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Comparing deliantra/server/include/object.h (file contents):
Revision 1.30 by root, Tue Sep 12 01:09:53 2006 UTC vs.
Revision 1.81 by root, Sun Jan 7 02:39:14 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?
68#define WILL_APPLY_TREASURE 0x02 84#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 85#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 86#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
72 88
73
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 : refcounted
82{ 97{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
84 99
85 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
86 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. */
87 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. */
88 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
91 /* so that the entire object list does not */
92 /* need to be gone through. */
93 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
94 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
95 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now.
99 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in.
102 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *ACC (RW, head); /* Points to the main object of a large body */
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
106};
107
108// these are being copied
109struct object_copy : attachable<object>
110{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
118 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 */
119 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 */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
124}; 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 */
125 124
126// these are being copied and also cleared 125 New_Face *ACC (RW, face); /* Face with colors */
127struct object_pod
128{
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
131 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 */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
133 New_Face *ACC (RW, face); /* Face with colors */
134 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136 129
137 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
140 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 */
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 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 */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 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) */
150 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 145 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 149 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 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 */
158 sint16 ACC (RW, level); /* Level of creature or object */ 151 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */ 153 sint8 ACC (RW, item_power); /* power rating of the object */
161 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) */
162 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 */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 156 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 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 */
172 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 */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
175 166
176 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
177 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
178 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
179 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
180 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
181 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
182 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
183 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
185 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
188 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. */
189 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
190 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
192 176
193 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
195 * only used in spells. 179 * only used in spells.
196 */ 180 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 181 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
199 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
200 struct object *ACC (RW, spell); /* Spell that was being cast */
201 char *ACC (RW, spellarg);
202 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 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 */
204 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
205 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 */
206 188
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
197 char *ACC (RW, spellarg);
198
207 /* Following are values used by any object */ 199 /* Following are values used by any object */
208 struct archetype *ACC (RW, arch); /* Pointer to archetype */
209 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
210 /* this objects turns into or what this object creates */ 200 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 uint16 ACC (RW, animation_id); /* An index into the animation array */
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
217
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
225 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 */
226}; 213};
227 214
228struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
229{ 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); // index into objects
222 int ACC (RO, active); // index into actives
223
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 object *ACC (RW, above); /* Pointer to the object stacked above this one */
228 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */
230 object *ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now.
232 */
233 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in.
235 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 client_container *seen_by; // seen by which player/container currently?
239
240 //static vector active_list; // active objects, not yet used
241 //static vector object_list; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects"
243
230 static object *create (); 244 MTH static object *create ();
245 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to
247 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const;
231 void free (bool free_inventory = false); 249 MTH void destroy (bool destroy_inventory = false);
232 250
233 static void free_mortals (); 251 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
252 MTH void destroy_inv (bool drop_to_ground = false);
253 MTH void remove ();
254 MTH object *insert (object *item); // insert into inventory
255
234 static bool can_merge (object *op1, object *op2); 256 static bool can_merge_slow (object *op1, object *op2);
235 257
236 void clear (); 258 // this is often used in time-critical code, so optimise
237 void clone (object *destination); 259 MTH static bool can_merge (object *op1, object *op2)
260 {
261 return op1->value == op2->value
262 && op1->name == op2->name
263 && can_merge_slow (op1, op2);
264 }
238 265
239 void set_owner (object *owner); 266 MTH void set_owner (object *owner);
240 object *get_owner (); 267 MTH void set_speed (float speed);
268
269 MTH void instantiate ()
270 {
271 if (!uuid.seq) // HACK
272 uuid = gen_uuid ();
273
274 attachable::instantiate ();
275 }
276
277 // recalculate all stats
278 MTH void update_stats ();
279 MTH void roll_stats ();
280 MTH void swap_stats (int a, int b);
281 MTH void add_statbonus ();
282 MTH void remove_statbonus ();
283 MTH void drain_stat ();
284 MTH void drain_specific_stat (int deplete_stats);
285 MTH void change_luck (int value);
286
287 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const;
289 MTH const char *debug_desc () const;
290 const char *flag_desc (char *desc, int len) const;
291
292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
294 || type == CLOAK || type == BOOTS || type == GLOVES
295 || type == BRACERS || type == GIRDLE; }
296 MTH bool is_alive () const { return (type == PLAYER
297 || flag [FLAG_MONSTER]
298 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
299 && !flag [FLAG_IS_A_TEMPLATE]; }
300 MTH bool is_arrow () const { return type == ARROW
301 || (type == SPELL_EFFECT
302 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
303
304 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
305
306 // temporary: wether the object can be saved in a map file
307 // contr => is a player
308 // head => only save head of a multitile object
309 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner; }
311
312 /* This return true if object has still randomitems which
313 * could be expanded.
