… | |
… | |
63 | uint64 seq; |
63 | uint64 seq; |
64 | }; |
64 | }; |
65 | |
65 | |
66 | extern void init_uuid (); |
66 | extern void init_uuid (); |
67 | extern UUID gen_uuid (); |
67 | extern UUID gen_uuid (); |
|
|
68 | extern const uint64 UUID_SKIP; |
68 | |
69 | |
69 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
70 | /* Definition for WILL_APPLY values. Replaces having harcoded values |
70 | * sprinkled in the code. Note that some of these also replace fields |
71 | * 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 |
72 | * that were in the can_apply area. What is the point of having both |
72 | * can_apply and will_apply? |
73 | * can_apply and will_apply? |
… | |
… | |
80 | /* However, if you're keeping a pointer of some sort, you probably |
81 | /* 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, |
82 | * don't just want it copied, so you'll need to add to common/object.C, |
82 | * e.g. copy_object. |
83 | * e.g. copy_object. |
83 | */ |
84 | */ |
84 | |
85 | |
|
|
86 | typedef refptr<object> object_ptr; |
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|
87 | typedef refptr<archetype> arch_ptr; |
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|
88 | |
85 | // these are not being copied |
89 | // these are not being copied |
86 | ACC_CLASS (object) |
90 | ACC_CLASS (object) |
87 | struct object_keep : refcounted |
91 | struct object_keep : refcounted |
88 | { |
92 | { |
89 | tag_t ACC (RW, count); /* Generation count for this object */ |
93 | tag_t ACC (RW, count); /* Generation count for this object */ |
90 | UUID uuid; // Unique Identifier, survives saves etc. |
94 | UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. |
91 | |
95 | |
92 | /* These variables are not changed by copy_object() */ |
96 | /* These variables are not changed by copy_object() */ |
93 | struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ |
97 | player *ACC (RW, contr); /* Pointer to the player which control this object */ |
94 | struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
98 | object *ACC (RW, next); /* Pointer to the next object in the free/used list */ |
95 | struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
99 | object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ |
96 | struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ |
100 | object *ACC (RW, active_next);/* Next & previous object in the 'active' */ |
97 | struct object *ACC (RW, active_prev); /* List. This is used in process_events */ |
101 | object *ACC (RW, active_prev);/* List. This is used in process_events */ |
98 | /* so that the entire object list does not */ |
102 | /* so that the entire object list does not */ |
99 | /* need to be gone through. */ |
103 | /* need to be gone through. */ |
100 | struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
104 | object *ACC (RW, below); /* Pointer to the object stacked below this one */ |
101 | struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
105 | object *ACC (RW, above); /* Pointer to the object stacked above this one */ |
102 | /* Note: stacked in the *same* environment */ |
106 | /* Note: stacked in the *same* environment */ |
103 | struct object *inv; /* Pointer to the first object in the inventory */ |
107 | object *inv; /* Pointer to the first object in the inventory */ |
104 | struct object *ACC (RW, container); /* Current container being used. I think this |
108 | object *ACC (RW, container); /* Current container being used. I think this |
105 | * is only used by the player right now. |
109 | * is only used by the player right now. |
106 | */ |
110 | */ |
107 | struct object *ACC (RW, env); /* Pointer to the object which is the environment. |
111 | object *ACC (RW, env); /* Pointer to the object which is the environment. |
108 | * This is typically the container that the object is in. |
112 | * This is typically the container that the object is in. |
109 | */ |
113 | */ |
110 | struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
114 | object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ |
111 | struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
115 | object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different |
112 | struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ |
116 | maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ |
113 | }; |
117 | }; |
114 | |
118 | |
115 | // these are being copied |
119 | // these are being copied |
116 | struct object_copy : attachable<object> |
120 | struct object_copy : attachable<object> |
117 | { |
121 | { |
118 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
122 | shstr ACC (RW, name); /* The name of the object, obviously... */ |
119 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
123 | shstr ACC (RW, name_pl); /* The plural name of the object */ |
120 | shstr ACC (RW, title); /* Of foo, etc */ |
124 | shstr ACC (RW, title); /* Of foo, etc */ |
121 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
125 | shstr ACC (RW, race); /* human, goblin, dragon, etc */ |
122 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
126 | shstr ACC (RW, slaying); /* Which race to do double damage to */ |
123 | /* If this is an exit, this is the filename */ |
127 | /* If this is an exit, this is the filename */ |
124 | shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ |
128 | 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 */ |
129 | shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ |
126 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
130 | shstr ACC (RW, lore); /* Obscure information about this object, */ |
127 | /* To get put into books and the like. */ |
131 | /* To get put into books and the like. */ |
128 | shstr ACC (RW, materialname); /* specific material name */ |
132 | shstr ACC (RW, materialname); /* specific material name */ |
129 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
133 | shstr ACC (RW, custom_name); /* Custom name assigned by player */ |
130 | refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ |
