… | |
… | |
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 |
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26 | |
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27 | #include <bitset> |
26 | |
28 | |
27 | #include "cfperl.h" |
29 | #include "cfperl.h" |
28 | #include "shstr.h" |
30 | #include "shstr.h" |
29 | |
31 | |
30 | typedef uint32 tag_t; |
32 | typedef uint32 tag_t; |
… | |
… | |
59 | }; |
61 | }; |
60 | |
62 | |
61 | struct UUID |
63 | struct UUID |
62 | { |
64 | { |
63 | uint64 seq; |
65 | uint64 seq; |
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66 | |
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67 | UUID () { } |
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68 | UUID (uint64 seq) : seq(seq) { } |
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69 | operator uint64() { return seq; } |
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70 | void operator =(uint64 seq) { this->seq = seq; } |
64 | }; |
71 | }; |
65 | |
72 | |
66 | extern void init_uuid (); |
73 | extern void init_uuid (); |
67 | extern UUID gen_uuid (); |
74 | extern UUID gen_uuid (); |
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75 | extern const uint64 UUID_SKIP; |
68 | |
76 | |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
77 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
70 | * 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 |
71 | * 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 |
72 | * can_apply and will_apply? |
80 | * can_apply and will_apply? |
… | |
… | |
77 | #define WILL_APPLY_DOOR 0x08 |
85 | #define WILL_APPLY_DOOR 0x08 |
78 | #define WILL_APPLY_FOOD 0x10 |
86 | #define WILL_APPLY_FOOD 0x10 |
79 | |
87 | |
80 | /* 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 |
81 | * 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, |
82 | * e.g. copy_object. |
90 | * e.g. ->copy_to () |
83 | */ |
91 | */ |
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92 | |
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93 | typedef refptr<object> object_ptr; |
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94 | typedef refptr<archetype> arch_ptr; |
84 | |
95 | |
85 | // these are not being copied |
96 | // these are not being copied |
86 | ACC_CLASS (object) |
97 | ACC_CLASS (object) |
87 | struct object_keep : refcounted |
98 | struct object_keep : refcounted |
88 | { |
99 | { |
89 | tag_t ACC (RW, count); /* Unique object number for this object */ |
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90 | UUID uuid; // Unique Identifier, survives saves etc. |
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91 | |
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92 | /* These variables are not changed by copy_object() */ |
100 | /* These variables are not changed by ->copy_to */ |
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101 | |
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102 | tag_t ACC (RW, count); /* Generation count for this object */ |
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103 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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104 | |
93 | 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 */ |
94 | 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 */ |
95 | 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 */ |
96 | struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
108 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
97 | 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 */ |
98 | /* so that the entire object list does not */ |
110 | /* so that the entire object list does not */ |
99 | /* need to be gone through. */ |
111 | /* need to be gone through. */ |
100 | 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 */ |
101 | 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 */ |
102 | /* Note: stacked in the *same* environment */ |
114 | /* Note: stacked in the *same* environment */ |
103 | struct object *inv; /* Pointer to the first object in the inventory */ |
115 | object *inv; /* Pointer to the first object in the inventory */ |
104 | struct object *ACC (RW, container); /* Current container being used. I think this |
116 | object *ACC (RW, container); /* Current container being used. I think this |
105 | * is only used by the player right now. |
117 | * is only used by the player right now. |
106 | */ |
118 | */ |
107 | 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. |
108 | * This is typically the container that the object is in. |
120 | * This is typically the container that the object is in. |
109 | */ |
121 | */ |
110 | 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 */ |
111 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
123 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
112 | 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 */ |
113 | }; |
125 | }; |
114 | |
126 | |
115 | // these are being copied |
127 | // these are being copied |
116 | struct object_copy : attachable<object> |
128 | struct object_copy : attachable<object> |
117 | { |
129 | { |
118 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
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119 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
130 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
120 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
131 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
121 | shstr ACC (RW, title); /* Of foo, etc */ |
132 | shstr ACC (RW, title); /* Of foo, etc */ |
122 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
133 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
123 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
134 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
124 | /* If this is an exit, this is the filename */ |
135 | /* If this is an exit, this is the filename */ |
125 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
136 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
126 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
137 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
127 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
138 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
128 | /* To get put into books and the like. */ |
139 | /* To get put into books and the like. */ |
129 | shstr ACC (RW, materialname); /* specific material name */ |
140 | shstr ACC (RW, materialname); /* specific material name */ |
130 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
141 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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142 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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143 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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144 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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145 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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146 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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147 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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148 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
131 | }; |
149 | }; |
132 | |
150 | |
133 | // these are being copied and also cleared |
151 | // these are being copied and also cleared |
134 | struct object_pod |
152 | struct object_pod |
135 | { |
153 | { |
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154 | New_Face *ACC (RW, face); /* Face with colors */ |
136 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
155 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
137 | float ACC (RW, speed); /* The overall speed of this object */ |
156 | float ACC (RW, speed); /* The overall speed of this object */ |
138 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
157 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
139 | uint32 ACC (RW, nrof); /* How many of the objects */ |
158 | uint32 ACC (RW, nrof); /* How many of the objects */ |
140 | New_Face *ACC (RW, face); /* Face with colors */ |
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141 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
159 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
142 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
160 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
143 | |
161 | |
144 | /* This next big block are basically used for monsters and equipment */ |
162 | /* This next big block are basically used for monsters and equipment */ |
145 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
163 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
146 | uint8 ACC (RW, subtype); /* subtype of object */ |
164 | uint8 ACC (RW, subtype); /* subtype of object */ |
147 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
165 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
