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Comparing deliantra/server/include/object.h (file contents):
Revision 1.174 by root, Sun May 4 15:22:14 2008 UTC vs.
Revision 1.195 by root, Tue Jan 6 19:17:06 2009 UTC

140 140
141INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
142// these are being copied 142// these are being copied
143struct object_copy : attachable 143struct object_copy : attachable
144{ 144{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 146
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 148 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 153 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 154 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 156 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 157 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 158
159 typedef bitset<NUM_FLAGS> flags_t;
160 flags_t flag; /* various flags */
161#if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]);
163#endif
164
165 shstr ACC (RW, materialname); /* specific material name */
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 166 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */ 167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 177
178 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
181 181
182 /* This next big block is basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 191 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194 /* Note that the last_.. values are sometimes used for non obvious 196 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 197 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 198 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 202 sint16 ACC (RW, last_eat); /* How long since we last ate */
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 204 sint16 ACC (RW, level); /* Level of creature or object */
205
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 uint8 ACC (RW, weapontype); /* type of weapon */
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
207 sint32 ACC (RW, weight); /* Attributes of the object */ 218 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
219 224
220 /* Following mostly refers to fields only used for monsters */ 225 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222 226
223 /* allows different movement patterns for attackers */ 227 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */ 228 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
232 * only used in spells. 236 * only used in spells.
233 */ 237 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236 240
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 247 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg); 258 char *ACC (RW, spellarg);
254 259
255 /* Following are values used by any object */ 260 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 261 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 263
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */ 264 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 267
266 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
267 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
274
275 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
268}; 281};
269 282
270struct object : zero_initialised, object_copy 283struct object : zero_initialised, object_copy
271{ 284{
272 // These variables are not changed by ->copy_to 285 // These variables are not changed by ->copy_to
273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
274 287
275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
276 int ACC (RO, count); 289 int ACC (RO, count);
277 object_vector_index ACC (RO, index); // index into objects 290 object_vector_index ACC (RO, index); // index into objects
278 object_vector_index ACC (RO, active); // index into actives 291 object_vector_index ACC (RO, active); // index into actives
295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 308 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
296 client_container *seen_by; // seen by which player/container currently? 309 client_container *seen_by; // seen by which player/container currently?
297 key_value *key_values; /* Fields not explictly known by the loader. */ 310 key_value *key_values; /* Fields not explictly known by the loader. */
298 311
299 // privates / perl 312 // privates / perl
300 const shstr &kv_get (const shstr &key) const; 313 shstr_tmp kv_get (shstr_tmp key) const;
301 void kv_del (const shstr &key); 314 void kv_del (shstr_tmp key);
302 void kv_set (const shstr &key, const shstr &value); 315 void kv_set (shstr_tmp key, shstr_tmp value);
303 316
304 // custom extra fields management 317 // custom extra fields management
305 struct key_value_access_proxy 318 struct key_value_access_proxy
306 { 319 {
307 object &ob; 320 object &ob;
308 shstr key; 321 shstr_tmp key;
309 322
310 key_value_access_proxy (object &ob, const shstr &key) 323 key_value_access_proxy (object &ob, shstr_tmp key)
311 : ob (ob), key (key) 324 : ob (ob), key (key)
312 { 325 {
313 } 326 }
314 327
315 const key_value_access_proxy &operator =(const shstr &value) const 328 const key_value_access_proxy &operator =(shstr_tmp value) const
316 { 329 {
317 ob.kv_set (key, value); 330 ob.kv_set (key, value);
318 return *this; 331 return *this;
319 } 332 }
320 333
321 operator const shstr &() const { return ob.kv_get (key); } 334 operator const shstr_tmp () const { return ob.kv_get (key); }
322 operator const char *() const { return ob.kv_get (key); } 335 operator const char *() const { return ob.kv_get (key); }
323 336
324 private: 337 private:
325 void operator =(int); 338 void operator =(int);
326 }; 339 };
327 340
328 // operator [] is too annoying to use 341 // operator [] is too annoying to use
329 const key_value_access_proxy kv (const shstr &key) 342 const key_value_access_proxy kv (shstr_tmp key)
