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Comparing deliantra/server/include/object.h (file contents):
Revision 1.44 by root, Fri Nov 17 19:40:54 2006 UTC vs.
Revision 1.91 by root, Tue Jan 23 01:05:18 2007 UTC

1/* 1/*-999
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
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
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-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
59}; 62};
60 63
61struct UUID 64struct UUID
62{ 65{
63 uint64 seq; 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; }
64}; 72};
65 73
66extern void init_uuid (); 74extern void init_uuid ();
67extern UUID gen_uuid (); 75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
68 77
69/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * 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
71 * 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
72 * can_apply and will_apply? 81 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 86#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
79 88
80/* 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
81 * 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,
82 * e.g. copy_object. 91 * e.g. ->copy_to ()
83 */ 92 */
84 93
85typedef refptr<object> object_ptr; 94INTERFACE_CLASS (object)
86typedef refptr<archetype> arch_ptr;
87
88// these are not being copied 95// these are being copied
89ACC_CLASS (object) 96struct object_copy : attachable
90struct object_keep : refcounted
91{ 97{
92 tag_t ACC (RW, count); /* Generation count for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
93 UUID uuid; // Unique Identifier, survives saves etc.
94 99
95 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
96 player *ACC (RW, contr); /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
97 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. */
98 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
99 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
100 object *ACC (RW, active_prev); /* List. This is used in process_events */
101 /* so that the entire object list does not */
102 /* need to be gone through. */
103 object *ACC (RW, below); /* Pointer to the object stacked below this one */
104 object *ACC (RW, above); /* Pointer to the object stacked above this one */
105 /* Note: stacked in the *same* environment */
106 object *inv; /* Pointer to the first object in the inventory */
107 object *ACC (RW, container); /* Current container being used. I think this
108 * is only used by the player right now.
109 */
110 object *ACC (RW, env); /* Pointer to the object which is the environment.
111 * This is typically the container that the object is in.
112 */
113 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
114 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
115 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
116};
117
118// these are being copied
119struct object_copy : attachable<object>
120{
121 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
122 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
123 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
124 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
125 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
126 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
127 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 */
128 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 */
129 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
130 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
131 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
132 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
133 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
134 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
135 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
136 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
137 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
138 object_ptr ACC (RW, spell); /* Spell that was being cast */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
139 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
140}; 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 */
141 124
142// these are being copied and also cleared
143struct object_pod
144{
145 New_Face *ACC (RW, face); /* Face with colors */ 125 facetile *ACC (RW, face); /* Face with colors */
146 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
147 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
148 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 */
149 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
150 sint8 ACC (RW, direction); /* Means the object is moving that way. */
151 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
152 129
153 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
154 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
155 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
156 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 */
157 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
158 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
159 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
160 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
161 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 */
162 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
163 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
164 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
165 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) */
166 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
167 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
168 */ 145 */
169 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint16 ACC (RW, last_eat); /* How long since we last ate */ 149 sint16 ACC (RW, last_eat); /* How long since we last ate */
173 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 */
174 sint16 ACC (RW, level); /* Level of creature or object */ 151 sint16 ACC (RW, level); /* Level of creature or object */
175 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
176 sint8 ACC (RW, item_power); /* power rating of the object */ 153 sint8 ACC (RW, item_power); /* power rating of the object */
177 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) */
178 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
179 sint32 ACC (RW, weight); /* Attributes of the object */ 156 sint32 ACC (RW, weight); /* Attributes of the object */
180 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
181 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
182 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
183 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
184 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
185 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 */
186 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 */
187 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
188 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
189 166
190 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
191 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
192 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
193 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
194 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
195 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
196 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
197 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
199 176
200 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
202 * only used in spells. 179 * only used in spells.
203 */ 180 */
204 sint16 ACC (RW, duration); /* How long the spell lasts */ 181 sint16 ACC (RW, duration); /* How long the spell lasts */
205 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
206 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
208 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
209 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
210 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
211 char *ACC (RW, spellarg); 197 char *ACC (RW, spellarg);
212 198
213 /* Following are values used by any object */ 199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
214 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 arch_ptr ACC (RW, arch); /* Pointer to archetype */
216 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
217 key_value *key_values; /* Fields not explictly known by the loader. */ 202 key_value *key_values; /* Fields not explictly known by the loader. */
218 /* this objects turns into or what this object creates */ 203 flags_t flag; /* various flags */
219 uint32 flags[4]; /* various flags */ 204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
220 uint16 ACC (RW, animation_id); /* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
221 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
222 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
223 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
224 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
225 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
226
227 MoveType ACC (RW, move_type); /* Type of movement this object uses */
228 MoveType ACC (RW, move_block); /* What movement types this blocks */
229 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
230 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
231 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
232 MoveType ACC (RW, move_slow); /* Movement types this slows down */
233 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
234}; 213};
235 214
236struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
237{ 216{
238 typedef unordered_vector<object *> vector; 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 */
239 219
240 static vector mortals; 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
241 static vector active; // active objects, not yet used 221 int ACC (RO, count);
242 static vector objects; // not used yet, use first->next->... 222 int ACC (RO, index); // index into objects
243 static object *first; // will be replaced by "objects" 223 int ACC (RO, active); // index into actives
244 224
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
245 static object *create (); 243 MTH static object *create ();
244 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
246 void destroy (bool destroy_inventory = false); 248 MTH void destroy (bool destroy_inventory = false);
247 249
248 static void free_mortals (); 250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH object *insert (object *item); // insert into inventory
253 void remove_slow ();
254 MTH void remove ()
255 {
256 if (!flag [FLAG_REMOVED])
257 remove_slow ();
258 }
259
249 static bool can_merge (object *op1, object *op2); 260 static bool can_merge_slow (object *op1, object *op2);
250 261
251 void clear (); 262 // this is often used in time-critical code, so optimise
252 void clone (object *destination); 263 MTH static bool can_merge (object *op1, object *op2)
264 {
265 return op1->value == op2->value
266 && op1->name == op2->name
267 && can_merge_slow (op1, op2);
268 }
253 269
254 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 270 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed);
255 272
256 void instantiate () 273 MTH void instantiate ()
257 { 274 {
258 if (!uuid.seq) // HACK 275 if (!uuid.seq) // HACK
259 uuid = gen_uuid (); 276 uuid = gen_uuid ();
260 277
261 attachable<object>::instantiate (); 278 attachable::instantiate ();
262 } 279 }
263 280
264 void set_owner (object *owner); 281 // recalculate all stats
282 MTH void update_stats ();
283 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b);
285 MTH void add_statbonus ();
286 MTH void remove_statbonus ();
287 MTH void drain_stat ();
288 MTH void drain_specific_stat (int deplete_stats);
289 MTH void change_luck (int value);
265 290
266 // info must hold 256 * 3 bytes currently 291 // info must hold 256 * 3 bytes currently
267 const char *debug_desc (char *info) const; 292 const char *debug_desc (char *info) const;
268 const char *debug_desc () const; 293 MTH const char *debug_desc () const;
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *flag_desc (char *desc, int len) const;
296
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; }
301 MTH bool is_alive () const { return (type == PLAYER
302 || flag [FLAG_MONSTER]
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310
311 // temporary: wether the object can be saved in a map file
312 // contr => is a player
313 // head => only save head of a multitile object
314 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316
317 /* This return true if object has still randomitems which
318 * could be expanded.
319 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
321
322 // returns the player that has this object in his inventory, or 0
323 MTH object *in_player () const
324 {
325 for (object *op = env; op; op = op->env)
326 if (op->type == PLAYER)
327 return op;
328
329 return 0;
330 }
331
332 // "temporary" helper function
333 MTH object *head_ ()
334 {
335 return head ? head : this;
336 }
337
338 // insert object at same map position as 'where'
339 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341
342 MTH void activate ();
343 MTH void deactivate ();
344 MTH void activate_recursive ();
345 MTH void deactivate_recursive ();
346
347 // set the givne flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1);
349
350 void enter_exit (object *exit);//PERL
351 MTH void enter_map (maptile *newmap, int x, int y);
352
353 // returns the mapspace this object is in
354 mapspace &ms () const;
269 355
270 // fully recursive iterator 356 // fully recursive iterator
271 struct iterator_base 357 struct iterator_base
272 { 358 {
273 object *item; 359 object *item;
280 operator object *() const { return item; } 366 operator object *() const { return item; }
281 367
282 object *operator ->() const { return item; } 368 object *operator ->() const { return item; }
283 object &operator * () const { return *item; } 369 object &operator * () const { return *item; }
284 }; 370 };
371
372 MTH unsigned int random_seed () const
373 {
374 return (unsigned int)uuid.seq;
375 }
285 376
286 // depth-first recursive iterator 377 // depth-first recursive iterator
287 struct depth_iterator : iterator_base 378 struct depth_iterator : iterator_base
288 { 379 {
289 depth_iterator (object *container); 380 depth_iterator (object *container);
300 object *end () 391 object *end ()
301 { 392 {
302 return this; 393 return this;
303 } 394 }
304 395
396 /* This returns TRUE if the object is something that
397 * should be displayed in the floorbox/inventory window
398 */
399 MTH bool client_visible () const
400 {
401 return !invisible && type != PLAYER;
402 }
403
305protected: 404protected:
306 friend struct archetype; 405 friend struct archetype;
307 406
308 void link (); 407 void link ();
309 void unlink (); 408 void unlink ();
310 409
311 object (); 410 object ();
312 ~object (); 411 ~object ();
313}; 412};
314 413
315#define get_object() object::create () 414typedef object_vector<object, &object::index > objectvec;
316#define free_object(op) (op)->destroy (0) 415typedef object_vector<object, &object::active> activevec;
317#define free_object2(op, free_inv) (op)->destroy (free_inv)
318#define clear_owner(op) (op)->owner = 0
319#define copy_owner(op,other) (op)->owner = (other)->owner
320#define get_owner(op) (op)->owner
321#define clear_object(op) (op)->clear ()
322 416
323static inline void 417extern objectvec objects;
324set_owner (object *op, object *owner) 418extern activevec actives;
325{
326 op->set_owner (owner);
327}
328 419
329#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 420#define for_all_objects(var) \
421 for (int _i = 0; _i < objects.size (); ++_i) \
422 declvar (object *, var, objects [_i])
423
424#define for_all_actives(var) \
425 for (int _i = 0; _i < actives.size (); ++_i) \
426 declvar (object *, var, actives [_i])
330 427
331typedef struct oblnk 428typedef struct oblnk
332{ /* Used to link together several objects */ 429{ /* Used to link together several objects */
333 object_ptr ob; 430 object_ptr ob;
334 struct oblnk *next; 431 struct oblnk *next;
348 * be much left in the archetype - all it really is is a holder for the 445 * be much left in the archetype - all it really is is a holder for the
349 * object and pointers. This structure should get removed, and just replaced 446 * object and pointers. This structure should get removed, and just replaced
350 * by the object structure 447 * by the object structure
351 */ 448 */
352 449
353ACC_CLASS (archetype) 450INTERFACE_CLASS (archetype)
354struct archetype : zero_initialised, refcounted 451struct archetype : zero_initialised, attachable
355{ 452{
356 archetype (); 453 archetype ();
357 ~archetype (); 454 ~archetype ();
455 void gather_callbacks (AV *&callbacks, event_type event) const;
358 456
359 static archetype *find (const char *arch); 457 static archetype *find (const char *arch);
360 458
361 void hash_add (); // add to hastable 459 void hash_add (); // add to hashtable
362 void hash_del (); // remove from hashtable 460 void hash_del (); // remove from hashtable
363 461
364 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 462 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
365 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 463 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
366 struct archetype *ACC (RW, head); /* The main part of a linked object */ 464 struct archetype *ACC (RW, head); /* The main part of a linked object */
367 struct archetype *ACC (RW, more); /* Next part of a linked object */ 465 struct archetype *ACC (RW, more); /* Next part of a linked object */
368 object ACC (RO, clone); /* An object from which to do copy_object() */ 466 object ACC (RO, clone); /* An object from which to do ->copy_to () */
369 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 467 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
370 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 468 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
371 * in comparison to the head. 469 * in comparison to the head.
372 */ 470 */
373}; 471};
374
375extern object *objects;
376extern object *active_objects;
377
378extern int nrofallocobjects;
379
380/* This returns TRUE if the object is something that
381 * should be displayed in the look window
382 */
383#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
384 472
385/* Used by update_object to know if the object being passed is 473/* Used by update_object to know if the object being passed is
386 * being added or removed. 474 * being added or removed.
387 */ 475 */
388#define UP_OBJ_INSERT 1 476#define UP_OBJ_INSERT 1

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