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Comparing deliantra/server/include/object.h (file contents):
Revision 1.60 by root, Wed Dec 20 09:14:22 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
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
88/* However, if you're keeping a pointer of some sort, you probably 89/* However, if you're keeping a pointer of some sort, you probably
89 * don't just want it copied, so you'll need to add to common/object.C, 90 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to () 91 * e.g. ->copy_to ()
91 */ 92 */
92 93
93typedef refptr<object> object_ptr; 94INTERFACE_CLASS (object)
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied 95// these are being copied
97ACC_CLASS (object) 96struct object_copy : attachable
98struct object_keep : refcounted
99{ 97{
100 /* These variables are not changed by ->copy_to */ 98 typedef bitset<NUM_FLAGS> flags_t;
101 99
102 tag_t ACC (RW, count); /* Generation count for this object */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
104 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
126};
127
128// these are being copied
129struct object_copy : attachable<object>
130{
131 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
139 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
140 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150}; 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 */
151 124
152// these are being copied and also cleared
153struct object_pod
154{
155 New_Face *ACC (RW, face); /* Face with colors */ 125 New_Face *ACC (RW, face); /* Face with colors */
156 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
157 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
158 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 */
159 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
160 sint8 ACC (RW, direction); /* Means the object is moving that way. */
161 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
162 129
163 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
164 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
165 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
166 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 */
167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
171 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 */
172 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
191 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
192 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
193 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
194 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
195 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 */
196 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 */
197 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
198 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
199 166
200 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
202 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
203 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
204 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
206 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. */
207 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
208 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
209 176
210 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
211 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
212 * only used in spells. 179 * only used in spells.
213 */ 180 */
216 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
218 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 */
219 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
220 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 */
221 char *ACC (RW, spellarg);
222
223 /* Following are values used by any object */
224 /* this objects turns into or what this object creates */
225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
227 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
228 key_value *key_values; /* Fields not explictly known by the loader. */
229 std::bitset<NUM_FLAGS> flags; /* various flags */
230 uint16 ACC (RW, animation_id);/* An index into the animation array */
231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 uint8 ACC (RW, will_apply); /* See crossfire.doc */
236 188
237 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
238 MoveType ACC (RW, move_block);/* What movement types this blocks */ 190 MoveType ACC (RW, move_block);/* What movement types this blocks */
239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
244}; 213};
245 214
246struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
247{ 216{
248 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 */
249 219
250 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
251 static vector active; // active objects, not yet used 241 //static vector active_list; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->... 242 //static vector object_list; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects" 243 static object *first; // will be replaced by "objects"
254 244
255 static object *create (); 245 MTH static object *create ();
256 void copy_to (object *dst); 246 MTH void copy_to (object *dst);
257 object *clone (); // create + copy_to 247 MTH object *clone (); // create + copy_to
248 void do_destroy ();
249 void gather_callbacks (AV *&callbacks, event_type event) const;
258 void destroy (bool destroy_inventory = false); 250 MTH void destroy (bool destroy_inventory = false);
251
252 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
253 MTH void destroy_inv (bool drop_to_ground = false);
259 void remove (); 254 MTH void remove ();
260 object *insert (object *item); // insert into inventory 255 MTH object *insert (object *item); // insert into inventory
261 256
262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2); 257 static bool can_merge_slow (object *op1, object *op2);
264 258
265 // this is often used in time-critical code, so optimise 259 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2) 260 MTH static bool can_merge (object *op1, object *op2)
267 { 261 {
268 return op1->value == op2->value 262 return op1->value == op2->value
269 && op1->name == op2->name 263 && op1->name == op2->name
270 && can_merge_slow (op1, op2); 264 && can_merge_slow (op1, op2);
271 } 265 }
272 266
273 void clear ();
274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner); 267 MTH void set_owner (object *owner);
268 MTH void set_speed (float speed);
278 269
279 void instantiate () 270 MTH void instantiate ()
280 { 271 {
281 if (!uuid.seq) // HACK 272 if (!uuid.seq) // HACK
282 uuid = gen_uuid (); 273 uuid = gen_uuid ();
283 274
284 attachable<object>::instantiate (); 275 attachable::instantiate ();
285 } 276 }
277
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);
286 287
287 // info must hold 256 * 3 bytes currently 288 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 289 const char *debug_desc (char *info) const;
289 const char *debug_desc () const; 290 MTH const char *debug_desc () const;
291 const char *flag_desc (char *desc, int len) const;
290 292
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 293 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 294 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES 295 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; } 296 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER 297 MTH bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER] 298 || flag [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; } 300 && !flag [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW 301 MTH bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT 302 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 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; }
302 312
303 /* This return true if object has still randomitems which 313 /* This return true if object has still randomitems which
304 * could be expanded. 314 * could be expanded.
