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Comparing deliantra/server/include/object.h (file contents):
Revision 1.20 by root, Fri Sep 8 16:51:44 2006 UTC vs.
Revision 1.83 by root, Mon Jan 8 22:32:10 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
56{ 59{
57 key_value *next; 60 key_value *next;
58 shstr key, value; 61 shstr key, value;
59}; 62};
60 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;
61 77
62/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * 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
64 * 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
65 * can_apply and will_apply? 81 * can_apply and will_apply?
66 */ 82 */
67#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
72
73 88
74/* 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
75 * 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,
76 * e.g. copy_object. 91 * e.g. ->copy_to ()
77 */ 92 */
78 93
94INTERFACE_CLASS (object)
79// these are not being copied 95// these are being copied
80ACC_CLASS (object) 96struct object_copy : attachable
81struct object_keep
82{ 97{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
84 uint16 ACC (RW, refcount); /* How many objects points to this object */
85 99
86 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
89 struct 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' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct 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 */
96 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct 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 */
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107};
108
109// these are being copied
110struct object_copy:attachable<object>
111{
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... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 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 */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130}; 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 */
131 124
132// these are being copied and also cleared 125 New_Face *ACC (RW, face); /* Face with colors */
133struct object_pod
134{
135 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 */ 126 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 */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 128 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. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 129
143 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 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 */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 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) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 145 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 149 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 153 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) */ 154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 156 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 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 */ 159 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 */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 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 */
178 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 */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
180 166
181 /* Following mostly refers to fields only used for monsters */ 167 /* 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 */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
195 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 173 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 */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
202 176
203 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
205 * only used in spells. 179 * only used in spells.
206 */ 180 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 181 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
183 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 186 sint8 ACC (RW, range); /* Range of the spell */
211 uint16 ACC (RW, start_holding); 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
212 char *ACC (RW, spellarg); 197 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 */
216 198
217 /* Following are values used by any object */ 199 /* Following are values used by any object */
218 struct archt *ACC (RW, arch); /* Pointer to archetype */
219 struct archt *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 200 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
231 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 */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 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. */ 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 */
236}; 213};
237 214
238struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
239{ 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 //static vector active_list; // active objects, not yet used
244 //static vector object_list; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects"
246
247 MTH static object *create ();
248 MTH void copy_to (object *dst);
249 MTH object *clone (); // create + copy_to
250 void do_destroy ();
251 void gather_callbacks (AV *&callbacks, event_type event) const;
252 MTH void destroy (bool destroy_inventory = false);
253
254 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
255 MTH void destroy_inv (bool drop_to_ground = false);
256 MTH void remove ();
257 MTH object *insert (object *item); // insert into inventory
258
240 static bool can_merge (object * op1, object * op2); 259 static bool can_merge_slow (object *op1, object *op2);
241 260
261 // this is often used in time-critical code, so optimise
262 MTH static bool can_merge (object *op1, object *op2)
263 {
264 return op1->value == op2->value
265 && op1->name == op2->name
266 && can_merge_slow (op1, op2);
267 }
268
269 MTH void set_owner (object *owner);
270 MTH void set_speed (float speed);
271
272 MTH void instantiate ()
273 {
274 if (!uuid.seq) // HACK
275 uuid = gen_uuid ();
276
277 attachable::instantiate ();
278 }
279
280 // recalculate all stats
281 MTH void update_stats ();
282 MTH void roll_stats ();
283 MTH void swap_stats (int a, int b);
284 MTH void add_statbonus ();
285 MTH void remove_statbonus ();
286 MTH void drain_stat ();
287 MTH void drain_specific_stat (int deplete_stats);
288 MTH void change_luck (int value);
289
290 // info must hold 256 * 3 bytes currently
291 const char *debug_desc (char *info) const;
292 MTH const char *debug_desc () const;
293 const char *flag_desc (char *desc, int len) const;
294
295 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
297 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; }
299 MTH bool is_alive () const { return (type == PLAYER
300 || flag [FLAG_MONSTER]
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; }
303 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT
305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
306
307 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
308
309 // temporary: wether the object can be saved in a map file
310 // contr => is a player
311 // head => only save head of a multitile object
312 // owner => can not reference owner yet
313 MTH bool can_map_save () const { return !contr && !head && !owner; }
314
315 /* This return true if object has still randomitems which
316 * could be expanded.
