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 | }; |
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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 | { |
… | |
… | |
89 | /* 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 |
90 | * 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, |
91 | * e.g. ->copy_to () |
114 | * e.g. ->copy_to () |
92 | */ |
115 | */ |
93 | |
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 | |
94 | INTERFACE_CLASS (object) |
123 | INTERFACE_CLASS (object) |
95 | // these are being copied |
124 | // these are being copied |
96 | struct object_copy : attachable |
125 | struct object_copy : attachable |
97 | { |
126 | { |
98 | typedef bitset<NUM_FLAGS> flags_t; |
127 | typedef bitset<NUM_FLAGS> flags_t; |
99 | |
128 | |
100 | 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 */ |
101 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
133 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
102 | 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 | |
103 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
136 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
104 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
137 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
105 | shstr ACC (RW, title); /* Of foo, etc */ |
138 | shstr ACC (RW, title); /* Of foo, etc */ |
106 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
139 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
107 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
140 | 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 */ |
143 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
144 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
112 | /* To get put into books and the like. */ |
145 | /* To get put into books and the like. */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
146 | shstr ACC (RW, materialname); /* specific material name */ |
114 | 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 */ |
115 | 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 */ |
116 | 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 */ |
117 | 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 */ |
118 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
152 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | 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 */ |
120 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
154 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | 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 */ |
122 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
156 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | 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 */ |
124 | |
158 | |
125 | New_Face *ACC (RW, face); /* Face with colors */ |
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126 | float ACC (RW, speed); /* The overall speed of this object */ |
159 | 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 */ |
160 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
161 | uint32 ACC (RW, nrof); /* How many of the objects */ |
129 | |
162 | |
130 | /* This next big block are basically used for monsters and equipment */ |
163 | /* 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 */ |
164 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
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165 | |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
166 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
167 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
168 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
169 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
138 | 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 */ |
139 | uint16 ACC (RW, material); /* What materials this object consist of */ |
171 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
172 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
173 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
142 | 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) */ |
143 | /* Note that the last_.. values are sometimes used for non obvious |
175 | /* Note that the last_.. values are sometimes used for non obvious |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
176 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
157 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
189 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
158 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
190 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
191 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
192 | uint32 ACC (RW, weapontype); /* type of weapon */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
193 | 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 */ |
194 | body_slot slot [NUM_BODY_LOCATIONS]; |
163 | sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ |
195 | faceidx ACC (RW, face); /* Face with colors */ |
164 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
196 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | /* See the pod/objects.pod for more info about body locations */ |
197 | /* See the pod/objects.pod for more info about body locations */ |
166 | |
198 | |
167 | /* Following mostly refers to fields only used for monsters */ |
199 | /* Following mostly refers to fields only used for monsters */ |
168 | 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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178 | * Note that other fields are used - these files are basically |
210 | * Note that other fields are used - these files are basically |
179 | * only used in spells. |
211 | * only used in spells. |
180 | */ |
212 | */ |
181 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
213 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
182 | 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 | |
183 | uint16 ACC (RW, start_holding); |
216 | uint16 ACC (RW, start_holding); |
184 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
217 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
185 | 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 | |
186 | sint8 ACC (RW, range); /* Range of the spell */ |
220 | sint8 ACC (RW, range); /* Range of the spell */ |
