1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer Online RPG |
3 | |
3 | * |
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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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
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@schmorp.de |
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 | |
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 | |
32 | typedef uint32 tag_t; |
33 | typedef 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 | |
… | |
… | |
109 | 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 */ |
110 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
111 | /* To get put into books and the like. */ |
112 | /* To get put into books and the like. */ |
112 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, materialname); /* specific material name */ |
113 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
114 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
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115 | // materialtype_t *ACC (RW, material); /* What material this object consists of */ |
114 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
116 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
115 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
117 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
116 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
118 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
117 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
119 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
118 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
120 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
119 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
121 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
120 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
122 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
121 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
123 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
122 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
124 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
123 | |
125 | |
124 | New_Face *ACC (RW, face); /* Face with colors */ |
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125 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | float ACC (RW, speed); /* The overall speed of this object */ |
126 | 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 */ |
127 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | uint32 ACC (RW, nrof); /* How many of the objects */ |
128 | |
129 | |
129 | /* This next big block are basically used for monsters and equipment */ |
130 | /* This next big block are basically used for monsters and equipment */ |
… | |
… | |
133 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
134 | sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ |
134 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
135 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
135 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
136 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
136 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
137 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
137 | 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 */ |
138 | uint16 ACC (RW, material); /* What materials this object consist of */ |
139 | uint16 ACC (RW, materials); /* What materials this object consists of */ |
139 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
140 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
140 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
141 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
141 | 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) */ |
142 | /* Note that the last_.. values are sometimes used for non obvious |
143 | /* Note that the last_.. values are sometimes used for non obvious |
143 | * meanings by some objects, eg, sp penalty, permanent exp. |
144 | * meanings by some objects, eg, sp penalty, permanent exp. |
… | |
… | |
158 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
159 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
159 | uint32 ACC (RW, weapontype); /* type of weapon */ |
160 | uint32 ACC (RW, weapontype); /* type of weapon */ |
160 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
161 | sint8 ACC (RW, 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 */ |
162 | sint8 ACC (RW, 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 */ |
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164 | faceidx ACC (RW, face); /* Face with colors */ |
163 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
165 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
164 | /* See the pod/objects.pod for more info about body locations */ |
166 | /* See the pod/objects.pod for more info about body locations */ |
165 | |
167 | |
166 | /* Following mostly refers to fields only used for monsters */ |
168 | /* Following mostly refers to fields only used for monsters */ |
167 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
169 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
… | |
… | |
196 | char *ACC (RW, spellarg); |
198 | char *ACC (RW, spellarg); |
197 | |
199 | |
198 | /* Following are values used by any object */ |
200 | /* Following are values used by any object */ |
199 | /* this objects turns into or what this object creates */ |
201 | /* this objects turns into or what this object creates */ |
200 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
202 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
201 | key_value *key_values; /* Fields not explictly known by the loader. */ |
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202 | flags_t flag; /* various flags */ |
203 | flags_t flag; /* various flags */ |
203 | #if FOR_PERL |
204 | #if FOR_PERL |
204 | bool ACC (RW, flag[NUM_FLAGS]); |
205 | bool ACC (RW, flag[NUM_FLAGS]); |
205 | #endif |
206 | #endif |
206 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
207 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
… | |
… | |
211 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
212 | }; |
213 | }; |
213 | |
214 | |
214 | struct object : zero_initialised, object_copy |
215 | struct object : zero_initialised, object_copy |
215 | { |
216 | { |
216 | typedef unordered_vector<object *> vector; |
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217 | |
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218 | // These variables are not changed by ->copy_to |
217 | // These variables are not changed by ->copy_to |
219 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
218 | maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ |
220 | |
219 | |
221 | tag_t ACC (RW, count); /* Generation count for this object */ |
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222 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
220 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