305 */ 315 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 316 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
307 317
308 // returns the player that has this object in his inventory, or 0 318 // returns the player that has this object in his inventory, or 0
309 object *in_player () const 319 MTH object *in_player () const
310 { 320 {
311 for (object *op = env; op; op = op->env) 321 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER) 322 if (op->type == PLAYER)
313 return op; 323 return op;
314 324
315 return 0; 325 return 0;
316 } 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;
317 351
318 // fully recursive iterator 352 // fully recursive iterator
319 struct iterator_base 353 struct iterator_base
320 { 354 {
321 object *item; 355 object *item;
328 operator object *() const { return item; } 362 operator object *() const { return item; }
329 363
330 object *operator ->() const { return item; } 364 object *operator ->() const { return item; }
331 object &operator * () const { return *item; } 365 object &operator * () const { return *item; }
332 }; 366 };
367
368 MTH unsigned int random_seed () const
369 {
370 return (unsigned int)uuid.seq;
371 }
333 372
334 // depth-first recursive iterator 373 // depth-first recursive iterator
335 struct depth_iterator : iterator_base 374 struct depth_iterator : iterator_base
336 { 375 {
337 depth_iterator (object *container); 376 depth_iterator (object *container);
357 void unlink (); 396 void unlink ();
358 397
359 object (); 398 object ();
360 ~object (); 399 ~object ();
361}; 400};
401
402typedef object_vector<object, &object::index > objectvec;
403typedef object_vector<object, &object::active> activevec;
404
405extern objectvec objects;
406extern activevec actives;
407
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])
362 415
363typedef struct oblnk 416typedef struct oblnk
364{ /* Used to link together several objects */ 417{ /* Used to link together several objects */
365 object_ptr ob; 418 object_ptr ob;
366 struct oblnk *next; 419 struct oblnk *next;
380 * 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
381 * object and pointers. This structure should get removed, and just replaced 434 * object and pointers. This structure should get removed, and just replaced
382 * by the object structure 435 * by the object structure
383 */ 436 */
384 437
385ACC_CLASS (archetype) 438INTERFACE_CLASS (archetype)
386struct archetype : zero_initialised, refcounted 439struct archetype : zero_initialised, attachable
387{ 440{
388 archetype (); 441 archetype ();
389 ~archetype (); 442 ~archetype ();
443 void gather_callbacks (AV *&callbacks, event_type event) const;
390 444
391 static archetype *find (const char *arch); 445 static archetype *find (const char *arch);
392 446
393 void hash_add (); // add to hastable 447 void hash_add (); // add to hashtable
394 void hash_del (); // remove from hashtable 448 void hash_del (); // remove from hashtable
395 449
396 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 450 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
397 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 451 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
398 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 */
402 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
403 * in comparison to the head. 457 * in comparison to the head.
404 */ 458 */
405}; 459};
406 460
407extern object *objects;
408extern object *active_objects;
409
410extern int nrofallocobjects;
411
412/* This returns TRUE if the object is something that 461/* This returns TRUE if the object is something that
413 * should be displayed in the look window 462 * should be displayed in the floorbox window
414 */ 463 */
415#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)
416 465
417/* 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
418 * being added or removed. 467 * being added or removed.

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