187 | 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 */ |
188 | |
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189 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
222 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
190 | 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 | |
191 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
225 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
192 | 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 */ |
193 | 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 */ |
194 | 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 | |
195 | 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 */ |
196 | |
231 | |
197 | char *ACC (RW, spellarg); |
232 | char *ACC (RW, spellarg); |
198 | |
233 | |
199 | /* Following are values used by any object */ |
234 | /* Following are values used by any object */ |
200 | /* this objects turns into or what this object creates */ |
235 | /* this objects turns into or what this object creates */ |
201 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
236 | 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 */ |
237 | flags_t flag; /* various flags */ |
204 | #if FOR_PERL |
238 | #if FOR_PERL |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
239 | bool ACC (RW, flag[NUM_FLAGS]); |
206 | #endif |
240 | #endif |
207 | 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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228 | 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 */ |
229 | /* Note: stacked in the *same* environment */ |
263 | /* Note: stacked in the *same* environment */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
264 | object *inv; /* Pointer to the first object in the inventory */ |
231 | |
265 | |
232 | //TODO: container must move into client |
266 | //TODO: container must move into client |
233 | object *ACC (RW, container); /* Current container being used. I think this |
267 | object_ptr ACC (RW, container); /* Current container being used. I think this |
234 | * is only used by the player right now. |
268 | * is only used by the player right now. |
235 | */ |
269 | */ |
236 | 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. |
237 | * This is typically the container that the object is in. |
271 | * This is typically the container that the object is in. |
238 | */ |
272 | */ |
239 | 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 */ |
240 | 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 |
241 | 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. */ |
242 | |
277 | |
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278 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
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279 | void post_load_check (); // do some adjustments after parsing |
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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); |
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282 | |
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283 | MTH int slottype () const; |
243 | MTH static object *create (); |
284 | MTH static object *create (); |
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285 | object &operator =(const object &src); |
244 | MTH void copy_to (object *dst); |
286 | MTH void copy_to (object *dst); |
245 | MTH object *clone (); // create + copy_to |
287 | MTH object *clone (); // create + copy_to |
246 | void do_destroy (); |
288 | void do_destroy (); |
247 | void gather_callbacks (AV *&callbacks, event_type event) const; |
289 | void gather_callbacks (AV *&callbacks, event_type event) const; |
248 | MTH void destroy (bool destroy_inventory = false); |
290 | MTH void destroy (bool destroy_inventory = false); |
249 | |
291 | |
250 | // 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 |
251 | MTH void destroy_inv (bool drop_to_ground = false); |
293 | 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 |
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 | } |
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301 | |
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302 | // move this object to the top of its env's inventory to speed up |
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303 | // searches for it. |
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304 | MTH void inv_splay () |
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305 | { |
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306 | if (env && env->inv != this) |
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307 | { |
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308 | if (above) above->below = below; |
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309 | if (below) below->above = above; |
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310 | |
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311 | above = 0; |
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312 | below = env->inv; |
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313 | below->above = this; |
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314 | env->inv = this; |
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315 | } |
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316 | } |
254 | |
317 | |
255 | static bool can_merge_slow (object *op1, object *op2); |
318 | static bool can_merge_slow (object *op1, object *op2); |
256 | |
319 | |
257 | // this is often used in time-critical code, so optimise |
320 | // this is often used in time-critical code, so optimise |
258 | MTH static bool can_merge (object *op1, object *op2) |
321 | MTH static bool can_merge (object *op1, object *op2) |
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262 | && can_merge_slow (op1, op2); |
325 | && can_merge_slow (op1, op2); |
263 | } |
326 | } |
264 | |
327 | |
265 | MTH void set_owner (object *owner); |
328 | MTH void set_owner (object *owner); |
266 | MTH void set_speed (float speed); |
329 | MTH void set_speed (float speed); |
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330 | MTH bool change_weapon (object *ob); |
267 | |
331 | |
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332 | MTH void open_container (object *new_container); |
