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Comparing deliantra/server/include/object.h (file contents):
Revision 1.42 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.82 by root, Mon Jan 8 14:11:05 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
16 17
17 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23*/
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 35#define BODY_ARMS 1
33 36
34/* See common/item.c */ 37/* See common/item.c */
35 38
59}; 62};
60 63
61struct UUID 64struct UUID
62{ 65{
63 uint64 seq; 66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
64}; 72};
65 73
66extern void init_uuid (); 74extern void init_uuid ();
67extern UUID gen_uuid (); 75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
68 77
69/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 79 * 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 80 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 81 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 86#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
79 88
80/* 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
81 * 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,
82 * e.g. copy_object. 91 * e.g. ->copy_to ()
83 */ 92 */
84 93
85typedef refptr<object> object_ptr; 94INTERFACE_CLASS (object)
86
87// these are not being copied 95// these are being copied
88ACC_CLASS (object) 96struct object_copy : attachable
89struct object_keep : refcounted
90{ 97{
91 tag_t ACC (RW, count); /* Generation count for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
92 UUID uuid; // Unique Identifier, survives saves etc.
93 99
94 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
95 player *ACC (RW, contr); /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
96 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
97 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
98 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
99 object *ACC (RW, active_prev); /* List. This is used in process_events */
100 /* so that the entire object list does not */
101 /* need to be gone through. */
102 object *ACC (RW, below); /* Pointer to the object stacked below this one */
103 object *ACC (RW, above); /* Pointer to the object stacked above this one */
104 /* Note: stacked in the *same* environment */
105 object *inv; /* Pointer to the first object in the inventory */
106 object *ACC (RW, container); /* Current container being used. I think this
107 * is only used by the player right now.
108 */
109 object *ACC (RW, env); /* Pointer to the object which is the environment.
110 * This is typically the container that the object is in.
111 */
112 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
113 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
114 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
115};
116
117// these are being copied
118struct object_copy : attachable<object>
119{
120 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
121 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
122 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
123 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
124 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
125 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
126 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 */
127 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 */
128 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
129 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
130 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
131 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
132 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 */
133 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 */
134 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 */
135 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
136 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 */
137 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
138 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 */
139}; 122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
140 124
141// these are being copied and also cleared
142struct object_pod
143{
144 New_Face *ACC (RW, face); /* Face with colors */ 125 New_Face *ACC (RW, face); /* Face with colors */
145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
146 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
147 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 */
148 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151 129
152 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
153 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
154 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
155 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 */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
157 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
158 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
159 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
160 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 */
161 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
162 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
163 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
164 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
165 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
166 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
167 */ 145 */
168 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
171 sint16 ACC (RW, last_eat); /* How long since we last ate */ 149 sint16 ACC (RW, last_eat); /* How long since we last ate */
172 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
173 sint16 ACC (RW, level); /* Level of creature or object */ 151 sint16 ACC (RW, level); /* Level of creature or object */
174 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
175 sint8 ACC (RW, item_power); /* power rating of the object */ 153 sint8 ACC (RW, item_power); /* power rating of the object */
176 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
177 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
178 sint32 ACC (RW, weight); /* Attributes of the object */ 156 sint32 ACC (RW, weight); /* Attributes of the object */
179 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
180 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
181 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
182 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
183 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
184 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 */
185 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 */
186 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
187 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
188 166
189 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
192 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
193 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 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. */
196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
197 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
198 176
199 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
201 * only used in spells. 179 * only used in spells.
202 */ 180 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 181 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
205 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
206 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
207 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 */
208 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
209 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 */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
210 char *ACC (RW, spellarg); 197 char *ACC (RW, spellarg);
211 198
212 /* Following are values used by any object */ 199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
213 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
214 archetype *ACC (RW, arch); /* Pointer to archetype */
215 archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
216 key_value *key_values; /* Fields not explictly known by the loader. */ 202 key_value *key_values; /* Fields not explictly known by the loader. */
217 /* this objects turns into or what this object creates */ 203 flags_t flag; /* various flags */
218 uint32 flags[4]; /* various flags */ 204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
219 uint16 ACC (RW, animation_id); /* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
225
226 MoveType ACC (RW, move_type); /* Type of movement this object uses */
227 MoveType ACC (RW, move_block); /* What movement types this blocks */
228 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
229 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
230 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
231 MoveType ACC (RW, move_slow); /* Movement types this slows down */
232 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
233}; 213};
234 214
235struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
236{ 216{
237 typedef unordered_vector<object *> vector; 217 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
238 219
239 static vector mortals; 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
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 object *ACC (RW, container); /* Current container being used. I think this
232 * is only used by the player right now.