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221 | int ACC (RO, count); |
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222 | int ACC (RO, index); // index into objects |
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223 | int ACC (RO, active); // index into actives |
223 | |
224 | |
224 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
225 | player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ |
225 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
226 | |
226 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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227 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
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228 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
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229 | /* so that the entire object list does not */ |
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230 | /* need to be gone through. */ |
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231 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
227 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
232 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
228 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
233 | /* Note: stacked in the *same* environment */ |
229 | /* Note: stacked in the *same* environment */ |
234 | object *inv; /* Pointer to the first object in the inventory */ |
230 | object *inv; /* Pointer to the first object in the inventory */ |
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231 | |
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232 | //TODO: container must move into client |
235 | object *ACC (RW, container); /* Current container being used. I think this |
233 | object_ptr ACC (RW, container); /* Current container being used. I think this |
236 | * is only used by the player right now. |
234 | * is only used by the player right now. |
237 | */ |
235 | */ |
238 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
236 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
239 | * This is typically the container that the object is in. |
237 | * This is typically the container that the object is in. |
240 | */ |
238 | */ |
241 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
239 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
242 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
240 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
243 | client_container *seen_by; // seen by which player/container currently? |
241 | client_container *seen_by; // seen by which player/container currently? |
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242 | key_value *key_values; /* Fields not explictly known by the loader. */ |
244 | |
243 | |
245 | static vector active; // active objects, not yet used |
244 | bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all |
246 | static vector objects; // not used yet, use first->next->... |
245 | static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. |
247 | static object *first; // will be replaced by "objects" |
246 | bool write (object_freezer &f); |
248 | |
247 | |
249 | MTH static object *create (); |
248 | MTH static object *create (); |
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249 | object &operator =(const object &src); |
250 | MTH void copy_to (object *dst); |
250 | MTH void copy_to (object *dst); |
251 | MTH object *clone (); // create + copy_to |
251 | MTH object *clone (); // create + copy_to |
252 | void do_destroy (); |
252 | void do_destroy (); |
253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
253 | void gather_callbacks (AV *&callbacks, event_type event) const; |
254 | MTH void destroy (bool destroy_inventory = false); |
254 | MTH void destroy (bool destroy_inventory = false); |
255 | |
255 | |
256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
256 | // recursively destroy all objects in inventory, optionally dropping them to the ground instead |
257 | MTH void destroy_inv (bool drop_to_ground = false); |
257 | MTH void destroy_inv (bool drop_to_ground = false); |
258 | MTH void remove (); |
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259 | MTH object *insert (object *item); // insert into inventory |
258 | MTH object *insert (object *item); // insert into inventory |
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259 | void do_remove (); |
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260 | MTH void remove () |
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261 | { |
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262 | if (!flag [FLAG_REMOVED]) |
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263 | do_remove (); |
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264 | } |
260 | |
265 | |
261 | static bool can_merge_slow (object *op1, object *op2); |
266 | static bool can_merge_slow (object *op1, object *op2); |
262 | |
267 | |
263 | // this is often used in time-critical code, so optimise |
268 | // this is often used in time-critical code, so optimise |
264 | MTH static bool can_merge (object *op1, object *op2) |
269 | MTH static bool can_merge (object *op1, object *op2) |
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… | |
267 | && op1->name == op2->name |
272 | && op1->name == op2->name |
268 | && can_merge_slow (op1, op2); |
273 | && can_merge_slow (op1, op2); |
269 | } |
274 | } |
270 | |
275 | |
271 | MTH void set_owner (object *owner); |
276 | MTH void set_owner (object *owner); |
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277 | MTH void set_speed (float speed); |
272 | |
278 | |
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279 | MTH void open_container (object *new_container); |
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280 | MTH void close_container () |
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281 | { |
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282 | open_container (0); |
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283 | } |
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284 | |
273 | MTH void instantiate () |
285 | MTH void instantiate (); |
274 | { |
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275 | if (!uuid.seq) // HACK |
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276 | uuid = gen_uuid (); |
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277 | |
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278 | attachable::instantiate (); |
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279 | } |
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280 | |
286 | |
281 | // recalculate all stats |
287 | // recalculate all stats |
282 | MTH void update_stats (); |
288 | MTH void update_stats (); |
283 | MTH void roll_stats (); |
289 | MTH void roll_stats (); |
284 | MTH void swap_stats (int a, int b); |
290 | MTH void swap_stats (int a, int b); |
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287 | MTH void drain_stat (); |
