit);//PERL |
420 | void enter_exit (object *exit);//Perl |
345 | MTH void enter_map (maptile *newmap, int x, int y); |
421 | MTH void enter_map (maptile *newmap, int x, int y); |
346 | |
422 | |
347 | // returns the mapspace this object is in |
423 | // returns the mapspace this object is in |
348 | mapspace &ms () const; |
424 | mapspace &ms () const; |
349 | |
425 | |
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393 | MTH bool client_visible () const |
469 | MTH bool client_visible () const |
394 | { |
470 | { |
395 | return !invisible && type != PLAYER; |
471 | return !invisible && type != PLAYER; |
396 | } |
472 | } |
397 | |
473 | |
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474 | MTH struct region *region () const; |
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475 | |
398 | protected: |
476 | protected: |
399 | friend struct archetype; |
477 | friend struct archetype; |
400 | |
478 | |
401 | void link (); |
479 | void link (); |
402 | void unlink (); |
480 | void unlink (); |
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410 | |
488 | |
411 | extern objectvec objects; |
489 | extern objectvec objects; |
412 | extern activevec actives; |
490 | extern activevec actives; |
413 | |
491 | |
414 | #define for_all_objects(var) \ |
492 | #define for_all_objects(var) \ |
415 | for (int _i = 0; _i < objects.size (); ++_i) \ |
493 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
416 | declvar (object *, var, objects [_i]) |
494 | declvar (object *, var, objects [_i]) |
417 | |
495 | |
418 | #define for_all_actives(var) \ |
496 | #define for_all_actives(var) \ |
419 | for (int _i = 0; _i < actives.size (); ++_i) \ |
497 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
420 | declvar (object *, var, actives [_i]) |
498 | declvar (object *, var, actives [_i]) |
421 | |
499 | |
422 | typedef struct oblnk |
500 | typedef struct oblnk |
423 | { /* Used to link together several objects */ |
501 | { /* Used to link together several objects */ |
424 | object_ptr ob; |
502 | object_ptr ob; |
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446 | { |
524 | { |
447 | archetype (); |
525 | archetype (); |
448 | ~archetype (); |
526 | ~archetype (); |
449 | void gather_callbacks (AV *&callbacks, event_type event) const; |
527 | void gather_callbacks (AV *&callbacks, event_type event) const; |
450 | |
528 | |
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529 | static archetype *read (object_thawer &f); |
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530 | static archetype *get (const char *name); // find or create |
451 | static archetype *find (const char *arch); |
531 | static archetype *find (const char *name); |
452 | |
532 | |
453 | void hash_add (); // add to hashtable |
533 | void hash_add (); // add to hashtable |
454 | void hash_del (); // remove from hashtable |
534 | void hash_del (); // remove from hashtable |
455 | |
535 | |
456 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
536 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
457 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
537 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
458 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
538 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
459 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
539 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
460 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
540 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
461 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
541 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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542 | bool ACC (RW, linked); // linked into list of heads |
462 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
543 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
463 | * in comparison to the head. |
544 | * in comparison to the head. |
464 | */ |
545 | */ |
465 | }; |
546 | }; |
466 | |
547 | |
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505 | #define INS_ON_TOP 0x0008 |
586 | #define INS_ON_TOP 0x0008 |
506 | #define INS_BELOW_ORIGINATOR 0x0010 |
587 | #define INS_BELOW_ORIGINATOR 0x0010 |
507 | #define INS_MAP_LOAD 0x0020 |
588 | #define INS_MAP_LOAD 0x0020 |
508 | |
589 | |
509 | #define ARCH_SINGULARITY "singularity" |
590 | #define ARCH_SINGULARITY "singularity" |
510 | #define ARCH_SINGULARITY_LEN 11 |
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511 | #define ARCH_DETECT_MAGIC "detect_magic" |
591 | #define ARCH_DETECT_MAGIC "detect_magic" |
512 | #define ARCH_DEPLETION "depletion" |
592 | #define ARCH_DEPLETION "depletion" |
513 | #define ARCH_SYMPTOM "symptom" |
593 | #define ARCH_SYMPTOM "symptom" |
514 | |
594 | |
515 | #endif |
595 | #endif |