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Comparing deliantra/server/include/object.h (file contents):
Revision 1.63 by elmex, Fri Dec 22 16:54:56 2006 UTC vs.
Revision 1.85 by root, Thu Jan 11 01:10:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
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
32typedef uint32 tag_t; 33typedef 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
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
93typedef refptr<object> object_ptr; 94INTERFACE_CLASS (object)
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied 95// these are being copied
97ACC_CLASS (object) 96struct object_copy : attachable
98struct object_keep : refcounted
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 */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
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?
126};
127
128// these are being copied
129struct object_copy : attachable<object>
130{
131 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
137 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 */
138 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 */
139 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 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 */
144 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 */
145 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 */
147 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 */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 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 */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152};
153
154// these are being copied and also cleared
155struct object_pod
156{
157 typedef bitset<NUM_FLAGS> flags_t;
158 124
159 New_Face *ACC (RW, face); /* Face with colors */ 125 New_Face *ACC (RW, face); /* Face with colors */
160 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
161 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
162 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 */
163 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
164 sint8 ACC (RW, direction); /* Means the object is moving that way. */
165 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
166 129
167 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
168 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
169 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
170 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 */
171 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
172 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
173 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
174 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
175 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 */
176 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
194 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
195 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
196 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
197 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
198 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
199 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 */
200 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 */
201 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
202 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
203 166
204 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
205 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
207 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
208 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
209 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
210 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. */
211 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
212 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
213 176
214 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
215 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
216 * only used in spells. 179 * only used in spells.
217 */ 180 */
220 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
221 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
222 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 */
223 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
224 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 */
225 char *ACC (RW, spellarg);
226
227 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */
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 */
232 uint16 ACC (RW, animation_id);/* An index into the animation array */
233 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
234 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
235 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
236 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
237 uint8 ACC (RW, will_apply); /* See crossfire.doc */
238 188
239 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
240 MoveType ACC (RW, move_block);/* What movement types this blocks */ 190 MoveType ACC (RW, move_block);/* What movement types this blocks */
241 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
242 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 */
243 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 */
244 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
245 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 */
196
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
246}; 213};
247 214
248struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
249{ 216{
250 typedef object_pod::flags_t flags_t; 217 // These variables are not changed by ->copy_to
251 typedef unordered_vector<object *> vector; 218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
252 219
253 static vector mortals; 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
254 static vector active; // active objects, not yet used 221 int ACC (RO, count);
255 static vector objects; // not used yet, use first->next->... 222 int ACC (RO, index); // index into objects
256 static object *first; // will be replaced by "objects" 223 int ACC (RO, active); // index into actives
257 224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently?
242
258 static object *create (); 243 MTH static object *create ();
259 void copy_to (object *dst); 244 MTH void copy_to (object *dst);
260 object *clone (); // create + copy_to 245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
261 void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
249
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
262 void remove (); 252 MTH void remove ();
263 object *insert (object *item); // insert into inventory 253 MTH object *insert (object *item); // insert into inventory
264 254
265 static void free_mortals ();
266 static bool can_merge_slow (object *op1, object *op2); 255 static bool can_merge_slow (object *op1, object *op2);
267 256
268 // this is often used in time-critical code, so optimise 257 // this is often used in time-critical code, so optimise
269 static bool can_merge (object *op1, object *op2) 258 MTH static bool can_merge (object *op1, object *op2)
270 { 259 {
271 return op1->value == op2->value 260 return op1->value == op2->value
272 && op1->name == op2->name 261 && op1->name == op2->name
273 && can_merge_slow (op1, op2); 262 && can_merge_slow (op1, op2);
274 } 263 }
275 264
276 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
277
278 void set_owner (object *owner); 265 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed);
279 267
280 void instantiate () 268 MTH void instantiate ()
281 { 269 {
282 if (!uuid.seq) // HACK 270 if (!uuid.seq) // HACK
283 uuid = gen_uuid (); 271 uuid = gen_uuid ();
284 272
285 attachable<object>::instantiate (); 273 attachable::instantiate ();
286 } 274 }
287 275
288 // recalculate all stats 276 // recalculate all stats
289 void update_stats (); 277 MTH void update_stats ();
290 void roll_stats (); 278 MTH void roll_stats ();
291 void swap_stats (int a, int b); 279 MTH void swap_stats (int a, int b);
292 void add_statbonus (); 280 MTH void add_statbonus ();
293 void remove_statbonus (); 281 MTH void remove_statbonus ();
294 void drain_stat (); 282 MTH void drain_stat ();
295 void drain_specific_stat (int deplete_stats); 283 MTH void drain_specific_stat (int deplete_stats);
296 void change_luck (int value); 284 MTH void change_luck (int value);
297 285
298 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
299 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
300 const char *debug_desc () const; 288 MTH const char *debug_desc () const;
289 const char *flag_desc (char *desc, int len) const;
301 290
302 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 291 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
303 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 292 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
304 || type == CLOAK || type == BOOTS || type == GLOVES 293 || type == CLOAK || type == BOOTS || type == GLOVES
305 || type == BRACERS || type == GIRDLE; } 294 || type == BRACERS || type == GIRDLE; }
306 bool is_alive () const { return (type == PLAYER 295 MTH bool is_alive () const { return (type == PLAYER
307 || flags [FLAG_MONSTER] 296 || flag [FLAG_MONSTER]
308 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 297 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
309 && !flags [FLAG_IS_A_TEMPLATE]; } 298 && !flag [FLAG_IS_A_TEMPLATE]; }
310 bool is_arrow () const { return type == ARROW 299 MTH bool is_arrow () const { return type == ARROW
311 || (type == SPELL_EFFECT 300 || (type == SPELL_EFFECT
312 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
304
305 // temporary: wether the object can be saved in a map file
306 // contr => is a player
307 // head => only save head of a multitile object
308 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
313 310
314 /* This return true if object has still randomitems which 311 /* This return true if object has still randomitems which
315 * could be expanded. 312 * could be expanded.
