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Comparing deliantra/server/include/object.h (file contents):
Revision 1.25 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.64 by root, Sat Dec 23 06:21:02 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
56{ 58{
57 key_value *next; 59 key_value *next;
58 shstr key, value; 60 shstr key, value;
59}; 61};
60 62
63struct UUID
64{
65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
71};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
61 76
62/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 78 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 79 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 80 * can_apply and will_apply?
66 */ 81 */
67#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
72
73 87
74/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 90 * e.g. ->copy_to ()
77 */ 91 */
78 92
79// these are not being copied 93// these are not being copied
80ACC_CLASS (object) 94ACC_CLASS (object)
81struct object_keep 95struct object_keep : refcounted
82{ 96{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */
85
86 /* These variables are not changed by copy_object() */ 97 /* These variables are not changed by ->copy_to */
98
99 tag_t ACC (RW, count); /* Generation count for this object */
100 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
101
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 102 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 103 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 104 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 105 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 106 object *ACC (RW, active_prev);/* List. This is used in process_events */
92 /* so that the entire object list does not */ 107 /* so that the entire object list does not */
93 /* need to be gone through. */ 108 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 109 object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 110 object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */ 111 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 112 object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this 113 object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 114 * is only used by the player right now.
100 */ 115 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 116 object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in. 117 * This is typically the container that the object is in.
103 */ 118 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 119 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */ 120 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 121 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
122 client_container *seen_by; // seen by which player/container currently?
107}; 123};
108 124
109// these are being copied 125// these are being copied
110struct object_copy : attachable<object> 126struct object_copy : attachable<object>
111{ 127{
112 /* These get an extra add_refcount(), after having been copied by memcpy().
113 * All fields beow this point are automatically copied by memcpy. If
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 128 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 129 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 130 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 131 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 132 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 133 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 136 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 137 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 138 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 139 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147 arch_ptr ACC (RW, arch); /* Pointer to archetype */
148 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
130}; 149};
131 150
132// these are being copied and also cleared 151// these are being copied and also cleared
133struct object_pod 152struct object_pod
134{ 153{
154 typedef bitset<NUM_FLAGS> flags_t;
155
156 New_Face *ACC (RW, face); /* Face with colors */
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 157 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */ 158 float ACC (RW, speed); /* The overall speed of this object */
137 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 159 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 160 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 161 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 162 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 163
143 /* This next big block are basically used for monsters and equipment */ 164 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 165 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 166 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 167 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 168 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 169 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 170 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 171 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 172 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 173 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 174 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 175 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 176 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 177 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 178 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 179 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 180 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 181 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 182 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 183 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 184 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
185 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 186 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 187 sint8 ACC (RW, item_power); /* power rating of the object */
167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 188 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
189 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 190 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 191 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 192 sint32 ACC (RW, carrying); /* How much weight this object contains */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 193 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 194 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 195 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 199 /* See the doc/Developers/objects for more info about body locations */
180 200
181 /* Following mostly refers to fields only used for monsters */ 201 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186 /* has been freed) */
187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 202 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 203 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */ 204 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 205 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 206 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 207 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 208 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 209 /* races/classes can need less/more exp to gain levels */
202 210
203 /* Spell related information, may be useful elsewhere 211 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 212 * Note that other fields are used - these files are basically
205 * only used in spells. 213 * only used in spells.
