ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.19 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.85 by root, Thu Jan 11 01:10:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
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
36typedef struct Body_Locations { 39typedef struct Body_Locations
40{
37 const char *save_name; /* Name used to load/save it to disk */ 41 const char *save_name; /* Name used to load/save it to disk */
38 const char *use_name; /* Name used when describing an item we can use */ 42 const char *use_name; /* Name used when describing an item we can use */
39 const char *nonuse_name; /* Name to describe objects we can't use */ 43 const char *nonuse_name; /* Name to describe objects we can't use */
40} Body_Locations; 44} Body_Locations;
41 45
42extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 46extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
43 47
44/* 48/*
49 * 53 *
50 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
51 * accessing the list directly. 55 * accessing the list directly.
52 * Exception is if you want to walk this list for some reason. 56 * Exception is if you want to walk this list for some reason.
53 */ 57 */
54struct key_value { 58struct key_value
59{
55 key_value *next; 60 key_value *next;
56 shstr key, value; 61 shstr key, value;
57}; 62};
58 63
64struct UUID
65{
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; }
72};
73
74extern void init_uuid ();
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
59 77
60/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
61 * 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
62 * 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
63 * can_apply and will_apply? 81 * can_apply and will_apply?
64 */ 82 */
65#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
66#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
67#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
68#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
69#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
70
71 88
72/* 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
73 * 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,
74 * e.g. copy_object. 91 * e.g. ->copy_to ()
75 */ 92 */
76 93
94INTERFACE_CLASS (object)
77// these are not being copied 95// these are being copied
78struct object_keep 96struct object_copy : attachable
79{ 97{
80 tag_t count; /* Unique object number for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
81 uint16 refcount; /* How many objects points to this object */
82 99
83 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
84 struct pl *contr; /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
85 struct object *next; /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
86 struct object *prev; /* Pointer to the previous object in the free/used list*/
87 struct object *active_next; /* Next & previous object in the 'active' */
88 struct object *active_prev; /* List. This is used in process_events */
89 /* so that the entire object list does not */
90 /* need to be gone through. */
91 struct object *below; /* Pointer to the object stacked below this one */
92 struct object *above; /* Pointer to the object stacked above this one */
93 /* Note: stacked in the *same* environment*/
94 struct object *inv; /* Pointer to the first object in the inventory */
95 struct object *container; /* Current container being used. I think this
96 * is only used by the player right now.
97 */
98 struct object *env; /* Pointer to the object which is the environment.
99 * This is typically the container that the object is in.
100 */
101 struct object *more; /* Pointer to the rest of a large body of objects */
102 struct object *head; /* Points to the main object of a large body */
103 struct mapstruct *map; /* Pointer to the map in which this object is present */
104};
105
106// these are being copied
107struct object_copy : attachable<object>
108{
109 /* These get an extra add_refcount(), after having been copied by memcpy().
110 * All fields beow this point are automatically copied by memcpy. If
111 * adding something that needs a refcount updated, make sure you modify
112 * copy_object to do so. Everything below here also gets cleared
113 * by clear_object()
114 */
115 shstr name; /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
117 shstr title; /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
122 shstr msg; /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
123 shstr lore; /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
124 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
127}; 115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
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 */
128 124
129// these are being copied and also cleared 125 New_Face *ACC (RW, face); /* Face with colors */
130struct object_pod
131{
132 sint16 x,y; /* Position in the map for this object */
133 float speed; /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
134 float 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 */
135 uint32 nrof; /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
136 New_Face *face; /* Face with colors */
137 sint8 direction; /* Means the object is moving that way. */
138 sint8 facing; /* Object is oriented/facing that way. */
139 129
140 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */ 133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
145 uint32 attacktype; /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */ 138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
150 sint8 magic; /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 value; /* How much money it is worth (or contains) */ 142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
153 sint16 level; /* Level of creature or object */
154 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
156 */ 145 */
157 sint32 last_heal; /* Last healed. Depends on constitution */ 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */ 147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */ 148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */ 149 sint16 ACC (RW, last_eat); /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */ 150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
162 uint8 pick_up; /* See crossfire.doc */ 152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */ 153 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 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) */
165 sint32 weight; /* Attributes of the object */
166 sint32 weight_limit; /* Weight-limit of object */
167 sint32 carrying; /* How much weight this object contains */
168 sint8 glow_radius; /* indicates the glow radius of the object */ 155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */ 156 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */
170 sint64 perm_exp; /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */
172 uint32 weapontype; /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
173 uint32 tooltype; /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
174 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 */
175 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 */
176 /* See the doc/Developers/objects for more info about body locations */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */
177 166
178 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
179 struct object *owner; /* Pointer to the object which controls this one */
180 /* Owner should not be referred to directly - */
181 /* get_owner should be used instead. */
182 tag_t ownercount; /* What count the owner had (in case owner */
183 /* has been freed) */
184 struct object *enemy; /* Monster/player to follow even if not closest */
185 struct object *attacked_by; /* This object start to attack us! only player & monster */
186 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *randomitems; /* Items to be generated */
188 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
189 struct object *chosen_skill; /* the skill chosen to use */
190 uint32 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 move_status; /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */ 173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
196 struct object *spellitem; /* Spell ability monster is choosing to use */
197 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
199 176
200 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
202 * only used in spells. 179 * only used in spells.