148 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
166 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
149 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
167 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
150 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
168 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
151 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
169 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
152 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
170 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
153 | uint16 ACC (RW, material); /* What materials this object consist of */ |
171 | uint16 ACC (RW, material); /* What materials this object consist of */ |
154 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
172 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
155 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
173 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
156 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
174 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
157 | /* Note that the last_.. values are sometimes used for non obvious |
175 | /* Note that the last_.. values are sometimes used for non obvious |
158 | * meanings by some objects, eg, sp penalty, permanent exp. |
176 | * meanings by some objects, eg, sp penalty, permanent exp. |
159 | */ |
177 | */ |
160 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
178 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
… | |
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163 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
181 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
164 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
182 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
165 | sint16 ACC (RW, level); /* Level of creature or object */ |
183 | sint16 ACC (RW, level); /* Level of creature or object */ |
166 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
184 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
167 | sint8 ACC (RW, item_power); /* power rating of the object */ |
185 | sint8 ACC (RW, item_power); /* power rating of the object */ |
168 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
186 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
169 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
187 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
170 | sint32 ACC (RW, weight); /* Attributes of the object */ |
188 | sint32 ACC (RW, weight); /* Attributes of the object */ |
171 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
189 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
172 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
190 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
173 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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174 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
191 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
175 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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176 | uint32 ACC (RW, weapontype); /* type of weapon */ |
192 | uint32 ACC (RW, weapontype); /* type of weapon */ |
177 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
193 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
178 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
194 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
179 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
195 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
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196 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
180 | /* See the doc/Developers/objects for more info about body locations */ |
197 | /* See the doc/Developers/objects for more info about body locations */ |
181 | |
198 | |
182 | /* Following mostly refers to fields only used for monsters */ |
199 | /* Following mostly refers to fields only used for monsters */ |
183 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
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184 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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185 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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186 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
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187 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
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188 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
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189 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
200 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
190 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
201 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
191 | /* allows different movement patterns for attackers */ |
202 | /* allows different movement patterns for attackers */ |
192 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
203 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
193 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
204 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
194 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
205 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
195 | struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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196 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
206 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
197 | /* races/classes can need less/more exp to gain levels */ |
207 | /* races/classes can need less/more exp to gain levels */ |
198 | |
208 | |
199 | /* Spell related information, may be useful elsewhere |
209 | /* Spell related information, may be useful elsewhere |
200 | * Note that other fields are used - these files are basically |
210 | * Note that other fields are used - these files are basically |
201 | * only used in spells. |
211 | * only used in spells. |
202 | */ |
212 | */ |
203 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
213 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
204 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
214 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
205 | uint16 ACC (RW, start_holding); |
215 | uint16 ACC (RW, start_holding); |
206 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
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207 | char *ACC (RW, spellarg); |
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208 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
216 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
209 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
217 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
210 | sint8 ACC (RW, range); /* Range of the spell */ |
218 | sint8 ACC (RW, range); /* Range of the spell */ |
211 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
219 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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220 | char *ACC (RW, spellarg); |
212 | |
221 | |
213 | /* Following are values used by any object */ |
222 | /* Following are values used by any object */ |
214 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
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215 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
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216 | /* this objects turns into or what this object creates */ |
223 | /* this objects turns into or what this object creates */ |
217 | uint32 flags[4]; /* various flags */ |
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 */ |
218 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
229 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
219 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
230 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
220 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
231 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
221 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
232 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
222 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
233 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
223 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
234 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
224 | |
235 | |
225 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
236 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
226 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
237 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
227 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
238 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
228 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
239 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
229 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