206 */ 214 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 215 sint16 ACC (RW, duration); /* How long the spell lasts */
216 sint16 ACC (RW, casting_time);/* time left before spell goes off */
217 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 218 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 219 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 220 sint8 ACC (RW, range); /* Range of the spell */
211 uint16 ACC (RW, start_holding); 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 222 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 223
217 /* Following are values used by any object */ 224 /* Following are values used by any object */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 225 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 226 treasurelist *ACC (RW, randomitems); /* Items to be generated */
227 key_value *key_values; /* Fields not explictly known by the loader. */
228 object_pod::flags_t flags; /* various flags */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 229 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 235
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 236 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 237 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 241 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235 key_value *key_values; /* Fields not explictly known by the loader. */
236}; 243};
237
238#define get_object() object::create ()
239#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv)
241 244
242struct object : zero_initialised, object_keep, object_copy, object_pod 245struct object : zero_initialised, object_keep, object_copy, object_pod
243{ 246{
247 typedef object_pod::flags_t flags_t;
248 typedef unordered_vector<object *> vector;
249
250 static vector mortals;
251 static vector active; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects"
254
244 static object *create (); 255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
245 void free (bool free_inventory = false); 258 void destroy (bool destroy_inventory = false);
259 void remove ();
260 object *insert (object *item); // insert into inventory
246 261
247 static void free_mortals (); 262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
248 static bool can_merge (object *op1, object *op2); 266 static bool can_merge (object *op1, object *op2)
267 {
268 return op1->value == op2->value
269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
249 272
250 void clear (); 273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
251 void clone (object *destination); 274
275 void set_owner (object *owner);
276
277 void instantiate ()
278 {
279 if (!uuid.seq) // HACK
280 uuid = gen_uuid ();
281
282 attachable<object>::instantiate ();
283 }
284
285 // recalculate all stats
286 void update_stats ();
287 void roll_stats ();
288 void swap_stats (int a, int b);
289 void add_statbonus ();
290 void remove_statbonus ();
291 void drain_stat ();
292 void drain_specific_stat (int deplete_stats);
293 void change_luck (int value);
294
295 // info must hold 256 * 3 bytes currently
296 const char *debug_desc (char *info) const;
297 const char *debug_desc () const;
298
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 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 // returns the mapspace this object is in
327 mapspace &ms () const;
328
329 // fully recursive iterator
330 struct iterator_base
331 {
332 object *item;
333
334 iterator_base (object *container)
335 : item (container)
336 {
337 }
338
339 operator object *() const { return item; }
340
341 object *operator ->() const { return item; }
342 object &operator * () const { return *item; }
343 };
344
345 // depth-first recursive iterator
346 struct depth_iterator : iterator_base
347 {
348 depth_iterator (object *container);
349 void next ();
350 object *operator ++( ) { next (); return item; }
351 object *operator ++(int) { object *i = item; next (); return i; }
352 };
353
354 object *begin ()
355 {
356 return this;
357 }
358
359 object *end ()
360 {
361 return this;
362 }
252 363
253protected: 364protected:
254 friend struct archetype; 365 friend struct archetype;
255 366
256 void link (); 367 void link ();
258 369
259 object (); 370 object ();
260 ~object (); 371 ~object ();
261}; 372};
262 373
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
264
265typedef struct oblnk 374typedef struct oblnk
266{ /* Used to link together several objects */ 375{ /* Used to link together several objects */
267 object *ob; 376 object_ptr ob;
268 struct oblnk *next; 377 struct oblnk *next;
269 tag_t id;
270} objectlink; 378} objectlink;
271 379
272typedef struct oblinkpt 380typedef struct oblinkpt
273{ /* Used to link together several object links */ 381{ /* Used to link together several object links */
274 struct oblnk *link; 382 struct oblnk *link;
283 * be much left in the archetype - all it really is is a holder for the 391 * be much left in the archetype - all it really is is a holder for the
284 * object and pointers. This structure should get removed, and just replaced 392 * object and pointers. This structure should get removed, and just replaced
285 * by the object structure 393 * by the object structure
286 */ 394 */
287 395
288ACC_CLASS(archetype) 396ACC_CLASS (archetype)
289struct archetype : zero_initialised 397struct archetype : zero_initialised, refcounted
290{ 398{
291 archetype (); 399 archetype ();
292 ~archetype (); 400 ~archetype ();
293 401
402 static archetype *find (const char *arch);
403
404 void hash_add (); // add to hastable
405 void hash_del (); // remove from hashtable
406
294 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 407 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
295 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 408 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
296 struct archetype *ACC (RW, head); /* The main part of a linked object */ 409 struct archetype *ACC (RW, head); /* The main part of a linked object */
297 struct archetype *ACC (RW, more); /* Next part of a linked object */ 410 struct archetype *ACC (RW, more); /* Next part of a linked object */
298 object ACC (RO, clone); /* An object from which to do copy_object() */ 411 object ACC (RO, clone); /* An object from which to do ->copy_to () */
299 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 412 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
300 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 413 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
301 * in comparison to the head. 414 * in comparison to the head.
302 */ 415 */
303}; 416};
304 417
305extern object *objects; 418extern object *objects;
306extern object *active_objects; 419extern object *active_objects;
307 420
308extern int nrofallocobjects; 421extern int nrofallocobjects;
309 422
310/* This returns TRUE if the object is something that 423/* This returns TRUE if the object is something that
311 * should be displayed in the look window 424 * should be displayed in the look window
312 */ 425 */
313#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 426#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
314 427
315/* Used by update_object to know if the object being passed is 428/* Used by update_object to know if the object being passed is
316 * being added or removed. 429 * being added or removed.
317 */ 430 */
318#define UP_OBJ_INSERT 1 431#define UP_OBJ_INSERT 1
359#define ARCH_DETECT_MAGIC "detect_magic" 472#define ARCH_DETECT_MAGIC "detect_magic"
360#define ARCH_DEPLETION "depletion" 473#define ARCH_DEPLETION "depletion"
361#define ARCH_SYMPTOM "symptom" 474#define ARCH_SYMPTOM "symptom"
362 475
363#endif 476#endif
477

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