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333 | MTH void close_container () |
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334 | { |
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335 | open_container (0); |
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336 | } |
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337 | |
268 | MTH void instantiate () |
338 | 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 | |
339 | |
276 | // recalculate all stats |
340 | // recalculate all stats |
277 | MTH void update_stats (); |
341 | MTH void update_stats (); |
278 | MTH void roll_stats (); |
342 | MTH void roll_stats (); |
279 | MTH void swap_stats (int a, int b); |
343 | MTH void swap_stats (int a, int b); |
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283 | MTH void drain_specific_stat (int deplete_stats); |
347 | MTH void drain_specific_stat (int deplete_stats); |
284 | MTH void change_luck (int value); |
348 | MTH void change_luck (int value); |
285 | |
349 | |
286 | // info must hold 256 * 3 bytes currently |
350 | // info must hold 256 * 3 bytes currently |
287 | const char *debug_desc (char *info) const; |
351 | const char *debug_desc (char *info) const; |
288 | MTH const char *debug_desc () const; |
352 | MTH const char *debug_desc () const; // uses at least 3 round-robin buffers |
289 | const char *flag_desc (char *desc, int len) const; |
353 | const char *flag_desc (char *desc, int len) const; |
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354 | |
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355 | int number_of () const |
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356 | { |
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357 | return nrof ? nrof : 1; |
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358 | } |
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359 | |
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360 | uint64 total_weight () const |
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361 | { |
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362 | return weight * number_of (); |
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363 | } |
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364 | |
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365 | // return the dominant material of this item, always return something |
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366 | const materialtype_t *dominant_material () const; |
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367 | |
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368 | // return the volume of this object in cm³ |
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369 | uint64 volume () const |
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370 | { |
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371 | return total_weight () |
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372 | * 1000 |
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373 | * (type == CONTAINER ? 1000 : 1) |
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374 | / dominant_material ()->density; |
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375 | } |
290 | |
376 | |
291 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
377 | 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 |
378 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
293 | || type == CLOAK || type == BOOTS || type == GLOVES |
379 | || type == CLOAK || type == BOOTS || type == GLOVES |
294 | || type == BRACERS || type == GIRDLE; } |
380 | || type == BRACERS || type == GIRDLE; } |
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297 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
383 | || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) |
298 | && !flag [FLAG_IS_A_TEMPLATE]; } |
384 | && !flag [FLAG_IS_A_TEMPLATE]; } |
299 | MTH bool is_arrow () const { return type == ARROW |
385 | MTH bool is_arrow () const { return type == ARROW |
300 | || (type == SPELL_EFFECT |
386 | || (type == SPELL_EFFECT |
301 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
387 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
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388 | MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } |
302 | |
389 | |
303 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
390 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
304 | |
391 | |
305 | // temporary: wether the object can be saved in a map file |
392 | // temporary: wether the object can be saved in a map file |
306 | // contr => is a player |
393 | // contr => is a player |
307 | // head => only save head of a multitile object |
394 | // head => only save head of a multitile object |
308 | // owner => can not reference owner yet |
395 | // owner => can not reference owner yet |
309 | MTH bool can_map_save () const { return !contr && !head && !owner; } |
396 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
310 | |
397 | |
311 | /* This return true if object has still randomitems which |
398 | /* This return true if object has still randomitems which |
312 | * could be expanded. |
399 | * could be expanded. |
313 | */ |
400 | */ |
314 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
401 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
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327 | MTH object *head_ () |
414 | MTH object *head_ () |
328 | { |
415 | { |
329 | return head ? head : this; |
416 | return head ? head : this; |
330 | } |
417 | } |
331 | |
418 | |
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419 | MTH std::string long_desc (object *who = 0); |
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420 | MTH std::string describe_monster (object *who = 0); |
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421 | MTH std::string describe_item (object *who = 0); |
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422 | MTH std::string describe (object *who = 0); |
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423 | |
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424 | // If this object has no extra parts but should have them, |