203 */ 180 */
204 sint16 duration; /* How long the spell lasts */ 181 sint16 ACC (RW, duration); /* How long the spell lasts */
205 uint8 duration_modifier; /* how level modifies duration */
206 sint16 casting_time; /* time left before spell goes off */ 182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */
208 uint16 start_holding; 183 uint16 ACC (RW, start_holding);
209 char *spellarg; 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 dam_modifier; /* How going up in level effects damage */ 185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 range; /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 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
197 char *ACC (RW, spellarg);
213 198
214 /* Following are values used by any object */ 199 /* Following are values used by any object */
215 struct archt *arch; /* Pointer to archetype */
216 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
217 /* this objects turns into or what this object creates */ 200 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */ 201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
219 uint16 animation_id; /* An index into the animation array */
220 uint8 anim_speed; /* ticks between animation-frames */
221 uint8 last_anim; /* last sequence used to draw face */
222 sint32 elevation; /* elevation of this terrain - not currently used */
223 uint8 smoothlevel; /* how to smooth this square around*/
224
225 MoveType move_type; /* Type of movement this object uses */
226 MoveType move_block; /* What movement types this blocks */
227 MoveType move_allow; /* What movement types explicitly allowd */
228 MoveType move_on; /* Move types affected moving on to this space */
229 MoveType move_off; /* Move types affected moving off this space */
230 MoveType move_slow; /* Movement types this slows down */
231 float move_slow_penalty; /* How much this slows down the object */
232 key_value *key_values; /* Fields not explictly known by the loader. */ 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 */
233}; 213};
234 214
235struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
236{ 216{
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 */
219
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
232 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently?
242
243 MTH static object *create ();
244 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false);
249
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH void remove ();
253 MTH object *insert (object *item); // insert into inventory
254
237 static bool can_merge (object *op1, object *op2); 255 static bool can_merge_slow (object *op1, object *op2);
238 256
257 // this is often used in time-critical code, so optimise
258 MTH static bool can_merge (object *op1, object *op2)
259 {
260 return op1->value == op2->value
261 && op1->name == op2->name
262 && can_merge_slow (op1, op2);
263 }
264
265 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed);
267
268 MTH void instantiate ()
269 {
270 if (!uuid.seq) // HACK
271 uuid = gen_uuid ();
272
273 attachable::instantiate ();
274 }
275
276 // recalculate all stats
277 MTH void update_stats ();
278 MTH void roll_stats ();
279 MTH void swap_stats (int a, int b);
280 MTH void add_statbonus ();
281 MTH void remove_statbonus ();
282 MTH void drain_stat ();
283 MTH void drain_specific_stat (int deplete_stats);
284 MTH void change_luck (int value);
285
286 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const;
288 MTH const char *debug_desc () const;
289 const char *flag_desc (char *desc, int len) const;
290
291 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 MTH bool is_alive () const { return (type == PLAYER
296 || flag [FLAG_MONSTER]
297 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flag [FLAG_IS_A_TEMPLATE]; }
299 MTH bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
304
305 // temporary: wether the object can be saved in a map file
306 // contr => is a player
307 // head => only save head of a multitile object
308 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 MTH object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // "temporary" helper function
327 MTH object *head_ ()
328 {
329 return head ? head : this;
330 }
331
332 // insert object at same map position as 'where'
333 // handles both inventory and map "positions"
334 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
335
336 MTH void activate ();
337 MTH void deactivate ();
338 MTH void activate_recursive ();
339 MTH void deactivate_recursive ();
340
341 // set the givne flag on all objects in the inventory recursively
342 MTH void set_flag_inv (int flag, int value = 1);
343
344 void enter_exit (object *exit);//PERL
345 MTH void enter_map (maptile *newmap, int x, int y);
346
347 // returns the mapspace this object is in
348 mapspace &ms () const;
349
350 // fully recursive iterator
351 struct iterator_base
352 {
353 object *item;
354
355 iterator_base (object *container)
356 : item (container)
357 {
358 }
359
360 operator object *() const { return item; }
361
362 object *operator ->() const { return item; }
363 object &operator * () const { return *item; }
364 };
365
366 MTH unsigned int random_seed () const
367 {
368 return (unsigned int)uuid.seq;
369 }
370
371 // depth-first recursive iterator
