… | |
… | |
56 | { |
56 | { |
57 | key_value *next; |
57 | key_value *next; |
58 | shstr key, value; |
58 | shstr key, value; |
59 | }; |
59 | }; |
60 | |
60 | |
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61 | struct UUID |
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62 | { |
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63 | uint64 seq; |
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64 | }; |
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65 | |
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66 | extern void init_uuid (); |
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67 | extern UUID gen_uuid (); |
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68 | extern const uint64 UUID_SKIP; |
61 | |
69 | |
62 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
70 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
63 | * sprinkled in the code. Note that some of these also replace fields |
71 | * 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 |
72 | * that were in the can_apply area. What is the point of having both |
65 | * can_apply and will_apply? |
73 | * can_apply and will_apply? |
66 | */ |
74 | */ |
67 | #define WILL_APPLY_HANDLE 0x1 |
75 | #define WILL_APPLY_HANDLE 0x01 |
68 | #define WILL_APPLY_TREASURE 0x2 |
76 | #define WILL_APPLY_TREASURE 0x02 |
69 | #define WILL_APPLY_EARTHWALL 0x4 |
77 | #define WILL_APPLY_EARTHWALL 0x04 |
70 | #define WILL_APPLY_DOOR 0x8 |
78 | #define WILL_APPLY_DOOR 0x08 |
71 | #define WILL_APPLY_FOOD 0x10 |
79 | #define WILL_APPLY_FOOD 0x10 |
72 | |
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73 | |
80 | |
74 | /* However, if you're keeping a pointer of some sort, you probably |
81 | /* 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, |
82 | * don't just want it copied, so you'll need to add to common/object.C, |
76 | * e.g. copy_object. |
83 | * e.g. ->copy_to () |
77 | */ |
84 | */ |
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85 | |
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86 | typedef refptr<object> object_ptr; |
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87 | typedef refptr<archetype> arch_ptr; |
78 | |
88 | |
79 | // these are not being copied |
89 | // these are not being copied |
80 | ACC_CLASS (object) |
90 | ACC_CLASS (object) |
81 | struct object_keep |
91 | struct object_keep : refcounted |
82 | { |
92 | { |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
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84 | uint16 ACC (RW, refcount); /* How many objects points to this object */ |
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85 | |
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86 | /* These variables are not changed by copy_object() */ |
93 | /* These variables are not changed by ->copy_to */ |
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94 | |
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95 | tag_t ACC (RW, count); /* Generation count for this object */ |
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96 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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97 | |
87 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
98 | 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 */ |
99 | 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 */ |
100 | 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' */ |
101 | 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 */ |
102 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
92 | /* so that the entire object list does not */ |
103 | /* so that the entire object list does not */ |
93 | /* need to be gone through. */ |
104 | /* need to be gone through. */ |
94 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
105 | 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 */ |
106 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
96 | /* Note: stacked in the *same* environment */ |
107 | /* Note: stacked in the *same* environment */ |
97 | struct object *inv; /* Pointer to the first object in the inventory */ |
108 | object *inv; /* Pointer to the first object in the inventory */ |
98 | struct object *ACC (RW, container); /* Current container being used. I think this |
109 | object *ACC (RW, container); /* Current container being used. I think this |
99 | * is only used by the player right now. |
110 | * is only used by the player right now. |
100 | */ |
111 | */ |
101 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
112 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
102 | * This is typically the container that the object is in. |
113 | * This is typically the container that the object is in. |
103 | */ |
114 | */ |
104 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
115 | 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 */ |
116 | 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 */ |
117 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
107 | }; |
118 | }; |
108 | |
119 | |
109 | // these are being copied |
120 | // these are being copied |
110 | struct object_copy:attachable<object> |
121 | struct object_copy : attachable<object> |
111 | { |
122 | { |
112 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
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113 | * All fields beow this point are automatically copied by memcpy. If |
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114 | * adding something that needs a refcount updated, make sure you modify |
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115 | * copy_object to do so. Everything below here also gets cleared |
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116 | * by clear_object() |
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117 | */ |
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118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
123 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
124 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
125 | shstr ACC (RW, title); /* Of foo, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
126 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
127 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
123 | /* If this is an exit, this is the filename */ |
128 | /* If this is an exit, this is the filename */ |
124 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
129 | 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 */ |
130 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
126 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
131 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
127 | /* To get put into books and the like. */ |
132 | /* To get put into books and the like. */ |
128 | shstr ACC (RW, materialname); /* specific material name */ |
133 | shstr ACC (RW, materialname); /* specific material name */ |
129 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
134 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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135 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
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136 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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137 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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138 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
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139 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
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140 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