233 */
234 object *ACC (RW, env); /* Pointer to the object which is the environment.
235 * This is typically the container that the object is in.
236 */
237 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
238 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
239 client_container *seen_by; // seen by which player/container currently?
240
240 static vector active; // active objects, not yet used 241 //static vector active_list; // active objects, not yet used
241 static vector objects; // not used yet, use first->next->... 242 //static vector object_list; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects" 243 static object *first; // will be replaced by "objects"
243 244
244 static object *create (); 245 MTH static object *create ();
246 MTH void copy_to (object *dst);
247 MTH object *clone (); // create + copy_to
248 void do_destroy ();
249 void gather_callbacks (AV *&callbacks, event_type event) const;
245 void destroy (bool destroy_inventory = false); 250 MTH void destroy (bool destroy_inventory = false);
246 251
247 static void free_mortals (); 252 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
253 MTH void destroy_inv (bool drop_to_ground = false);
254 MTH void remove ();
255 MTH object *insert (object *item); // insert into inventory
256
248 static bool can_merge (object *op1, object *op2); 257 static bool can_merge_slow (object *op1, object *op2);
249 258
250 void clear (); 259 // this is often used in time-critical code, so optimise
251 void clone (object *destination); 260 MTH static bool can_merge (object *op1, object *op2)
261 {
262 return op1->value == op2->value
263 && op1->name == op2->name
264 && can_merge_slow (op1, op2);
265 }
252 266
253 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 267 MTH void set_owner (object *owner);
268 MTH void set_speed (float speed);
254 269
255 void instantiate () 270 MTH void instantiate ()
256 { 271 {
257 if (!uuid.seq) // HACK 272 if (!uuid.seq) // HACK
258 uuid = gen_uuid (); 273 uuid = gen_uuid ();
259 274
260 attachable<object>::instantiate (); 275 attachable::instantiate ();
261 } 276 }
262 277
263 void set_owner (object *owner); 278 // recalculate all stats
279 MTH void update_stats ();
280 MTH void roll_stats ();
281 MTH void swap_stats (int a, int b);
282 MTH void add_statbonus ();
283 MTH void remove_statbonus ();
284 MTH void drain_stat ();
285 MTH void drain_specific_stat (int deplete_stats);
286 MTH void change_luck (int value);
264 287
265 // info must hold 256 * 3 bytes currently 288 // info must hold 256 * 3 bytes currently
266 const char *debug_desc (char *info) const; 289 const char *debug_desc (char *info) const;
267 const char *debug_desc () const; 290 MTH const char *debug_desc () const;
291 const char *flag_desc (char *desc, int len) const;
292
293 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; }
297 MTH bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; }
301 MTH bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
304
305 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
306
307 // temporary: wether the object can be saved in a map file
308 // contr => is a player
309 // head => only save head of a multitile object
310 // owner => can not reference owner yet
311 MTH bool can_map_save () const { return !contr && !head && !owner; }
312
313 /* This return true if object has still randomitems which
314 * could be expanded.