134 | object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ |
131 | refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
135 | object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
132 | refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
136 | object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ |
133 | refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ |
137 | object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ |
134 | refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
138 | object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ |
135 | refptr<object> ACC (RW, spell); /* Spell that was being cast */ |
139 | object_ptr ACC (RW, spell); /* Spell that was being cast */ |
136 | refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
140 | object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
137 | }; |
141 | }; |
138 | |
142 | |
139 | // these are being copied and also cleared |
143 | // these are being copied and also cleared |
140 | struct object_pod |
144 | struct object_pod |
141 | { |
145 | { |
142 | New_Face *ACC (RW, face); /* Face with colors */ |
146 | New_Face *ACC (RW, face); /* Face with colors */ |
143 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
147 | sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ |
144 | float ACC (RW, speed); /* The overall speed of this object */ |
148 | float ACC (RW, speed); /* The overall speed of this object */ |
145 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
149 | float ACC (RW, speed_left); /* How much speed is left to spend this round */ |
146 | uint32 ACC (RW, nrof); /* How many of the objects */ |
150 | uint32 ACC (RW, nrof); /* How many of the objects */ |
147 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
151 | sint8 ACC (RW, direction); /* Means the object is moving that way. */ |
148 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
152 | sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ |
149 | |
153 | |
150 | /* This next big block are basically used for monsters and equipment */ |
154 | /* This next big block are basically used for monsters and equipment */ |
151 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
155 | uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ |
152 | uint8 ACC (RW, subtype); /* subtype of object */ |
156 | uint8 ACC (RW, subtype); /* subtype of object */ |
153 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
157 | uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ |
154 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
158 | sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ |
155 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
159 | uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ |
156 | uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ |
160 | uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ |
157 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
161 | uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ |
158 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
162 | uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ |
159 | uint16 ACC (RW, material); /* What materials this object consist of */ |
163 | uint16 ACC (RW, material); /* What materials this object consist of */ |
160 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
164 | sint8 ACC (RW, magic); /* Any magical bonuses to this item */ |
161 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
165 | uint8 ACC (RW, state); /* How the object was last drawn (animation) */ |
162 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
166 | sint32 ACC (RW, value); /* How much money it is worth (or contains) */ |
163 | /* Note that the last_.. values are sometimes used for non obvious |
167 | /* Note that the last_.. values are sometimes used for non obvious |
164 | * meanings by some objects, eg, sp penalty, permanent exp. |
168 | * meanings by some objects, eg, sp penalty, permanent exp. |
165 | */ |
169 | */ |
166 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
170 | sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ |
… | |
… | |
169 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
173 | sint16 ACC (RW, last_eat); /* How long since we last ate */ |
170 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
174 | sint16 ACC (RW, invisible); /* How much longer the object will be invis */ |
171 | sint16 ACC (RW, level); /* Level of creature or object */ |
175 | sint16 ACC (RW, level); /* Level of creature or object */ |
172 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
176 | uint8 ACC (RW, pick_up); /* See crossfire.doc */ |
173 | sint8 ACC (RW, item_power); /* power rating of the object */ |
177 | sint8 ACC (RW, item_power); /* power rating of the object */ |
174 | sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ |
178 | sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ |
175 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
179 | sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ |
176 | sint32 ACC (RW, weight); /* Attributes of the object */ |
180 | sint32 ACC (RW, weight); /* Attributes of the object */ |
177 | sint32 ACC (RW, weight_limit); /* Weight-limit of object */ |
181 | sint32 ACC (RW, weight_limit);/* Weight-limit of object */ |
178 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
182 | sint32 ACC (RW, carrying); /* How much weight this object contains */ |
179 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
183 | sint64 ACC (RW, perm_exp); /* Permanent exp */ |
180 | uint32 ACC (RW, weapontype); /* type of weapon */ |
184 | uint32 ACC (RW, weapontype); /* type of weapon */ |
181 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
185 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
182 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
186 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
183 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
187 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
