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Comparing deliantra/server/include/object.h (file contents):
Revision 1.116 by root, Mon May 7 03:05:58 2007 UTC vs.
Revision 1.155 by root, Thu Apr 10 15:35:16 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
30#include "cfperl.h" 29#include "cfperl.h"
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35#define NUM_BODY_LOCATIONS 14 34enum {
36#define BODY_ARMS 1 35 body_skill,
36 body_combat,
37 body_range,
38 body_shield,
39 body_arm,
40 body_torso,
41 body_head,
42 body_neck,
43 body_finger,
44 body_shoulder,
45 body_foot,
46 body_hand,
47 body_wrist,
48 body_waist,
49 NUM_BODY_LOCATIONS
50};
51
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
37 58
38/* See common/item.c */ 59/* See common/item.c */
39 60
40typedef struct Body_Locations 61typedef struct Body_Locations
41{ 62{
42 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 66} Body_Locations;
46 67
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
48 72
49/* 73/*
50 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
51 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
52 * 76 *
64 88
65struct UUID 89struct UUID
66{ 90{
67 uint64 seq; 91 uint64 seq;
68 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
69 UUID () { } 97 UUID () { }
70 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; } 99 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
73}; 101};
74
75extern void init_uuid ();
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
78 102
79/* Definition for WILL_APPLY values. Replaces having harcoded values 103/* Definition for WILL_APPLY values. Replaces having harcoded values
80 * sprinkled in the code. Note that some of these also replace fields 104 * sprinkled in the code. Note that some of these also replace fields
81 * that were in the can_apply area. What is the point of having both 105 * that were in the can_apply area. What is the point of having both
82 * can_apply and will_apply? 106 * can_apply and will_apply?
85#define WILL_APPLY_TREASURE 0x02 109#define WILL_APPLY_TREASURE 0x02
86#define WILL_APPLY_EARTHWALL 0x04 110#define WILL_APPLY_EARTHWALL 0x04
87#define WILL_APPLY_DOOR 0x08 111#define WILL_APPLY_DOOR 0x08
88#define WILL_APPLY_FOOD 0x10 112#define WILL_APPLY_FOOD 0x10
89 113
90/* However, if you're keeping a pointer of some sort, you probably
91 * don't just want it copied, so you'll need to add to common/object.C,
92 * e.g. ->copy_to ()
93 */
94
95struct body_slot 114struct body_slot
96{ 115{
97 sint8 info:4; /* body info as loaded from the file */ 116 signed char info:4; /* body info as loaded from the file */
98 sint8 used:4; /* Calculated value based on items equipped */ 117 signed char used:4; /* Calculated value based on items equipped */
99}; 118};
100 119
101INTERFACE_CLASS (object) 120INTERFACE_CLASS (object)
102// these are being copied 121// these are being copied
103struct object_copy : attachable 122struct object_copy : attachable
104{ 123{
105 typedef bitset<NUM_FLAGS> flags_t; 124 typedef bitset<NUM_FLAGS> flags_t;
106 125
107 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 126 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
127
128 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
129 uint8 ACC (RW, subtype); /* subtype of object */
108 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 130 sint8 ACC (RW, direction); /* Means the object is moving that way. */
109 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 131 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
132
110 shstr ACC (RW, name); /* The name of the object, obviously... */ 133 shstr ACC (RW, name); /* The name of the object, obviously... */
111 shstr ACC (RW, name_pl); /* The plural name of the object */ 134 shstr ACC (RW, name_pl); /* The plural name of the object */
112 shstr ACC (RW, title); /* Of foo, etc */ 135 shstr ACC (RW, title); /* Of foo, etc */
113 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 136 shstr ACC (RW, race); /* human, goblin, dragon, etc */
114 shstr ACC (RW, slaying); /* Which race to do double damage to */ 137 shstr ACC (RW, slaying); /* Which race to do double damage to */
115 /* If this is an exit, this is the filename */ 138 /* If this is an exit, this is the filename */
139 shstr ACC (RW, tag); // a tag used to tracking this object
116 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 140 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
117 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 141 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
118 shstr ACC (RW, lore); /* Obscure information about this object, */ 142 shstr ACC (RW, lore); /* Obscure information about this object, */
119 /* To get put into books and the like. */ 143 /* To get put into books and the like. */
120 shstr ACC (RW, materialname); /* specific material name */ 144 shstr ACC (RW, materialname); /* specific material name */
133 float ACC (RW, speed); /* The overall speed of this object */ 157 float ACC (RW, speed); /* The overall speed of this object */
134 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 ACC (RW, nrof); /* How many of the objects */ 159 uint32 ACC (RW, nrof); /* How many of the objects */
136 160
137 /* This next big block are basically used for monsters and equipment */ 161 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 162 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163
141 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 164 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 188 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 sint64 ACC (RW, perm_exp); /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
167 uint32 ACC (RW, weapontype); /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
168 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
169 body_slot slot [NUM_BODY_LOCATIONS]; 192 body_slot slot [NUM_BODY_LOCATIONS];
170 faceidx ACC (RW, face); /* Face with colors */ 193 faceidx ACC (RW, face); /* the graphical face */
194 faceidx ACC (RW, sound); /* the sound face */
195 faceidx ACC (RW, sound_destroy); /* played on destroy */
171 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
172 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
173 198
174 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
175 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
185 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
186 * only used in spells. 211 * only used in spells.