315 */
316 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
317
318 // returns the player that has this object in his inventory, or 0
319 MTH object *in_player () const
320 {
321 for (object *op = env; op; op = op->env)
322 if (op->type == PLAYER)
323 return op;
324
325 return 0;
326 }
327
328 // "temporary" helper function
329 MTH object *head_ ()
330 {
331 return head ? head : this;
332 }
333
334 // insert object at same map position as 'where'
335 // handles both inventory and map "positions"
336 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
337
338 MTH void activate ();
339 MTH void deactivate ();
340 MTH void activate_recursive ();
341 MTH void deactivate_recursive ();
342
343 // set the givne flag on all objects in the inventory recursively
344 MTH void set_flag_inv (int flag, int value = 1);
345
346 void enter_exit (object *exit);//PERL
347 MTH void enter_map (maptile *newmap, int x, int y);
348
349 // returns the mapspace this object is in
350 mapspace &ms () const;
268 351
269 // fully recursive iterator 352 // fully recursive iterator
270 struct iterator_base 353 struct iterator_base
271 { 354 {
272 object *item; 355 object *item;
279 operator object *() const { return item; } 362 operator object *() const { return item; }
280 363
281 object *operator ->() const { return item; } 364 object *operator ->() const { return item; }
282 object &operator * () const { return *item; } 365 object &operator * () const { return *item; }
283 }; 366 };
367
368 MTH unsigned int random_seed () const
369 {
370 return (unsigned int)uuid.seq;
371 }
284 372
285 // depth-first recursive iterator 373 // depth-first recursive iterator
286 struct depth_iterator : iterator_base 374 struct depth_iterator : iterator_base
287 { 375 {
288 depth_iterator (object *container); 376 depth_iterator (object *container);
309 397
310 object (); 398 object ();
311 ~object (); 399 ~object ();
312}; 400};
313 401
314#define get_object() object::create () 402typedef object_vector<object, &object::index > objectvec;
315#define free_object(op) (op)->destroy (0) 403typedef object_vector<object, &object::active> activevec;
316#define free_object2(op, free_inv) (op)->destroy (free_inv)
317#define clear_owner(op) (op)->owner = 0
318#define copy_owner(op,other) (op)->owner = (other)->owner
319#define get_owner(op) (op)->owner
320#define clear_object(op) (op)->clear ()
321 404
322static inline void 405extern objectvec objects;
323set_owner (object *op, object *owner) 406extern activevec actives;
324{
325 op->set_owner (owner);
326}
327 407
328#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 408#define for_all_objects(var) \
409 for (int _i = 0; _i < objects.size (); ++_i) \
410 declvar (object *, var, objects [_i])
411
412#define for_all_actives(var) \
413 for (int _i = 0; _i < actives.size (); ++_i) \
414 declvar (object *, var, actives [_i])
329 415
330typedef struct oblnk 416typedef struct oblnk
331{ /* Used to link together several objects */ 417{ /* Used to link together several objects */
332 object *ob; 418 object_ptr ob;
333 struct oblnk *next; 419 struct oblnk *next;
334 tag_t id;
335} objectlink; 420} objectlink;
336 421
337typedef struct oblinkpt 422typedef struct oblinkpt
338{ /* Used to link together several object links */ 423{ /* Used to link together several object links */
339 struct oblnk *link; 424 struct oblnk *link;
348 * be much left in the archetype - all it really is is a holder for the 433 * be much left in the archetype - all it really is is a holder for the
349 * object and pointers. This structure should get removed, and just replaced 434 * object and pointers. This structure should get removed, and just replaced
350 * by the object structure 435 * by the object structure
351 */ 436 */
352 437
353ACC_CLASS(archetype) 438INTERFACE_CLASS (archetype)
354struct archetype : zero_initialised 439struct archetype : zero_initialised, attachable
355{ 440{
356 archetype (); 441 archetype ();
357 ~archetype (); 442 ~archetype ();
443 void gather_callbacks (AV *&callbacks, event_type event) const;
358 444
359 static archetype *find (const char *arch); 445 static archetype *find (const char *arch);
446
447 void hash_add (); // add to hashtable
448 void hash_del (); // remove from hashtable
360 449
361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 450 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 451 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
363 struct archetype *ACC (RW, head); /* The main part of a linked object */ 452 struct archetype *ACC (RW, head); /* The main part of a linked object */
364 struct archetype *ACC (RW, more); /* Next part of a linked object */ 453 struct archetype *ACC (RW, more); /* Next part of a linked object */
365 object ACC (RO, clone); /* An object from which to do copy_object() */ 454 object ACC (RO, clone); /* An object from which to do ->copy_to () */
366 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 455 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
367 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 456 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
368 * in comparison to the head. 457 * in comparison to the head.
369 */ 458 */
370}; 459};
371 460
372extern object *objects;
373extern object *active_objects;
374
375extern int nrofallocobjects;
376
377/* This returns TRUE if the object is something that 461/* This returns TRUE if the object is something that
378 * should be displayed in the look window 462 * should be displayed in the floorbox window
379 */ 463 */
380#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 464#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
381 465
382/* Used by update_object to know if the object being passed is 466/* Used by update_object to know if the object being passed is
383 * being added or removed. 467 * being added or removed.
384 */ 468 */
385#define UP_OBJ_INSERT 1 469#define UP_OBJ_INSERT 1
426#define ARCH_DETECT_MAGIC "detect_magic" 510#define ARCH_DETECT_MAGIC "detect_magic"
427#define ARCH_DEPLETION "depletion" 511#define ARCH_DEPLETION "depletion"
428#define ARCH_SYMPTOM "symptom" 512#define ARCH_SYMPTOM "symptom"
429 513
430#endif 514#endif
515

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