372 struct depth_iterator : iterator_base
373 {
374 depth_iterator (object *container);
375 void next ();
376 object *operator ++( ) { next (); return item; }
377 object *operator ++(int) { object *i = item; next (); return i; }
378 };
379
380 object *begin ()
381 {
382 return this;
383 }
384
385 object *end ()
386 {
387 return this;
388 }
389
390 /* This returns TRUE if the object is something that
391 * should be displayed in the floorbox/inventory window
392 */
393 MTH bool client_visible () const
394 {
395 return !invisible && type != PLAYER;
396 }
397
398protected:
399 friend struct archetype;
400
239 void clear (); 401 void link ();
240 void clone (object *destination); 402 void unlink ();
403
404 object ();
405 ~object ();
241}; 406};
242 407
243#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 408typedef object_vector<object, &object::index > objectvec;
409typedef object_vector<object, &object::active> activevec;
244 410
411extern objectvec objects;
412extern activevec actives;
413
414#define for_all_objects(var) \
415 for (int _i = 0; _i < objects.size (); ++_i) \
416 declvar (object *, var, objects [_i])
417
418#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i])
421
422typedef struct oblnk
245typedef struct oblnk { /* Used to link together several objects */ 423{ /* Used to link together several objects */
246 object *ob; 424 object_ptr ob;
247 struct oblnk *next; 425 struct oblnk *next;
248 tag_t id;
249} objectlink; 426} objectlink;
250 427
251typedef struct oblinkpt { /* Used to link together several object links */ 428typedef struct oblinkpt
429{ /* Used to link together several object links */
252 struct oblnk *link; 430 struct oblnk *link;
253 long value; /* Used as connected value in buttons/gates */ 431 long value; /* Used as connected value in buttons/gates */
254 struct oblinkpt *next; 432 struct oblinkpt *next;
255} oblinkpt; 433} oblinkpt;
256 434
257/* 435/*
258 * The archetype structure is a set of rules on how to generate and manipulate 436 * The archetype structure is a set of rules on how to generate and manipulate
261 * be much left in the archetype - all it really is is a holder for the 439 * be much left in the archetype - all it really is is a holder for the
262 * object and pointers. This structure should get removed, and just replaced 440 * object and pointers. This structure should get removed, and just replaced
263 * by the object structure 441 * by the object structure
264 */ 442 */
265 443
266typedef struct archt : zero_initialised 444INTERFACE_CLASS (archetype)
445struct archetype : zero_initialised, attachable
267{ 446{
447 archetype ();
448 ~archetype ();
449 void gather_callbacks (AV *&callbacks, event_type event) const;
450
451 static archetype *find (const char *arch);
452
453 void hash_add (); // add to hashtable
454 void hash_del (); // remove from hashtable
455
268 shstr name; /* More definite name, like "generate_kobold" */ 456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
269 struct archt *next; /* Next archetype in a linked list */ 457 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
270 struct archt *head; /* The main part of a linked object */ 458 struct archetype *ACC (RW, head); /* The main part of a linked object */
271 struct archt *more; /* Next part of a linked object */ 459 struct archetype *ACC (RW, more); /* Next part of a linked object */
272 object clone; /* An object from which to do copy_object() */ 460 object ACC (RO, clone); /* An object from which to do ->copy_to () */
273 uint32 editable; /* editable flags (mainly for editor) */ 461 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
274 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 462 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
275 * in comparison to the head. 463 * in comparison to the head.
276 */ 464 */
277} archetype; 465};
278
279extern object *objects;
280extern object *active_objects;
281
282extern int nrofallocobjects;
283
284/* This returns TRUE if the object is something that
285 * should be displayed in the look window
286 */
287#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
288 466
289/* Used by update_object to know if the object being passed is 467/* Used by update_object to know if the object being passed is
290 * being added or removed. 468 * being added or removed.
291 */ 469 */
292#define UP_OBJ_INSERT 1 470#define UP_OBJ_INSERT 1
293#define UP_OBJ_REMOVE 2 471#define UP_OBJ_REMOVE 2
294#define UP_OBJ_CHANGE 3 472#define UP_OBJ_CHANGE 3
295#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 473#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
296 474
297/* These are flags passed to insert_ob_in_map and 475/* These are flags passed to insert_ob_in_map and
298 * insert_ob_in_ob. Note that all flags may not be meaningful 476 * insert_ob_in_ob. Note that all flags may not be meaningful
299 * for both functions. 477 * for both functions.
300 * Most are fairly explanatory: 478 * Most are fairly explanatory:
333#define ARCH_DETECT_MAGIC "detect_magic" 511#define ARCH_DETECT_MAGIC "detect_magic"
334#define ARCH_DEPLETION "depletion" 512#define ARCH_DEPLETION "depletion"
335#define ARCH_SYMPTOM "symptom" 513#define ARCH_SYMPTOM "symptom"
336 514
337#endif 515#endif
516

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines