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76 | * e.g. copy_object. |
76 | * e.g. copy_object. |
77 | */ |
77 | */ |
78 | |
78 | |
79 | // these are not being copied |
79 | // these are not being copied |
80 | ACC_CLASS (object) |
80 | ACC_CLASS (object) |
81 | struct object_keep |
81 | struct object_keep : refcounted |
82 | { |
82 | { |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
83 | tag_t ACC (RW, count); /* Unique object number for this object */ |
84 | sint32 ACC (RW, refcount); /* How many objects points to this object */ |
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85 | |
84 | |
86 | /* These variables are not changed by copy_object() */ |
85 | /* These variables are not changed by copy_object() */ |
87 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
86 | struct pl *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 */ |
87 | struct 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 */ |
88 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
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107 | }; |
106 | }; |
108 | |
107 | |
109 | // these are being copied |
108 | // these are being copied |
110 | struct object_copy : attachable<object> |
109 | struct object_copy : attachable<object> |
111 | { |
110 | { |
112 | /* These get an extra add_refcount(), after having been copied by memcpy(). |
111 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
113 | * All fields beow this point are automatically copied by memcpy. If |
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114 | * adding something that needs a refcount updated, make sure you modify |
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115 | * copy_object to do so. Everything below here also gets cleared |
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116 | * by clear_object() |
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117 | */ |
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118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
112 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
113 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
114 | shstr ACC (RW, title); /* Of foo, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
115 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
116 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
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178 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
172 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
179 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
173 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
180 | /* See the doc/Developers/objects for more info about body locations */ |
174 | /* See the doc/Developers/objects for more info about body locations */ |
181 | |
175 | |
182 | /* Following mostly refers to fields only used for monsters */ |
176 | /* Following mostly refers to fields only used for monsters */ |
183 | struct object *ACC (RW, owner); /* Pointer to the object which controls this one */ |
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184 | /* Owner should not be referred to directly - */ |
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185 | /* get_owner should be used instead. */ |
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186 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */ |
177 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
187 | /* has been freed) */ |
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188 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
178 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
189 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
179 | struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
190 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
180 | tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ |
191 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
181 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
192 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
182 | struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ |
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233 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
223 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
234 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
224 | 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. */ |
225 | key_value *key_values; /* Fields not explictly known by the loader. */ |
236 | }; |
226 | }; |
237 | |
227 | |
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228 | struct object : zero_initialised, object_keep, object_copy, object_pod |
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229 | { |
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230 | static object *create (); |
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231 | void free (bool free_inventory = false); |
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232 | |
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233 | static void free_mortals (); |
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234 | static bool can_merge (object *op1, object *op2); |
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235 | |
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236 | void clear (); |
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237 | void clone (object *destination); |
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238 | |
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239 | void set_owner (object *owner); |
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240 | object *get_owner (); |
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241 | |
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242 | protected: |
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243 | friend struct archetype; |
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244 | |
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245 | void link (); |
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246 | void unlink (); |
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247 | |
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248 | object (); |
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249 | ~object (); |
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250 | }; |
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251 | |
238 | #define get_object() object::create () |
252 | #define get_object() object::create () |
239 | #define free_object(op) (op)->free (0) |
253 | #define free_object(op) (op)->free (0) |
240 | #define free_object2(op, free_inv) (op)->free (free_inv) |
254 | #define free_object2(op, free_inv) (op)->free (free_inv) |
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255 | #define clear_owner(op) (op)->owner = 0 |
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256 | #define copy_owner(op,other) (op)->owner = (other)->owner |
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257 | #define clear_object(op) (op)->clear () |
241 | |
258 | |
242 | struct object : zero_initialised, object_keep, object_copy, object_pod |
259 | static inline object * |
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260 | get_owner (object *op) |
243 | { |
261 | { |
244 | static object *create (); |
262 | return op->get_owner (); |
245 | void free (bool free_inventory = false); |
263 | } |
246 | |
264 | |
247 | static void free_mortals (); |
265 | static inline void |
248 | static bool can_merge (object *op1, object *op2); |
266 | set_owner (object *op, object *owner) |
249 | |
267 | { |
250 | void clear (); |
268 | op->set_owner (owner); |
251 | void clone (object *destination); |
269 | } |
252 | |
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253 | protected: |
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254 | friend struct archetype; |
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255 | |
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256 | void link (); |
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257 | void unlink (); |
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258 | |
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259 | object (); |
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260 | ~object (); |
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261 | }; |
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262 | |
270 | |
263 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
271 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
264 | |
272 | |
265 | typedef struct oblnk |
273 | typedef struct oblnk |
266 | { /* Used to link together several objects */ |
274 | { /* Used to link together several objects */ |