314 */
315 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
316
317 // returns the player that has this object in his inventory, or 0
318 MTH object *in_player () const
319 {
320 for (object *op = env; op; op = op->env)
321 if (op->type == PLAYER)
322 return op;
323
324 return 0;
325 }
326
327 // "temporary" helper function
328 MTH object *head_ ()
329 {
330 return head ? head : this;
331 }
332
333 // insert object at same map position as 'where'
334 // handles both inventory and map "positions"
335 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
336
337 MTH void activate ();
338 MTH void deactivate ();
339 MTH void activate_recursive ();
340 MTH void deactivate_recursive ();
341
342 // set the givne flag on all objects in the inventory recursively
343 MTH void set_flag_inv (int flag, int value = 1);
344
345 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y);
347
348 // returns the mapspace this object is in
349 mapspace &ms () const;
241 350
242 // fully recursive iterator 351 // fully recursive iterator
243 struct iterator_base 352 struct iterator_base
244 { 353 {
245 object *item; 354 object *item;
252 operator object *() const { return item; } 361 operator object *() const { return item; }
253 362
254 object *operator ->() const { return item; } 363 object *operator ->() const { return item; }
255 object &operator * () const { return *item; } 364 object &operator * () const { return *item; }
256 }; 365 };
366
367 MTH unsigned int random_seed () const
368 {
369 return (unsigned int)uuid.seq;
370 }
257 371
258 // depth-first recursive iterator 372 // depth-first recursive iterator
259 struct depth_iterator : iterator_base 373 struct depth_iterator : iterator_base
260 { 374 {
261 depth_iterator (object *container); 375 depth_iterator (object *container);
282 396
283 object (); 397 object ();
284 ~object (); 398 ~object ();
285}; 399};
286 400
287#define get_object() object::create () 401typedef object_vector<object, &object::count > objectvec;
288#define free_object(op) (op)->free (0) 402typedef object_vector<object, &object::active> activevec;
289#define free_object2(op, free_inv) (op)->free (free_inv)
290#define clear_owner(op) (op)->owner = 0
291#define copy_owner(op,other) (op)->owner = (other)->owner
292#define clear_object(op) (op)->clear ()
293 403
294static inline object * 404extern objectvec objects;
295get_owner (object *op) 405extern activevec actives;
296{
297 return op->get_owner ();
298}
299 406
300static inline void 407#define for_all_objects(var) \
301set_owner (object *op, object *owner) 408 for (int _i = 0; _i < objects.size (); ++_i) \
302{ 409 declvar (object *, var, objects [_i])
303 op->set_owner (owner);
304}
305 410
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 411#define for_all_actives(var) \
412 for (int _i = 0; _i < actives.size (); ++_i) \
413 declvar (object *, var, actives [_i])
307 414
308typedef struct oblnk 415typedef struct oblnk
309{ /* Used to link together several objects */ 416{ /* Used to link together several objects */
310 object *ob; 417 object_ptr ob;
311 struct oblnk *next; 418 struct oblnk *next;
312 tag_t id;
313} objectlink; 419} objectlink;
314 420
315typedef struct oblinkpt 421typedef struct oblinkpt
316{ /* Used to link together several object links */ 422{ /* Used to link together several object links */
317 struct oblnk *link; 423 struct oblnk *link;
326 * be much left in the archetype - all it really is is a holder for the 432 * be much left in the archetype - all it really is is a holder for the
327 * object and pointers. This structure should get removed, and just replaced 433 * object and pointers. This structure should get removed, and just replaced
328 * by the object structure 434 * by the object structure
329 */ 435 */
330 436
331ACC_CLASS(archetype) 437INTERFACE_CLASS (archetype)
332struct archetype : zero_initialised 438struct archetype : zero_initialised, attachable
333{ 439{
334 archetype (); 440 archetype ();
335 ~archetype (); 441 ~archetype ();
442 void gather_callbacks (AV *&callbacks, event_type event) const;
336 443
444 static archetype *find (const char *arch);
445
446 void hash_add (); // add to hashtable
447 void hash_del (); // remove from hashtable
448
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 449 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 450 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
339 struct archetype *ACC (RW, head); /* The main part of a linked object */ 451 struct archetype *ACC (RW, head); /* The main part of a linked object */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */ 452 struct archetype *ACC (RW, more); /* Next part of a linked object */
341 object ACC (RO, clone); /* An object from which to do copy_object() */ 453 object ACC (RO, clone); /* An object from which to do ->copy_to () */
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 454 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
343 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 455 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
344 * in comparison to the head. 456 * in comparison to the head.
345 */ 457 */
346}; 458};
347 459
348extern object *objects;
349extern object *active_objects;
350
351extern int nrofallocobjects;
352
353/* This returns TRUE if the object is something that 460/* This returns TRUE if the object is something that
354 * should be displayed in the look window 461 * should be displayed in the floorbox window
355 */ 462 */
356#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 463#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
357 464
358/* Used by update_object to know if the object being passed is 465/* Used by update_object to know if the object being passed is
359 * being added or removed. 466 * being added or removed.
360 */ 467 */
361#define UP_OBJ_INSERT 1 468#define UP_OBJ_INSERT 1
402#define ARCH_DETECT_MAGIC "detect_magic" 509#define ARCH_DETECT_MAGIC "detect_magic"
403#define ARCH_DEPLETION "depletion" 510#define ARCH_DEPLETION "depletion"
404#define ARCH_SYMPTOM "symptom" 511#define ARCH_SYMPTOM "symptom"
405 512
406#endif 513#endif
514

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