240 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
230 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
241 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
231 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
242 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
232 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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233 | }; |
243 | }; |
234 | |
244 | |
235 | struct object : zero_initialised, object_keep, object_copy, object_pod |
245 | struct object : zero_initialised, object_keep, object_copy, object_pod |
236 | { |
246 | { |
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247 | typedef unordered_vector<object *> vector; |
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248 | |
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249 | static vector mortals; |
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250 | static vector active; // active objects, not yet used |
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251 | static vector objects; // not used yet, use first->next->... |
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252 | static object *first; // will be replaced by "objects" |
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253 | |
237 | static object *create (); |
254 | static object *create (); |
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255 | void copy_to (object *dst); |
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256 | object *clone (); // create + copy_to |
238 | void free (bool free_inventory = false); |
257 | void destroy (bool destroy_inventory = false); |
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258 | void remove (); |
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259 | object *insert (object *item); // insert into inventory |
239 | |
260 | |
240 | static void free_mortals (); |
261 | static void free_mortals (); |
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262 | static bool can_merge_slow (object *op1, object *op2); |
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263 | |
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264 | // this is often used in time-critical code, so optimise |
241 | static bool can_merge (object *op1, object *op2); |
265 | static bool can_merge (object *op1, object *op2) |
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266 | { |
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267 | return op1->value == op2->value |
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268 | && op1->name == op2->name |
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269 | && can_merge_slow (op1, op2); |
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270 | } |
242 | |
271 | |
243 | void clear (); |
272 | void clear (); |
244 | void clone (object *destination); |
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); |
245 | |
277 | |
246 | void instantiate () |
278 | void instantiate () |
247 | { |
279 | { |
248 | if (!uuid.seq) // HACK |
280 | if (!uuid.seq) // HACK |
249 | uuid = gen_uuid (); |
281 | uuid = gen_uuid (); |
250 | |
282 | |
251 | attachable<object>::instantiate (); |
283 | attachable<object>::instantiate (); |
252 | } |
284 | } |
253 | |
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254 | void set_owner (object *owner); |
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255 | object *get_owner (); |
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256 | |
285 | |
257 | // info must hold 256 * 3 bytes currently |
286 | // info must hold 256 * 3 bytes currently |
258 | const char *debug_desc (char *info) const; |
287 | const char *debug_desc (char *info) const; |
259 | const char *debug_desc () const; |
288 | const char *debug_desc () const; |
260 | |
289 | |
… | |
… | |
301 | |
330 | |
302 | object (); |
331 | object (); |
303 | ~object (); |
332 | ~object (); |
304 | }; |
333 | }; |
305 | |
334 | |
306 | #define get_object() object::create () |
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307 | #define free_object(op) (op)->free (0) |
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308 | #define free_object2(op, free_inv) (op)->free (free_inv) |
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309 | #define clear_owner(op) (op)->owner = 0 |
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310 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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311 | #define clear_object(op) (op)->clear () |
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312 | |
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313 | static inline object * |
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314 | get_owner (object *op) |
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315 | { |
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316 | return op->get_owner (); |
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317 | } |
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318 | |
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319 | static inline void |
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320 | set_owner (object *op, object *owner) |
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321 | { |
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322 | op->set_owner (owner); |
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323 | } |
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324 | |
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325 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
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326 | |
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327 | typedef struct oblnk |
335 | typedef struct oblnk |
328 | { /* Used to link together several objects */ |
336 | { /* Used to link together several objects */ |
329 | object *ob; |
337 | object_ptr ob; |
330 | struct oblnk *next; |
338 | struct oblnk *next; |
331 | tag_t id; |
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332 | } objectlink; |
339 | } objectlink; |
333 | |
340 | |
334 | typedef struct oblinkpt |
341 | typedef struct oblinkpt |
335 | { /* Used to link together several object links */ |
342 | { /* Used to link together several object links */ |
336 | struct oblnk *link; |
343 | struct oblnk *link; |
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345 | * be much left in the archetype - all it really is is a holder for the |
352 | * be much left in the archetype - all it really is is a holder for the |
346 | * object and pointers. This structure should get removed, and just replaced |
353 | * object and pointers. This structure should get removed, and just replaced |
347 | * by the object structure |
354 | * by the object structure |
348 | */ |
355 | */ |
349 | |
356 | |
350 | ACC_CLASS(archetype) |
357 | ACC_CLASS (archetype) |
351 | struct archetype : zero_initialised |
358 | struct archetype : zero_initialised, refcounted |
352 | { |
359 | { |
353 | archetype (); |
360 | archetype (); |
354 | ~archetype (); |
361 | ~archetype (); |
355 | |
362 | |
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363 | static archetype *find (const char *arch); |
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364 | |
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365 | void hash_add (); // add to hastable |
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366 | void hash_del (); // remove from hashtable |
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367 | |
356 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
368 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
357 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
369 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
358 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
370 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
359 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
371 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
360 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
372 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
361 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
373 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
362 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
374 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
363 | * in comparison to the head. |
375 | * in comparison to the head. |
364 | */ |
376 | */ |
365 | }; |
377 | }; |
366 | |
378 | |
367 | extern object *objects; |
379 | extern object *objects; |
368 | extern object *active_objects; |
380 | extern object *active_objects; |
369 | |
381 | |
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421 | #define ARCH_DETECT_MAGIC "detect_magic" |
433 | #define ARCH_DETECT_MAGIC "detect_magic" |
422 | #define ARCH_DEPLETION "depletion" |
434 | #define ARCH_DEPLETION "depletion" |
423 | #define ARCH_SYMPTOM "symptom" |
435 | #define ARCH_SYMPTOM "symptom" |
424 | |
436 | |
425 | #endif |
437 | #endif |
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438 | |