187 */ 212 */
188 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
189 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
190 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
191 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
192 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 */
219
193 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
194 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 */
195
196 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
197 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
198 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
199 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 */
200 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 */
201 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
202 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 */
203 231
204 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
205 233
206 /* Following are values used by any object */ 234 /* Following are values used by any object */
223 // These variables are not changed by ->copy_to 251 // These variables are not changed by ->copy_to
224 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
225 253
226 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
227 int ACC (RO, count); 255 int ACC (RO, count);
228 int ACC (RO, index); // index into objects 256 object_vector_index ACC (RO, index); // index into objects
229 int ACC (RO, active); // index into actives 257 object_vector_index ACC (RO, active); // index into actives
230 258
231 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
232 260
233 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 261 object *ACC (RW, below); /* Pointer to the object stacked below this one */
234 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 */
235 /* Note: stacked in the *same* environment */ 263 /* Note: stacked in the *same* environment */
236 object *inv; /* Pointer to the first object in the inventory */ 264 object *inv; /* Pointer to the first object in the inventory */
246 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
247 client_container *seen_by; // seen by which player/container currently? 275 client_container *seen_by; // seen by which player/container currently?
248 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
249 277
250 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 MTH void post_load_check (); // do some adjustments after parsing
251 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
252 bool write (object_freezer &f); 281 bool write (object_freezer &f);
253 282
283 MTH int slottype () const;
254 MTH static object *create (); 284 MTH static object *create ();
285 const mapxy &operator =(const mapxy &pos);
255 object &operator =(const object &src); 286 object &operator =(const object &src);
256 MTH void copy_to (object *dst); 287 MTH void copy_to (object *dst);
257 MTH object *clone (); // create + copy_to 288 MTH object *clone (); // create + copy_to
258 void do_destroy (); 289 void do_destroy ();
259 void gather_callbacks (AV *&callbacks, event_type event) const; 290 void gather_callbacks (AV *&callbacks, event_type event) const;
260 MTH void destroy (bool destroy_inventory = false); 291 MTH void destroy (bool destroy_inventory = false);
261 292
262 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 293 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
263 MTH void destroy_inv (bool drop_to_ground = false); 294 MTH void destroy_inv (bool drop_to_ground = false);
264 MTH object *insert (object *item); // insert into inventory 295 MTH object *insert (object *item); // insert into inventory
296 MTH void play_sound (faceidx sound) const;
297
265 void do_remove (); 298 void do_remove ();
266 MTH void remove () 299 MTH void remove ()
267 { 300 {
268 if (!flag [FLAG_REMOVED]) 301 if (!flag [FLAG_REMOVED])
269 do_remove (); 302 do_remove ();
303 }
304
305 MTH bool blocked (maptile *m, int x, int y) const;
306
307 void move_to (const mapxy &pos)
308 {
309 remove ();
310 *this = pos;
311 insert_at (this, this);
270 } 312 }
271 313
272 static bool can_merge_slow (object *op1, object *op2); 314 static bool can_merge_slow (object *op1, object *op2);
273 315
274 // this is often used in time-critical code, so optimise 316 // this is often used in time-critical code, so optimise
279 && can_merge_slow (op1, op2); 321 && can_merge_slow (op1, op2);
280 } 322 }
281 323
282 MTH void set_owner (object *owner); 324 MTH void set_owner (object *owner);
283 MTH void set_speed (float speed); 325 MTH void set_speed (float speed);
284 MTH void set_weapon (object *ob); 326 MTH bool change_weapon (object *ob);
327 MTH bool change_skill (object *ob);
285 328
286 MTH void open_container (object *new_container); 329 MTH void open_container (object *new_container);
287 MTH void close_container () 330 MTH void close_container ()
288 { 331 {
289 open_container (0); 332 open_container (0);
333 }
334
335 MTH object *force_find (const shstr name);
336 MTH void force_add (const shstr name, int duration = 0);
337
338 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
339 bool should_invoke (event_type event)
340 {
341 return ev_want_event [event] || ev_want_type [type] || cb;
290 } 342 }
291 343
292 MTH void instantiate (); 344 MTH void instantiate ();
293 345
294 // recalculate all stats 346 // recalculate all stats
345 397
346 // temporary: wether the object can be saved in a map file 398 // temporary: wether the object can be saved in a map file
347 // contr => is a player 399 // contr => is a player
348 // head => only save head of a multitile object 400 // head => only save head of a multitile object
349 // owner => can not reference owner yet 401 // owner => can not reference owner yet
350 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 402 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
351 403
352 /* This return true if object has still randomitems which 404 /* This return true if object has still randomitems which
353 * could be expanded. 405 * could be expanded.