184 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
188 | living ACC (RO, stats); /* Str, Con, Dex, etc */ |
185 | /* See the doc/Developers/objects for more info about body locations */ |
189 | /* See the doc/Developers/objects for more info about body locations */ |
186 | |
190 | |
187 | /* Following mostly refers to fields only used for monsters */ |
191 | /* Following mostly refers to fields only used for monsters */ |
188 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
192 | uint32 ACC (RW, hide); /* The object is hidden, not invisible */ |
189 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
193 | /* changes made by kholland@sunlab.cit.cornell.edu */ |
190 | /* allows different movement patterns for attackers */ |
194 | /* allows different movement patterns for attackers */ |
191 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
195 | sint32 ACC (RW, move_status); /* What stage in attack mode */ |
192 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
196 | uint16 ACC (RW, attack_movement); /* What kind of attack movement */ |
193 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
197 | uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ |
… | |
… | |
197 | /* Spell related information, may be useful elsewhere |
201 | /* Spell related information, may be useful elsewhere |
198 | * Note that other fields are used - these files are basically |
202 | * Note that other fields are used - these files are basically |
199 | * only used in spells. |
203 | * only used in spells. |
200 | */ |
204 | */ |
201 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
205 | sint16 ACC (RW, duration); /* How long the spell lasts */ |
202 | sint16 ACC (RW, casting_time); /* time left before spell goes off */ |
206 | sint16 ACC (RW, casting_time);/* time left before spell goes off */ |
203 | uint16 ACC (RW, start_holding); |
207 | uint16 ACC (RW, start_holding); |
204 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
208 | uint8 ACC (RW, duration_modifier); /* how level modifies duration */ |
205 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
209 | uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ |
206 | sint8 ACC (RW, range); /* Range of the spell */ |
210 | sint8 ACC (RW, range); /* Range of the spell */ |
207 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
211 | uint8 ACC (RW, range_modifier); /* How going up in level effects range */ |
208 | char *ACC (RW, spellarg); |
212 | char *ACC (RW, spellarg); |
209 | |
213 | |
210 | /* Following are values used by any object */ |
214 | /* Following are values used by any object */ |
211 | struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ |
215 | treasurelist *ACC (RW, randomitems); /* Items to be generated */ |
212 | struct archetype *ACC (RW, arch); /* Pointer to archetype */ |
216 | arch_ptr ACC (RW, arch); /* Pointer to archetype */ |
213 | struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ |
217 | arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ |
214 | key_value *key_values; /* Fields not explictly known by the loader. */ |
218 | key_value *key_values; /* Fields not explictly known by the loader. */ |
215 | /* this objects turns into or what this object creates */ |
219 | /* this objects turns into or what this object creates */ |
216 | uint32 flags[4]; /* various flags */ |
220 | uint32 flags[4]; /* various flags */ |
217 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
221 | uint16 ACC (RW, animation_id);/* An index into the animation array */ |
218 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
222 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
219 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
223 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
220 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
224 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
221 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
225 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
222 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
226 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
223 | |
227 | |
224 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
228 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
225 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
229 | MoveType ACC (RW, move_block);/* What movement types this blocks */ |
226 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
230 | MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ |
227 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
231 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
228 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
232 | MoveType ACC (RW, move_off); /* Move types affected moving off this space */ |
229 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
233 | MoveType ACC (RW, move_slow); /* Movement types this slows down */ |
230 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
234 | float ACC (RW, move_slow_penalty); /* How much this slows down the object */ |
231 | }; |
235 | }; |
232 | |
236 | |
233 | struct object : zero_initialised, object_keep, object_copy, object_pod |
237 | struct object : zero_initialised, object_keep, object_copy, object_pod |
234 | { |
238 | { |
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239 | typedef unordered_vector<object *> vector; |
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240 | |
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|
241 | static vector mortals; |
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|
242 | static vector active; // active objects, not yet used |
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243 | static vector objects; // not used yet, use first->next->... |
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244 | static object *first; // will be replaced by "objects" |
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245 | |
235 | static object *create (); |
246 | static object *create (); |
236 | void free (bool free_inventory = false); |