293 | MTH void drain_stat (); |
288 | MTH void drain_specific_stat (int deplete_stats); |
294 | MTH void drain_specific_stat (int deplete_stats); |
289 | MTH void change_luck (int value); |
295 | MTH void change_luck (int value); |
290 | |
296 | |
291 | // info must hold 256 * 3 bytes currently |
297 | // info must hold 256 * 3 bytes currently |
292 | MTH const char *debug_desc (char *info) const; |
298 | const char *debug_desc (char *info) const; |
293 | MTH const char *debug_desc () const; |
299 | MTH const char *debug_desc () const; |
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300 | const char *debug_desc2 () const; // another debug_desc, pure convinience function |
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301 | const char *flag_desc (char *desc, int len) const; |
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302 | |
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303 | int number_of () const |
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304 | { |
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305 | return nrof ? nrof : 1; |
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306 | } |
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307 | |
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308 | uint64 total_weight () const |
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309 | { |
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310 | return weight * number_of (); |
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311 | } |
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312 | |
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313 | // return the dominant material of this item, always return something |
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314 | const materialtype_t *dominant_material () const; |
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315 | |
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316 | // return the volume of this object in cm³ |
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317 | uint64 volume () const |
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318 | { |
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319 | return total_weight () |
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320 | * 1000 |
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321 | * (type == CONTAINER ? 1000 : 1) |
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322 | / dominant_material ()->density; |
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323 | } |
294 | |
324 | |
295 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
325 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
296 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
326 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
297 | || type == CLOAK || type == BOOTS || type == GLOVES |
327 | || type == CLOAK || type == BOOTS || type == GLOVES |
298 | || type == BRACERS || type == GIRDLE; } |
328 | || type == BRACERS || type == GIRDLE; } |
… | |
… | |
302 | && !flag [FLAG_IS_A_TEMPLATE]; } |
332 | && !flag [FLAG_IS_A_TEMPLATE]; } |
303 | MTH bool is_arrow () const { return type == ARROW |
333 | MTH bool is_arrow () const { return type == ARROW |
304 | || (type == SPELL_EFFECT |
334 | || (type == SPELL_EFFECT |
305 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
335 | && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } |
306 | |
336 | |
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337 | MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } |
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338 | |
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339 | // temporary: wether the object can be saved in a map file |
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340 | // contr => is a player |
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341 | // head => only save head of a multitile object |
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342 | // owner => can not reference owner yet |
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343 | MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } |
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344 | |
307 | /* This return true if object has still randomitems which |
345 | /* This return true if object has still randomitems which |
308 | * could be expanded. |
346 | * could be expanded. |
309 | */ |
347 | */ |
310 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
348 | MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } |
311 | |
349 | |
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317 | return op; |
355 | return op; |
318 | |
356 | |
319 | return 0; |
357 | return 0; |
320 | } |
358 | } |
321 | |
359 | |
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360 | // "temporary" helper function |
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361 | MTH object *head_ () |
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362 | { |
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363 | return head ? head : this; |
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364 | } |
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365 | |
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366 | // insert object at same map position as 'where' |
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367 | // handles both inventory and map "positions" |
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368 | MTH object *insert_at (object *where, object *originator = 0, int flags = 0); |
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369 | |
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370 | MTH void activate (); |
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371 | MTH void deactivate (); |
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372 | MTH void activate_recursive (); |
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373 | MTH void deactivate_recursive (); |
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374 | |
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375 | // set the givne flag on all objects in the inventory recursively |
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376 | MTH void set_flag_inv (int flag, int value = 1); |
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377 | |
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378 | void enter_exit (object *exit);//PERL |
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379 | MTH void enter_map (maptile *newmap, int x, int y); |
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380 | |
322 | // returns the mapspace this object is in |
381 | // returns the mapspace this object is in |
323 | mapspace &ms () const; |
382 | mapspace &ms () const; |
324 | |
383 | |
325 | // fully recursive iterator |
384 | // fully recursive iterator |
326 | struct iterator_base |
385 | struct iterator_base |
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… | |
335 | operator object *() const { return item; } |