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141 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
130 | }; |
142 | }; |
131 | |
143 | |
132 | // these are being copied and also cleared |
144 | // these are being copied and also cleared |
133 | struct object_pod |
145 | struct object_pod |
134 | { |
146 | { |
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147 | New_Face *ACC (RW, face); /* Face with colors */ |
135 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
148 | 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 */ |
149 | 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 */ |
150 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
138 | uint32 ACC (RW, nrof); /* How many of the objects */ |
151 | uint32 ACC (RW, nrof); /* How many of the objects */ |
139 | New_Face *ACC (RW, face); /* Face with colors */ |
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140 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
152 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
141 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
153 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
142 | |
154 | |
143 | /* This next big block are basically used for monsters and equipment */ |
155 | /* This next big block are basically used for monsters and equipment */ |
144 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
156 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
145 | uint8 ACC (RW, subtype); /* subtype of object */ |
157 | uint8 ACC (RW, subtype); /* subtype of object */ |
146 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
158 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
147 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
159 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
148 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
160 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
149 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
161 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
150 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
162 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
151 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
163 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
152 | uint16 ACC (RW, material); /* What materials this object consist of */ |
164 | uint16 ACC (RW, material); /* What materials this object consist of */ |
153 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
165 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
154 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
166 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
155 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
167 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
156 | sint16 ACC (RW, level); /* Level of creature or object */ |
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157 | /* Note that the last_.. values are sometimes used for non obvious |
168 | /* Note that the last_.. values are sometimes used for non obvious |
158 | * meanings by some objects, eg, sp penalty, permanent exp. |
169 | * meanings by some objects, eg, sp penalty, permanent exp. |
159 | */ |
170 | */ |
160 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
171 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
161 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
172 | sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ |
162 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
173 | sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ |
163 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
174 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
164 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
175 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
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176 | sint16 ACC (RW, level); /* Level of creature or object */ |
165 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
177 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
166 | sint8 ACC (RW, item_power); /* power rating of the object */ |
178 | 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) */ |
179 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
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180 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
168 | sint32 ACC (RW, weight); /* Attributes of the object */ |
181 | sint32 ACC (RW, weight); /* Attributes of the object */ |
169 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
182 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
170 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
183 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
171 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
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172 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
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173 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
184 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
174 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
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175 | uint32 ACC (RW, weapontype); /* type of weapon */ |
185 | uint32 ACC (RW, weapontype); /* type of weapon */ |
176 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
186 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
177 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
187 | 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 */ |
188 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
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189 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
179 | /* See the doc/Developers/objects for more info about body locations */ |
190 | /* See the doc/Developers/objects for more info about body locations */ |
180 | |
191 | |
181 | /* Following mostly refers to fields only used for monsters */ |
192 | /* Following mostly refers to fields only used for monsters */ |
182 | struct object *ACC (RW, owner); /* Pointer to the object which controls this one */ |
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183 | /* Owner should not be referred to directly - */ |
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184 | /* get_owner should be used instead. */ |
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185 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */ |
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186 | /* has been freed) */ |
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187 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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188 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
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189 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
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190 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
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191 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
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192 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
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193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
193 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
194 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
194 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
195 | /* allows different movement patterns for attackers */ |
195 | /* allows different movement patterns for attackers */ |