317 */
318 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
319
320 // returns the player that has this object in his inventory, or 0
321 MTH object *in_player () const
322 {
323 for (object *op = env; op; op = op->env)
324 if (op->type == PLAYER)
325 return op;
326
327 return 0;
328 }
329
330 // "temporary" helper function
331 MTH object *head_ ()
332 {
333 return head ? head : this;
334 }
335
336 // insert object at same map position as 'where'
337 // handles both inventory and map "positions"
338 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
339
340 MTH void activate ();
341 MTH void deactivate ();
342 MTH void activate_recursive ();
343 MTH void deactivate_recursive ();
344
345 // set the givne flag on all objects in the inventory recursively
346 MTH void set_flag_inv (int flag, int value = 1);
347
348 void enter_exit (object *exit);//PERL
349 MTH void enter_map (maptile *newmap, int x, int y);
350
351 // returns the mapspace this object is in
352 mapspace &ms () const;
353
354 // fully recursive iterator
355 struct iterator_base
356 {
357 object *item;
358
359 iterator_base (object *container)
360 : item (container)
361 {
362 }
363
364 operator object *() const { return item; }
365
366 object *operator ->() const { return item; }
367 object &operator * () const { return *item; }
368 };
369
370 MTH unsigned int random_seed () const
371 {
372 return (unsigned int)uuid.seq;
373 }
374
375 // depth-first recursive iterator
376 struct depth_iterator : iterator_base
377 {
378 depth_iterator (object *container);
379 void next ();
380 object *operator ++( ) { next (); return item; }
381 object *operator ++(int) { object *i = item; next (); return i; }
382 };
383
384 object *begin ()
385 {
386 return this;
387 }
388
389 object *end ()
390 {
391 return this;
392 }
393
394protected:
395 friend struct archetype;
396
242 void clear (); 397 void link ();
243 void clone (object * destination); 398 void unlink ();
399
400 object ();
401 ~object ();
244}; 402};
245 403
246#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 404typedef object_vector<object, &object::index > objectvec;
405typedef object_vector<object, &object::active> activevec;
406
407extern objectvec objects;
408extern activevec actives;
409
410#define for_all_objects(var) \
411 for (int _i = 0; _i < objects.size (); ++_i) \
412 declvar (object *, var, objects [_i])
413
414#define for_all_actives(var) \
415 for (int _i = 0; _i < actives.size (); ++_i) \
416 declvar (object *, var, actives [_i])
247 417
248typedef struct oblnk 418typedef struct oblnk
249{ /* Used to link together several objects */ 419{ /* Used to link together several objects */
250 object *ob; 420 object_ptr ob;
251 struct oblnk *next; 421 struct oblnk *next;
252 tag_t id;
253} objectlink; 422} objectlink;
254 423
255typedef struct oblinkpt 424typedef struct oblinkpt
256{ /* Used to link together several object links */ 425{ /* Used to link together several object links */
257 struct oblnk *link; 426 struct oblnk *link;
266 * be much left in the archetype - all it really is is a holder for the 435 * be much left in the archetype - all it really is is a holder for the
267 * object and pointers. This structure should get removed, and just replaced 436 * object and pointers. This structure should get removed, and just replaced
268 * by the object structure 437 * by the object structure
269 */ 438 */
270 439
271ACC_CLASS(archetype) 440INTERFACE_CLASS (archetype)
272struct archt : zero_initialised 441struct archetype : zero_initialised, attachable
273{ 442{
443 archetype ();
444 ~archetype ();
445 void gather_callbacks (AV *&callbacks, event_type event) const;
446
447 static archetype *find (const char *arch);
448
449 void hash_add (); // add to hashtable
450 void hash_del (); // remove from hashtable
451
274 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 452 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
275 struct archt *ACC (RW, next); /* Next archetype in a linked list */ 453 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
276 struct archt *ACC (RW, head); /* The main part of a linked object */ 454 struct archetype *ACC (RW, head); /* The main part of a linked object */
277 struct archt *ACC (RW, more); /* Next part of a linked object */ 455 struct archetype *ACC (RW, more); /* Next part of a linked object */
278 object ACC (RO, clone); /* An object from which to do copy_object() */ 456 object ACC (RO, clone); /* An object from which to do ->copy_to () */
279 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 457 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
280 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 458 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
281 * in comparison to the head. 459 * in comparison to the head.
282 */ 460 */
283} archetype; 461};
284
285extern object *objects;
286extern object *active_objects;
287
288extern int nrofallocobjects;
289 462
290/* This returns TRUE if the object is something that 463/* This returns TRUE if the object is something that
291 * should be displayed in the look window 464 * should be displayed in the floorbox window
292 */ 465 */
293#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 466#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
294 467
295/* Used by update_object to know if the object being passed is 468/* Used by update_object to know if the object being passed is
296 * being added or removed. 469 * being added or removed.
297 */ 470 */
298#define UP_OBJ_INSERT 1 471#define UP_OBJ_INSERT 1
339#define ARCH_DETECT_MAGIC "detect_magic" 512#define ARCH_DETECT_MAGIC "detect_magic"
340#define ARCH_DEPLETION "depletion" 513#define ARCH_DEPLETION "depletion"
341#define ARCH_SYMPTOM "symptom" 514#define ARCH_SYMPTOM "symptom"
342 515
343#endif 516#endif
517

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