354 */ 406 */
355 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 407 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
366 418
367 // "temporary" helper function 419 // "temporary" helper function
368 MTH object *head_ () 420 MTH object *head_ ()
369 { 421 {
370 return head ? head : this; 422 return head ? head : this;
423 }
424
425 MTH bool is_head ()
426 {
427 return head_ () == this;
371 } 428 }
372 429
373 MTH std::string long_desc (object *who = 0); 430 MTH std::string long_desc (object *who = 0);
374 MTH std::string describe_monster (object *who = 0); 431 MTH std::string describe_monster (object *who = 0);
375 MTH std::string describe_item (object *who = 0); 432 MTH std::string describe_item (object *who = 0);
384 MTH void create_treasure (treasurelist *tl, int flags = 0); 441 MTH void create_treasure (treasurelist *tl, int flags = 0);
385 442
386 // insert object at same map position as 'where' 443 // insert object at same map position as 'where'
387 // handles both inventory and map "positions" 444 // handles both inventory and map "positions"
388 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 445 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
446 MTH void drop_unpaid_items ();
389 447
390 MTH void activate (); 448 MTH void activate ();
391 MTH void deactivate (); 449 MTH void deactivate ();
392 MTH void activate_recursive (); 450 MTH void activate_recursive ();
393 MTH void deactivate_recursive (); 451 MTH void deactivate_recursive ();
449 return !invisible && type != PLAYER; 507 return !invisible && type != PLAYER;
450 } 508 }
451 509
452 MTH struct region *region () const; 510 MTH struct region *region () const;
453 511
512 void statusmsg (const char *msg, int color = NDI_BLACK);
513 void failmsg (const char *msg, int color = NDI_RED);
514
515 const char *query_inventory (object *who = 0, const char *indent = "");
516
517 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
518 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
519
454protected: 520protected:
455 friend struct archetype;
456
457 void link (); 521 void link ();
458 void unlink (); 522 void unlink ();
459 523
460 object (); 524 object ();
461 ~object (); 525 ~object ();
462}; 526};
463 527
464typedef object_vector<object, &object::index > objectvec; 528// move this object to the top of its env's inventory to speed up
465typedef object_vector<object, &object::active> activevec; 529// searches for it.
530static object *
531splay (object *ob)
532{
533 if (ob->env && ob->env->inv != ob)
534 {
535 if (ob->above) ob->above->below = ob->below;
536 if (ob->below) ob->below->above = ob->above;
466 537
467extern objectvec objects; 538 ob->above = 0;
468extern activevec actives; 539 ob->below = ob->env->inv;
540 ob->below->above = ob;
541 ob->env->inv = ob;
542 }
469 543
470#define for_all_objects(var) \ 544 return ob;
471 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 545}
472 declvar (object *, var, objects [_i])
473
474#define for_all_actives(var) \
475 for (unsigned _i = 0; _i < actives.size (); ++_i) \
476 declvar (object *, var, actives [_i])
477 546
478typedef struct oblnk 547typedef struct oblnk
479{ /* Used to link together several objects */ 548{ /* Used to link together several objects */
480 object_ptr ob; 549 object_ptr ob;
481 struct oblnk *next; 550 struct oblnk *next;
485{ /* Used to link together several object links */ 554{ /* Used to link together several object links */
486 struct oblnk *link; 555 struct oblnk *link;
487 long value; /* Used as connected value in buttons/gates */ 556 long value; /* Used as connected value in buttons/gates */
488 struct oblinkpt *next; 557 struct oblinkpt *next;
489} oblinkpt; 558} oblinkpt;
559
560object *find_skill_by_name (object *who, const char *name);
561object *find_skill_by_name (object *who, const shstr &sh);
562object *find_skill_by_number (object *who, int skillno);
490 563
491/* 564/*
492 * The archetype structure is a set of rules on how to generate and manipulate 565 * The archetype structure is a set of rules on how to generate and manipulate
493 * objects which point to archetypes. 566 * objects which point to archetypes.