196 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
196 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
197 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
197 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
198 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
198 | 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 */ |
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200 | double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
199 | float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ |
201 | /* races/classes can need less/more exp to gain levels */ |
200 | /* races/classes can need less/more exp to gain levels */ |
202 | |
201 | |
203 | /* Spell related information, may be useful elsewhere |
202 | /* Spell related information, may be useful elsewhere |
204 | * Note that other fields are used - these files are basically |
203 | * Note that other fields are used - these files are basically |
205 | * only used in spells. |
204 | * only used in spells. |
206 | */ |
205 | */ |
207 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
206 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
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207 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
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208 | uint16 ACC (RW, start_holding); |
208 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
209 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
209 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
210 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
210 | struct object *ACC (RW, spell); /* Spell that was being cast */ |
211 | sint8 ACC (RW, range); /* Range of the spell */ |
211 | uint16 ACC (RW, start_holding); |
212 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
212 | char *ACC (RW, spellarg); |
213 | char *ACC (RW, spellarg); |
213 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
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214 | sint8 ACC (RW, range); /* Range of the spell */ |
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215 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
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216 | |
214 | |
217 | /* Following are values used by any object */ |
215 | /* Following are values used by any object */ |
218 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
216 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
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217 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
219 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
218 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
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219 | key_value *key_values; /* Fields not explictly known by the loader. */ |
220 | /* this objects turns into or what this object creates */ |
220 | /* this objects turns into or what this object creates */ |
221 | uint32 flags[4]; /* various flags */ |
221 | uint32 flags[4]; /* various flags */ |
222 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
222 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
223 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
223 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
224 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
224 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
225 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
225 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
226 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
226 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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227 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
227 | |
228 | |
228 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
229 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
229 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
230 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
230 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
231 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
231 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
232 | 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 */ |
233 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
233 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
234 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
234 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
235 | 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. */ |
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236 | }; |
236 | }; |
237 | |
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238 | #define get_object() object::create () |
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239 | #define free_object(op) (op)->free (0) |
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240 | #define free_object2(op, free_inv) (op)->free (free_inv) |
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241 | |
237 | |
242 | struct object : zero_initialised, object_keep, object_copy, object_pod |
238 | struct object : zero_initialised, object_keep, object_copy, object_pod |
243 | { |
239 | { |
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240 | typedef unordered_vector<object *> vector; |
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241 | |
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242 | static vector mortals; |
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243 | static vector active; // active objects, not yet used |
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244 | static vector objects; // not used yet, use first->next->... |
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245 | static object *first; // will be replaced by "objects" |
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246 | |
244 | static object *create (); |
247 | static object *create (); |
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248 | void copy_to (object *dst); |
245 | void free (bool free_inventory = false); |
249 | void destroy (bool destroy_inventory = false); |
246 | void mortalise (); |
250 | void remove (); |
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251 | object *insert (object *item); // insert into inventory |
247 | |
252 | |
248 | static void free_mortals (); |
253 | static void free_mortals (); |
249 | static bool can_merge (object *op1, object *op2); |
254 | static bool can_merge (object *op1, object *op2); |
250 | |
255 | |
251 | void clear (); |
256 | void clear (); |
252 | void clone (object *destination); |
257 | |
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258 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
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259 | |
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260 | void instantiate () |
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261 | { |
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262 | if (!uuid.seq) // HACK |
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263 | uuid = gen_uuid (); |
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264 | |
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265 | attachable<object>::instantiate (); |
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266 | } |
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267 | |
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268 | void set_owner (object *owner); |
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269 | |
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270 | // info must hold 256 * 3 bytes currently |
