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