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Comparing deliantra/server/include/object.h (file contents):
Revision 1.23 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.63 by elmex, Fri Dec 22 16:54:56 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
56{ 58{
57 key_value *next; 59 key_value *next;
58 shstr key, value; 60 shstr key, value;
59}; 61};
60 62
63struct UUID
64{
65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
71};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
61 76
62/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 78 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 79 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 80 * can_apply and will_apply?
66 */ 81 */
67#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
72
73 87
74/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 90 * e.g. ->copy_to ()
77 */ 91 */
92
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
78 95
79// these are not being copied 96// these are not being copied
80ACC_CLASS (object) 97ACC_CLASS (object)
81struct object_keep 98struct object_keep : refcounted
82{ 99{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */
85
86 /* These variables are not changed by copy_object() */ 100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
92 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
93 /* need to be gone through. */ 111 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */ 114 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 117 * is only used by the player right now.
100 */ 118 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
103 */ 121 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */ 123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
107}; 126};
108 127
109// these are being copied 128// these are being copied
110struct object_copy:attachable<object> 129struct object_copy : attachable<object>
111{ 130{
112 /* These get an extra add_refcount(), after having been copied by memcpy().
113 * All fields beow this point are automatically copied by memcpy. If
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 136 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 140 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 141 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
130}; 152};
131 153
132// these are being copied and also cleared 154// these are being copied and also cleared
133struct object_pod 155struct object_pod
134{ 156{
157 typedef bitset<NUM_FLAGS> flags_t;
158
159 New_Face *ACC (RW, face); /* Face with colors */
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 160 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */ 161 float ACC (RW, speed); /* The overall speed of this object */
137 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 162 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 163 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 164 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 165 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 166
143 /* This next big block are basically used for monsters and equipment */ 167 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 168 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 169 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 170 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 171 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 172 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 173 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 174 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 175 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 176 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 177 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 178 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 179 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 180 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 181 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 182 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 183 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 184 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 185 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 186 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 187 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
188 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 189 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 190 sint8 ACC (RW, item_power); /* power rating of the object */
167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 191 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
192 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 193 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 194 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 195 sint32 ACC (RW, carrying); /* How much weight this object contains */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 196 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 197 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 198 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 199 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 200 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
201 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 202 /* See the doc/Developers/objects for more info about body locations */
180 203
181 /* Following mostly refers to fields only used for monsters */ 204 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186 /* has been freed) */
187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 205 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 206 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */ 207 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 208 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 209 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 210 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 211 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 212 /* races/classes can need less/more exp to gain levels */
202 213
203 /* Spell related information, may be useful elsewhere 214 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 215 * Note that other fields are used - these files are basically
205 * only used in spells. 216 * only used in spells.
206 */ 217 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 218 sint16 ACC (RW, duration); /* How long the spell lasts */
219 sint16 ACC (RW, casting_time);/* time left before spell goes off */
220 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 221 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 222 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 223 sint8 ACC (RW, range); /* Range of the spell */
211 uint16 ACC (RW, start_holding); 224 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 225 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 226
217 /* Following are values used by any object */ 227 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 228 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 229 treasurelist *ACC (RW, randomitems); /* Items to be generated */
230 key_value *key_values; /* Fields not explictly known by the loader. */
231 object_pod::flags_t flags; /* various flags */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 232 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 233 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 234 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 235 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 236 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
237 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 238
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 239 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 240 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 241 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 242 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 243 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 244 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 245 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235 key_value *key_values; /* Fields not explictly known by the loader. */
236}; 246};
237
238#define get_object() object::create ()
239#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv)
241 247
242struct object : zero_initialised, object_keep, object_copy, object_pod 248struct object : zero_initialised, object_keep, object_copy, object_pod
243{ 249{
250 typedef object_pod::flags_t flags_t;
251 typedef unordered_vector<object *> vector;
252
253 static vector mortals;
254 static vector active; // active objects, not yet used
255 static vector objects; // not used yet, use first->next->...
256 static object *first; // will be replaced by "objects"
257
244 static object *create (); 258 static object *create ();
259 void copy_to (object *dst);
260 object *clone (); // create + copy_to
245 void free (bool free_inventory = false); 261 void destroy (bool destroy_inventory = false);
246 void mortalise (); 262 void remove ();
263 object *insert (object *item); // insert into inventory
247 264
248 static void free_mortals (); 265 static void free_mortals ();
266 static bool can_merge_slow (object *op1, object *op2);
267
268 // this is often used in time-critical code, so optimise
249 static bool can_merge (object *op1, object *op2); 269 static bool can_merge (object *op1, object *op2)
270 {
271 return op1->value == op2->value
272 && op1->name == op2->name
273 && can_merge_slow (op1, op2);
274 }
250 275
251 void clear (); 276 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
252 void clone (object *destination); 277
278 void set_owner (object *owner);
279
280 void instantiate ()
281 {
282 if (!uuid.seq) // HACK
283 uuid = gen_uuid ();
284
285 attachable<object>::instantiate ();
286 }
287
288 // recalculate all stats
289 void update_stats ();
290 void roll_stats ();
291 void swap_stats (int a, int b);
292 void add_statbonus ();
293 void remove_statbonus ();
294 void drain_stat ();
295 void drain_specific_stat (int deplete_stats);
296 void change_luck (int value);
297
298 // info must hold 256 * 3 bytes currently
299 const char *debug_desc (char *info) const;
300 const char *debug_desc () const;
301
302 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
303 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
304 || type == CLOAK || type == BOOTS || type == GLOVES
305 || type == BRACERS || type == GIRDLE; }
306 bool is_alive () const { return (type == PLAYER
307 || flags [FLAG_MONSTER]
308 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
309 && !flags [FLAG_IS_A_TEMPLATE]; }
310 bool is_arrow () const { return type == ARROW
311 || (type == SPELL_EFFECT
312 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
313
314 /* This return true if object has still randomitems which
315 * could be expanded.