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425 | // add them, effectively expanding heads into multipart |
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426 | // objects. This method only works on objects not inserted |
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427 | // anywhere. |
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428 | MTH void expand_tail (); |
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429 | |
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430 | MTH void create_treasure (treasurelist *tl, int flags = 0); |
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431 | |
332 | // insert object at same map position as 'where' |
432 | // insert object at same map position as 'where' |
333 | // handles both inventory and map "positions" |
433 | // handles both inventory and map "positions" |
334 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
434 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
335 | |
435 | |
336 | MTH void activate (); |
436 | MTH void activate (); |
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339 | MTH void deactivate_recursive (); |
439 | MTH void deactivate_recursive (); |
340 | |
440 | |
341 | // set the givne flag on all objects in the inventory recursively |
441 | // set the givne flag on all objects in the inventory recursively |
342 | MTH void set_flag_inv (int flag, int value = 1); |
442 | MTH void set_flag_inv (int flag, int value = 1); |
343 | |
443 | |
344 | void enter_exit (object *exit);//PERL |
444 | void enter_exit (object *exit);//Perl |
345 | MTH void enter_map (maptile *newmap, int x, int y); |
445 | MTH void enter_map (maptile *newmap, int x, int y); |
346 | |
446 | |
347 | // returns the mapspace this object is in |
447 | // returns the mapspace this object is in |
348 | mapspace &ms () const; |
448 | mapspace &ms () const; |
349 | |
449 | |
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393 | MTH bool client_visible () const |
493 | MTH bool client_visible () const |
394 | { |
494 | { |
395 | return !invisible && type != PLAYER; |
495 | return !invisible && type != PLAYER; |
396 | } |
496 | } |
397 | |
497 | |
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498 | MTH struct region *region () const; |
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499 | |
398 | protected: |
500 | protected: |
399 | friend struct archetype; |
501 | friend struct archetype; |
400 | |
502 | |
401 | void link (); |
503 | void link (); |
402 | void unlink (); |
504 | void unlink (); |
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410 | |
512 | |
411 | extern objectvec objects; |
513 | extern objectvec objects; |
412 | extern activevec actives; |
514 | extern activevec actives; |
413 | |
515 | |
414 | #define for_all_objects(var) \ |
516 | #define for_all_objects(var) \ |
415 | for (int _i = 0; _i < objects.size (); ++_i) \ |
517 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
416 | declvar (object *, var, objects [_i]) |
518 | declvar (object *, var, objects [_i]) |
417 | |
519 | |
418 | #define for_all_actives(var) \ |
520 | #define for_all_actives(var) \ |
419 | for (int _i = 0; _i < actives.size (); ++_i) \ |
521 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
420 | declvar (object *, var, actives [_i]) |
522 | declvar (object *, var, actives [_i]) |
421 | |
523 | |
422 | typedef struct oblnk |
524 | typedef struct oblnk |
423 | { /* Used to link together several objects */ |
525 | { /* Used to link together several objects */ |
424 | object_ptr ob; |
526 | object_ptr ob; |
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446 | { |
548 | { |
447 | archetype (); |
549 | archetype (); |
448 | ~archetype (); |
550 | ~archetype (); |
449 | void gather_callbacks (AV *&callbacks, event_type event) const; |
551 | void gather_callbacks (AV *&callbacks, event_type event) const; |
450 | |
552 | |
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553 | static archetype *read (object_thawer &f); |
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554 | static archetype *get (const char *name); // find or create |
451 | static archetype *find (const char *arch); |
555 | static archetype *find (const char *name); |
452 | |
556 | |
453 | void hash_add (); // add to hashtable |
557 | void hash_add (); // add to hashtable |
454 | void hash_del (); // remove from hashtable |
558 | void hash_del (); // remove from hashtable |
455 | |
559 | |
456 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
560 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
457 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
561 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
458 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
562 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
459 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
563 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
460 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
564 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
461 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
565 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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566 | 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 |
567 | 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. |
568 | * in comparison to the head. |
464 | */ |
569 | */ |
465 | }; |
570 | }; |
466 | |
571 | |
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505 | #define INS_ON_TOP 0x0008 |
610 | #define INS_ON_TOP 0x0008 |
506 | #define INS_BELOW_ORIGINATOR 0x0010 |
611 | #define INS_BELOW_ORIGINATOR 0x0010 |
507 | #define INS_MAP_LOAD 0x0020 |
612 | #define INS_MAP_LOAD 0x0020 |
508 | |
613 | |
509 | #define ARCH_SINGULARITY "singularity" |
614 | #define ARCH_SINGULARITY "singularity" |
510 | #define ARCH_SINGULARITY_LEN 11 |
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511 | #define ARCH_DETECT_MAGIC "detect_magic" |
615 | #define ARCH_DETECT_MAGIC "detect_magic" |
512 | #define ARCH_DEPLETION "depletion" |
616 | #define ARCH_DEPLETION "depletion" |
513 | #define ARCH_SYMPTOM "symptom" |
617 | #define ARCH_SYMPTOM "symptom" |
514 | |
618 | |
515 | #endif |
619 | #endif |