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271 | const char *debug_desc (char *info) const; |
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272 | const char *debug_desc () const; |
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273 | |
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274 | // fully recursive iterator |
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275 | struct iterator_base |
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276 | { |
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277 | object *item; |
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278 | |
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279 | iterator_base (object *container) |
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280 | : item (container) |
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281 | { |
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282 | } |
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283 | |
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284 | operator object *() const { return item; } |
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285 | |
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286 | object *operator ->() const { return item; } |
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287 | object &operator * () const { return *item; } |
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288 | }; |
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289 | |
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290 | // depth-first recursive iterator |
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291 | struct depth_iterator : iterator_base |
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292 | { |
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293 | depth_iterator (object *container); |
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294 | void next (); |
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295 | object *operator ++( ) { next (); return item; } |
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296 | object *operator ++(int) { object *i = item; next (); return i; } |
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297 | }; |
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298 | |
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299 | object *begin () |
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300 | { |
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301 | return this; |
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302 | } |
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303 | |
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304 | object *end () |
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305 | { |
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306 | return this; |
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307 | } |
253 | |
308 | |
254 | protected: |
309 | protected: |
255 | friend struct archetype; |
310 | friend struct archetype; |
256 | |
311 | |
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312 | void link (); |
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313 | void unlink (); |
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314 | |
257 | object (); |
315 | object (); |
258 | ~object (); |
316 | ~object (); |
259 | }; |
317 | }; |
260 | |
318 | |
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319 | // compatibility functions/macros |
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320 | #define clear_owner(op) (op)->owner = 0 |
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321 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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322 | #define get_owner(op) (op)->owner |
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323 | #define clear_object(op) (op)->clear () |
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324 | |
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325 | static inline void |
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326 | set_owner (object *op, object *owner) |
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327 | { |
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328 | op->set_owner (owner); |
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329 | } |
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330 | |
261 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
331 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
262 | |
332 | |
263 | typedef struct oblnk |
333 | typedef struct oblnk |
264 | { /* Used to link together several objects */ |
334 | { /* Used to link together several objects */ |
265 | object *ob; |
335 | object_ptr ob; |
266 | struct oblnk *next; |
336 | struct oblnk *next; |
267 | tag_t id; |
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268 | } objectlink; |
337 | } objectlink; |
269 | |
338 | |
270 | typedef struct oblinkpt |
339 | typedef struct oblinkpt |
271 | { /* Used to link together several object links */ |
340 | { /* Used to link together several object links */ |
272 | struct oblnk *link; |
341 | struct oblnk *link; |
… | |
… | |
281 | * be much left in the archetype - all it really is is a holder for the |
350 | * 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 |
351 | * object and pointers. This structure should get removed, and just replaced |
283 | * by the object structure |
352 | * by the object structure |
284 | */ |
353 | */ |
285 | |
354 | |
286 | ACC_CLASS(archetype) |
355 | ACC_CLASS (archetype) |
287 | struct archetype : zero_initialised |
356 | struct archetype : zero_initialised, refcounted |
288 | { |
357 | { |
289 | archetype (); |
358 | archetype (); |
290 | ~archetype (); |
359 | ~archetype (); |
291 | |
360 | |
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361 | static archetype *find (const char *arch); |
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362 | |
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363 | void hash_add (); // add to hastable |
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364 | void hash_del (); // remove from hashtable |
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365 | |
292 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
366 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
293 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
367 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
294 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
368 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
295 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
369 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
296 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
370 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
297 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
371 | 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 |
372 | 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. |
373 | * in comparison to the head. |
300 | */ |
374 | */ |
301 | }; |
375 | }; |
302 | |
376 | |
303 | extern object *objects; |
377 | extern object *objects; |
304 | extern object *active_objects; |
378 | extern object *active_objects; |
305 | |
379 | |
… | |
… | |
357 | #define ARCH_DETECT_MAGIC "detect_magic" |
431 | #define ARCH_DETECT_MAGIC "detect_magic" |
358 | #define ARCH_DEPLETION "depletion" |
432 | #define ARCH_DEPLETION "depletion" |
359 | #define ARCH_SYMPTOM "symptom" |
433 | #define ARCH_SYMPTOM "symptom" |
360 | |
434 | |
361 | #endif |
435 | #endif |
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436 | |