316 */
317 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
318
319 // returns the player that has this object in his inventory, or 0
320 object *in_player () const
321 {
322 for (object *op = env; op; op = op->env)
323 if (op->type == PLAYER)
324 return op;
325
326 return 0;
327 }
328
329 // returns the mapspace this object is in
330 mapspace &ms () const;
331
332 // fully recursive iterator
333 struct iterator_base
334 {
335 object *item;
336
337 iterator_base (object *container)
338 : item (container)
339 {
340 }
341
342 operator object *() const { return item; }
343
344 object *operator ->() const { return item; }
345 object &operator * () const { return *item; }
346 };
347
348 // depth-first recursive iterator
349 struct depth_iterator : iterator_base
350 {
351 depth_iterator (object *container);
352 void next ();
353 object *operator ++( ) { next (); return item; }
354 object *operator ++(int) { object *i = item; next (); return i; }
355 };
356
357 object *begin ()
358 {
359 return this;
360 }
361
362 object *end ()
363 {
364 return this;
365 }
253 366
254protected: 367protected:
255 friend struct archetype; 368 friend struct archetype;
256 369
370 void link ();
371 void unlink ();
372
257 object (); 373 object ();
258 ~object (); 374 ~object ();
259}; 375};
260 376
261#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
262
263typedef struct oblnk 377typedef struct oblnk
264{ /* Used to link together several objects */ 378{ /* Used to link together several objects */
265 object *ob; 379 object_ptr ob;
266 struct oblnk *next; 380 struct oblnk *next;
267 tag_t id;
268} objectlink; 381} objectlink;
269 382
270typedef struct oblinkpt 383typedef struct oblinkpt
271{ /* Used to link together several object links */ 384{ /* Used to link together several object links */
272 struct oblnk *link; 385 struct oblnk *link;
281 * be much left in the archetype - all it really is is a holder for the 394 * be much left in the archetype - all it really is is a holder for the
282 * object and pointers. This structure should get removed, and just replaced 395 * object and pointers. This structure should get removed, and just replaced
283 * by the object structure 396 * by the object structure
284 */ 397 */
285 398
286ACC_CLASS(archetype) 399ACC_CLASS (archetype)
287struct archetype : zero_initialised 400struct archetype : zero_initialised, refcounted
288{ 401{
289 archetype (); 402 archetype ();
290 ~archetype (); 403 ~archetype ();
291 404
405 static archetype *find (const char *arch);
406
407 void hash_add (); // add to hastable
408 void hash_del (); // remove from hashtable
409
292 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 410 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
293 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 411 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
294 struct archetype *ACC (RW, head); /* The main part of a linked object */ 412 struct archetype *ACC (RW, head); /* The main part of a linked object */
295 struct archetype *ACC (RW, more); /* Next part of a linked object */ 413 struct archetype *ACC (RW, more); /* Next part of a linked object */
296 object ACC (RO, clone); /* An object from which to do copy_object() */ 414 object ACC (RO, clone); /* An object from which to do ->copy_to () */
297 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 415 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
298 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 416 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
299 * in comparison to the head. 417 * in comparison to the head.
300 */ 418 */
301}; 419};
302 420
303extern object *objects; 421extern object *objects;
304extern object *active_objects; 422extern object *active_objects;
305 423
306extern int nrofallocobjects; 424extern int nrofallocobjects;
307 425
308/* This returns TRUE if the object is something that 426/* This returns TRUE if the object is something that
309 * should be displayed in the look window 427 * should be displayed in the look window
310 */ 428 */
311#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 429#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
312 430
313/* Used by update_object to know if the object being passed is 431/* Used by update_object to know if the object being passed is
314 * being added or removed. 432 * being added or removed.
315 */ 433 */
316#define UP_OBJ_INSERT 1 434#define UP_OBJ_INSERT 1
357#define ARCH_DETECT_MAGIC "detect_magic" 475#define ARCH_DETECT_MAGIC "detect_magic"
358#define ARCH_DEPLETION "depletion" 476#define ARCH_DEPLETION "depletion"
359#define ARCH_SYMPTOM "symptom" 477#define ARCH_SYMPTOM "symptom"
360 478
361#endif 479#endif
480

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