247 | void destroy (bool destroy_inventory = false); |
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248 | void remove (); |
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249 | object *insert (object *item); // insert into inventory |
237 | |
250 | |
238 | static void free_mortals (); |
251 | static void free_mortals (); |
239 | static bool can_merge (object *op1, object *op2); |
252 | static bool can_merge (object *op1, object *op2); |
240 | |
253 | |
241 | void clear (); |
254 | void clear (); |
242 | void clone (object *destination); |
255 | void clone (object *destination); |
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256 | |
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257 | bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } |
243 | |
258 | |
244 | void instantiate () |
259 | void instantiate () |
245 | { |
260 | { |
246 | if (!uuid.seq) // HACK |
261 | if (!uuid.seq) // HACK |
247 | uuid = gen_uuid (); |
262 | uuid = gen_uuid (); |
… | |
… | |
298 | |
313 | |
299 | object (); |
314 | object (); |
300 | ~object (); |
315 | ~object (); |
301 | }; |
316 | }; |
302 | |
317 | |
|
|
318 | // compatibility functions/macros |
303 | #define get_object() object::create () |
319 | #define get_object() object::create () |
304 | #define free_object(op) (op)->free (0) |
320 | #define free_object(op) (op)->destroy (0) |
305 | #define free_object2(op, free_inv) (op)->free (free_inv) |
321 | #define free_object2(op, free_inv) (op)->destroy (free_inv) |
306 | #define clear_owner(op) (op)->owner = 0 |
322 | #define clear_owner(op) (op)->owner = 0 |
307 | #define copy_owner(op,other) (op)->owner = (other)->owner |
323 | #define copy_owner(op,other) (op)->owner = (other)->owner |
308 | #define get_owner(op) (op)->owner |
324 | #define get_owner(op) (op)->owner |
309 | #define clear_object(op) (op)->clear () |
325 | #define clear_object(op) (op)->clear () |
310 | |
326 | |
… | |
… | |
312 | set_owner (object *op, object *owner) |
328 | set_owner (object *op, object *owner) |
313 | { |
329 | { |
314 | op->set_owner (owner); |
330 | op->set_owner (owner); |
315 | } |
331 | } |
316 | |
332 | |
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|
333 | static inline void |
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334 | remove_ob (object *op) |
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335 | { |
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336 | op->remove (); |
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337 | } |
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338 | |
317 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
339 | #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) |
318 | |
340 | |
319 | typedef struct oblnk |
341 | typedef struct oblnk |
320 | { /* Used to link together several objects */ |
342 | { /* Used to link together several objects */ |
321 | object *ob; |
343 | object_ptr ob; |
322 | struct oblnk *next; |
344 | struct oblnk *next; |
323 | tag_t id; |
|
|
324 | } objectlink; |
345 | } objectlink; |
325 | |
346 | |
326 | typedef struct oblinkpt |
347 | typedef struct oblinkpt |
327 | { /* Used to link together several object links */ |
348 | { /* Used to link together several object links */ |
328 | struct oblnk *link; |
349 | struct oblnk *link; |
… | |
… | |
337 | * be much left in the archetype - all it really is is a holder for the |
358 | * be much left in the archetype - all it really is is a holder for the |
338 | * object and pointers. This structure should get removed, and just replaced |
359 | * object and pointers. This structure should get removed, and just replaced |
339 | * by the object structure |
360 | * by the object structure |
340 | */ |
361 | */ |
341 | |
362 | |
342 | ACC_CLASS(archetype) |
363 | ACC_CLASS (archetype) |
343 | struct archetype : zero_initialised |
364 | struct archetype : zero_initialised, refcounted |
344 | { |
365 | { |
345 | archetype (); |
366 | archetype (); |
346 | ~archetype (); |
367 | ~archetype (); |
347 | |
368 | |
|
|
369 | static archetype *find (const char *arch); |
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370 | |
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371 | void hash_add (); // add to hastable |
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372 | void hash_del (); // remove from hashtable |
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373 | |
348 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
374 | shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ |
349 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
375 | struct archetype *ACC (RW, next); /* Next archetype in a linked list */ |
350 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
376 | struct archetype *ACC (RW, head); /* The main part of a linked object */ |
351 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
377 | struct archetype *ACC (RW, more); /* Next part of a linked object */ |
352 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
378 | object ACC (RO, clone); /* An object from which to do copy_object() */ |
353 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
379 | uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ |
354 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
380 | sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is |
355 | * in comparison to the head. |
381 | * in comparison to the head. |
356 | */ |
382 | */ |
357 | }; |
383 | }; |
358 | |
384 | |
359 | extern object *objects; |
385 | extern object *objects; |
360 | extern object *active_objects; |
386 | extern object *active_objects; |
361 | |
387 | |
… | |
… | |
413 | #define ARCH_DETECT_MAGIC "detect_magic" |
439 | #define ARCH_DETECT_MAGIC "detect_magic" |
414 | #define ARCH_DEPLETION "depletion" |
440 | #define ARCH_DEPLETION "depletion" |
415 | #define ARCH_SYMPTOM "symptom" |
441 | #define ARCH_SYMPTOM "symptom" |
416 | |
442 | |
417 | #endif |
443 | #endif |
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444 | |