494 * This probably belongs in arch.h, but there really doesn't appear to 567 * This probably belongs in arch.h, but there really doesn't appear to
496 * object and pointers. This structure should get removed, and just replaced 569 * object and pointers. This structure should get removed, and just replaced
497 * by the object structure 570 * by the object structure
498 */ 571 */
499 572
500INTERFACE_CLASS (archetype) 573INTERFACE_CLASS (archetype)
501struct archetype : zero_initialised, attachable 574struct archetype : object
502{ 575{
503 archetype (); 576 archetype (const char *name);
504 ~archetype (); 577 ~archetype ();
505 void gather_callbacks (AV *&callbacks, event_type event) const; 578 void gather_callbacks (AV *&callbacks, event_type event) const;
506 579
507 static archetype *read (object_thawer &f); 580 static archetype *read (object_thawer &f);
581
508 static archetype *get (const char *name); // find or create 582 MTH static archetype *get (const_utf8_string name); // find or create
509 static archetype *find (const char *name); 583 MTH static archetype *find (const_utf8_string name);
510 584
511 void hash_add (); // add to hashtable 585 MTH void link ();
512 void hash_del (); // remove from hashtable 586 MTH void unlink ();
513 587
588 MTH object *instance ();
589
590 object_vector_index ACC (RW, archid); // index in archvector
514 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 591 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
515 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 592 bool ACC (RW, stub); // if true, this is an invalid archetype
516 struct archetype *ACC (RW, head); /* The main part of a linked object */ 593
517 struct archetype *ACC (RW, more); /* Next part of a linked object */ 594 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
518 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 595 sint8 ACC (RW, max_x), ACC (RW, max_y);
519 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
520 bool ACC (RW, linked); // linked into list of heads
521 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
522 * in comparison to the head.
523 */
524}; 596};
597
598inline void
599object_freezer::put (keyword k, archetype *v)
600{
601 put (k, v ? &v->archname : (const char *)0);
602}
603
604typedef object_vector<object, &object::index > objectvec;
605typedef object_vector<object, &object::active> activevec;
606typedef object_vector<archetype, &archetype::archid> archvec;
607
608extern objectvec objects;
609extern activevec actives;
610extern archvec archetypes;
611
612#define for_all_objects(var) \
613 for (unsigned _i = 0; _i < objects.size (); ++_i) \
614 statementvar (object *, var, objects [_i])
615
616#define for_all_actives(var) \
617 for (unsigned _i = 0; _i < actives.size (); ++_i) \
618 statementvar (object *, var, actives [_i])
619
620#define for_all_archetypes(var) \
621 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
622 statementvar (archetype *, var, archetypes [_i])
525 623
526/* Used by update_object to know if the object being passed is 624/* Used by update_object to know if the object being passed is
527 * being added or removed. 625 * being added or removed.
528 */ 626 */
529#define UP_OBJ_INSERT 1 627#define UP_OBJ_INSERT 1
546 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 644 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
547 * Use for treasure chests so the new object is the highest thing 645 * Use for treasure chests so the new object is the highest thing
548 * beneath the player, but not actually above it. Note - the 646 * beneath the player, but not actually above it. Note - the
549 * map and x,y coordinates for the object to be inserted must 647 * map and x,y coordinates for the object to be inserted must
550 * match the originator. 648 * match the originator.
551 * INS_MAP_LOAD: disable lots of checkings done at insertion to
552 * speed up map loading process, as we assume the ordering in
553 * loaded map is correct.
554 * 649 *
555 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 650 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
556 * are mutually exclusive. The behaviour for passing more than one 651 * are mutually exclusive. The behaviour for passing more than one
557 * should be considered undefined - while you may notice what happens 652 * should be considered undefined - while you may notice what happens
558 * right now if you pass more than one, that could very well change 653 * right now if you pass more than one, that could very well change
561#define INS_NO_MERGE 0x0001 656#define INS_NO_MERGE 0x0001
562#define INS_ABOVE_FLOOR_ONLY 0x0002 657#define INS_ABOVE_FLOOR_ONLY 0x0002
563#define INS_NO_WALK_ON 0x0004 658#define INS_NO_WALK_ON 0x0004
564#define INS_ON_TOP 0x0008 659#define INS_ON_TOP 0x0008
565#define INS_BELOW_ORIGINATOR 0x0010 660#define INS_BELOW_ORIGINATOR 0x0010
566#define INS_MAP_LOAD 0x0020
567 661
568#define ARCH_SINGULARITY "singularity"
569#define ARCH_DETECT_MAGIC "detect_magic"
570#define ARCH_DEPLETION "depletion" 662#define ARCH_DEPLETION "depletion"
571#define ARCH_SYMPTOM "symptom"
572 663
573#endif 664#endif
574 665

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