316 */ 313 */
317 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]; }
318 315
319 // returns the player that has this object in his inventory, or 0 316 // returns the player that has this object in his inventory, or 0
320 object *in_player () const 317 MTH object *in_player () const
321 { 318 {
322 for (object *op = env; op; op = op->env) 319 for (object *op = env; op; op = op->env)
323 if (op->type == PLAYER) 320 if (op->type == PLAYER)
324 return op; 321 return op;
325 322
326 return 0; 323 return 0;
327 } 324 }
325
326 // "temporary" helper function
327 MTH object *head_ ()
328 {
329 return head ? head : this;
330 }
331
332 // insert object at same map position as 'where'
333 // handles both inventory and map "positions"
334 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
335
336 MTH void activate ();
337 MTH void deactivate ();
338 MTH void activate_recursive ();
339 MTH void deactivate_recursive ();
340
341 // set the givne flag on all objects in the inventory recursively
342 MTH void set_flag_inv (int flag, int value = 1);
343
344 void enter_exit (object *exit);//PERL
345 MTH void enter_map (maptile *newmap, int x, int y);
328 346
329 // returns the mapspace this object is in 347 // returns the mapspace this object is in
330 mapspace &ms () const; 348 mapspace &ms () const;
331 349
332 // fully recursive iterator 350 // fully recursive iterator
342 operator object *() const { return item; } 360 operator object *() const { return item; }
343 361
344 object *operator ->() const { return item; } 362 object *operator ->() const { return item; }
345 object &operator * () const { return *item; } 363 object &operator * () const { return *item; }
346 }; 364 };
365
366 MTH unsigned int random_seed () const
367 {
368 return (unsigned int)uuid.seq;
369 }
347 370
348 // depth-first recursive iterator 371 // depth-first recursive iterator
349 struct depth_iterator : iterator_base 372 struct depth_iterator : iterator_base
350 { 373 {
351 depth_iterator (object *container); 374 depth_iterator (object *container);
362 object *end () 385 object *end ()
363 { 386 {
364 return this; 387 return this;
365 } 388 }
366 389
390 /* This returns TRUE if the object is something that
391 * should be displayed in the floorbox/inventory window
392 */
393 MTH bool client_visible () const
394 {
395 return !invisible && type != PLAYER;
396 }
397
367protected: 398protected:
368 friend struct archetype; 399 friend struct archetype;
369 400
370 void link (); 401 void link ();
371 void unlink (); 402 void unlink ();
372 403
373 object (); 404 object ();
374 ~object (); 405 ~object ();
375}; 406};
407
408typedef object_vector<object, &object::index > objectvec;
409typedef object_vector<object, &object::active> activevec;
410
411extern objectvec objects;
412extern activevec actives;
413
414#define for_all_objects(var) \
415 for (int _i = 0; _i < objects.size (); ++_i) \
416 declvar (object *, var, objects [_i])
417
418#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i])
376 421
377typedef struct oblnk 422typedef struct oblnk
378{ /* Used to link together several objects */ 423{ /* Used to link together several objects */
379 object_ptr ob; 424 object_ptr ob;
380 struct oblnk *next; 425 struct oblnk *next;
394 * 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
395 * object and pointers. This structure should get removed, and just replaced 440 * object and pointers. This structure should get removed, and just replaced
396 * by the object structure 441 * by the object structure
397 */ 442 */
398 443
399ACC_CLASS (archetype) 444INTERFACE_CLASS (archetype)
400struct archetype : zero_initialised, refcounted 445struct archetype : zero_initialised, attachable
401{ 446{
402 archetype (); 447 archetype ();
403 ~archetype (); 448 ~archetype ();
449 void gather_callbacks (AV *&callbacks, event_type event) const;
404 450
405 static archetype *find (const char *arch); 451 static archetype *find (const char *arch);
406 452
407 void hash_add (); // add to hastable 453 void hash_add (); // add to hashtable
408 void hash_del (); // remove from hashtable 454 void hash_del (); // remove from hashtable
409 455
410 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
411 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 457 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
412 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 */
415 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
416 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
417 * in comparison to the head. 463 * in comparison to the head.
418 */ 464 */
419}; 465};
420
421extern object *objects;
422extern object *active_objects;
423
424extern int nrofallocobjects;
425
426/* This returns TRUE if the object is something that
427 * should be displayed in the look window
428 */
429#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
430 466
431/* 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
432 * being added or removed. 468 * being added or removed.
433 */ 469 */
434#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1

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