394 | operator object *() const { return item; } |
336 | |
395 | |
337 | object *operator ->() const { return item; } |
396 | object *operator ->() const { return item; } |
338 | object &operator * () const { return *item; } |
397 | object &operator * () const { return *item; } |
339 | }; |
398 | }; |
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399 | |
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400 | MTH unsigned int random_seed () const |
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401 | { |
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402 | return (unsigned int)uuid.seq; |
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403 | } |
340 | |
404 | |
341 | // depth-first recursive iterator |
405 | // depth-first recursive iterator |
342 | struct depth_iterator : iterator_base |
406 | struct depth_iterator : iterator_base |
343 | { |
407 | { |
344 | depth_iterator (object *container); |
408 | depth_iterator (object *container); |
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… | |
355 | object *end () |
419 | object *end () |
356 | { |
420 | { |
357 | return this; |
421 | return this; |
358 | } |
422 | } |
359 | |
423 | |
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424 | /* This returns TRUE if the object is something that |
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425 | * should be displayed in the floorbox/inventory window |
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426 | */ |
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427 | MTH bool client_visible () const |
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428 | { |
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429 | return !invisible && type != PLAYER; |
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430 | } |
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431 | |
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432 | MTH struct region *region () const; |
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433 | |
360 | protected: |
434 | protected: |
361 | friend struct archetype; |
435 | friend struct archetype; |
362 | |
436 | |
363 | void link (); |
437 | void link (); |
364 | void unlink (); |
438 | void unlink (); |
365 | |
439 | |
366 | object (); |
440 | object (); |
367 | ~object (); |
441 | ~object (); |
368 | }; |
442 | }; |
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443 | |
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444 | typedef object_vector<object, &object::index > objectvec; |
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445 | typedef object_vector<object, &object::active> activevec; |
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446 | |
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447 | extern objectvec objects; |
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448 | extern activevec actives; |
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449 | |
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450 | #define for_all_objects(var) \ |
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451 | for (unsigned _i = 0; _i < objects.size (); ++_i) \ |
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452 | declvar (object *, var, objects [_i]) |
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453 | |
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454 | #define for_all_actives(var) \ |
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455 | for (unsigned _i = 0; _i < actives.size (); ++_i) \ |
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456 | declvar (object *, var, actives [_i]) |
369 | |
457 | |
370 | typedef struct oblnk |
458 | typedef struct oblnk |
371 | { /* Used to link together several objects */ |
459 | { /* Used to link together several objects */ |
372 | object_ptr ob; |
460 | object_ptr ob; |
373 | struct oblnk *next; |
461 | struct oblnk *next; |
… | |
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394 | { |
482 | { |
395 | archetype (); |
483 | archetype (); |
396 | ~archetype (); |
484 | ~archetype (); |
397 | void gather_callbacks (AV *&callbacks, event_type event) const; |
485 | void gather_callbacks (AV *&callbacks, event_type event) const; |
398 | |
486 | |
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487 | static archetype *read (object_thawer &f); |
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488 | static archetype *get (const char *name); // find or create |
399 | static archetype *find (const char *arch); |
489 | static archetype *find (const char *name); |
400 | |
490 | |
401 | void hash_add (); // add to hashtable |
491 | void hash_add (); // add to hashtable |
402 | void hash_del (); // remove from hashtable |
492 | void hash_del (); // remove from hashtable |
403 | |
493 | |
404 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
494 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
405 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
495 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
406 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
496 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
407 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
497 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
408 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
498 | object ACC (RO, clone); /* An object from which to do ->copy_to () */ |
409 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
499 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
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500 | bool ACC (RW, linked); // linked into list of heads |
410 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
501 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
411 | * in comparison to the head. |
502 | * in comparison to the head. |
412 | */ |
503 | */ |
413 | }; |
504 | }; |
414 | |
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415 | extern object *objects; |
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416 | extern object *active_objects; |
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417 | |
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418 | extern int nrofallocobjects; |
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419 | |
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420 | /* This returns TRUE if the object is something that |
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421 | * should be displayed in the look window |
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422 | */ |
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423 | #define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) |
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424 | |
505 | |
425 | /* Used by update_object to know if the object being passed is |
506 | /* Used by update_object to know if the object being passed is |
426 | * being added or removed. |
507 | * being added or removed. |
427 | */ |
508 | */ |
428 | #define UP_OBJ_INSERT 1 |
509 | #define UP_OBJ_INSERT 1 |