330 { 343 {
331 return key_value_access_proxy (*this, key); 344 return key_value_access_proxy (*this, key);
332 } 345 }
333 346
334 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 347 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
342 MTH void copy_to (object *dst); 355 MTH void copy_to (object *dst);
343 MTH object *clone (); // create + copy_to a single object 356 MTH object *clone (); // create + copy_to a single object
344 MTH object *deep_clone (); // copy whole more chain and inventory 357 MTH object *deep_clone (); // copy whole more chain and inventory
345 void do_destroy (); 358 void do_destroy ();
346 void gather_callbacks (AV *&callbacks, event_type event) const; 359 void gather_callbacks (AV *&callbacks, event_type event) const;
347 MTH void destroy (bool destroy_inventory = false); 360 MTH void destroy ();
361 MTH void drop_and_destroy ()
362 {
363 destroy_inv (true);
364 destroy ();
365 }
348 366
349 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
350 MTH void destroy_inv (bool drop_to_ground = false); 368 MTH void destroy_inv (bool drop_to_ground = false);
351 MTH object *insert (object *item); // insert into inventory 369 MTH object *insert (object *item); // insert into inventory
352 MTH void play_sound (faceidx sound); 370 MTH void play_sound (faceidx sound);
365 remove (); 383 remove ();
366 *this = pos; 384 *this = pos;
367 insert_at (this, this); 385 insert_at (this, this);
368 } 386 }
369 387
388 // high-level move functions, return true if successful
389 int move (int dir, object *originator);
390
391 int move (int dir)
392 {
393 return move (dir, this);
394 }
395
370 static bool can_merge_slow (object *op1, object *op2); 396 static bool can_merge_slow (object *op1, object *op2);
371 397
372 // this is often used in time-critical code, so optimise 398 // this is often used in time-critical code, so optimise
373 MTH static bool can_merge (object *op1, object *op2) 399 MTH static bool can_merge (object *op1, object *op2)
374 { 400 {
386 MTH void close_container () 412 MTH void close_container ()
387 { 413 {
388 open_container (0); 414 open_container (0);
389 } 415 }
390 416
391 MTH object *force_find (const shstr name); 417 MTH object *force_find (shstr_tmp name);
392 MTH void force_add (const shstr name, int duration = 0); 418 MTH object *force_add (shstr_tmp name, int duration = 0);
393 419
394 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 420 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
395 bool should_invoke (event_type event) 421 bool should_invoke (event_type event)
396 { 422 {
397 return ev_want_event [event] || ev_want_type [type] || cb; 423 return ev_want_event [event] || ev_want_type [type] || cb;
433 const materialtype_t *dominant_material () const; 459 const materialtype_t *dominant_material () const;
434 460
435 // return the volume of this object in cm³ 461 // return the volume of this object in cm³
436 MTH uint64 volume () const 462 MTH uint64 volume () const
437 { 463 {
438 return total_weight () 464 return (uint64)total_weight ()
439 * 1000 465 * 1000
440 * (type == CONTAINER ? 1000 : 1) 466 * (type == CONTAINER ? 1000 : 1)
441 / dominant_material ()->density; 467 / dominant_material ()->density;
442 } 468 }
443 469
470 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
444 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 471 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
445 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 472 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
446 || type == CLOAK || type == BOOTS || type == GLOVES 473 || type == CLOAK || type == BOOTS || type == GLOVES
447 || type == BRACERS || type == GIRDLE; } 474 || type == BRACERS || type == GIRDLE; }
448 MTH bool is_alive () const { return (type == PLAYER 475 MTH bool is_alive () const { return (type == PLAYER
465 /* This return true if object has still randomitems which 492 /* This return true if object has still randomitems which
466 * could be expanded. 493 * could be expanded.
467 */ 494 */
468 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 495 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
469 496
497 MTH bool has_dialogue () const { return *&msg == '@'; }
498
470 // returns the outermost owner, never returns 0 499 // returns the outermost owner, never returns 0
471 MTH object *outer_owner () 500 MTH object *outer_owner ()
472 { 501 {
502 object *op;
503
473 for (object *op = this; ; op = op->owner) 504 for (op = this; op->owner; op = op->owner)
474 if (!op->owner) 505 ;
506
475 return op; 507 return op;
476 } 508 }
477 509
478 // returns the outermost environment, never returns 0 510 // returns the outermost environment, never returns 0
479 MTH object *outer_env () 511 MTH object *outer_env ()
480 { 512 {
513 object *op;
514
481 for (object *op = this; ; op = op->env) 515 for (op = this; op->env; op = op->env)
482 if (!op->env) 516 ;
517
483 return op; 518 return op;
484 } 519 }
485 520
486 // returns the player that has this object in his inventory, or 0 521 // returns the player that has this object in his inventory, or 0
487 // we assume the player is always the outer env 522 // we assume the player is always the outer env
488 MTH object *in_player () 523 MTH object *in_player ()
504 } 539 }
505 540
506 MTH bool is_on_map () const 541 MTH bool is_on_map () const
507 { 542 {
508 return !env && !flag [FLAG_REMOVED]; 543 return !env && !flag [FLAG_REMOVED];
544 }
545
546 MTH bool is_inserted () const
547 {
548 return !flag [FLAG_REMOVED];
549 }
550
551 MTH bool is_player () const
552 {
553 return !!contr;
554 }
555
556 MTH bool affects_los () const
557 {
558 return glow_radius || flag [FLAG_BLOCKSVIEW];
559 }
560
561 MTH bool has_carried_lights () const
562 {
563 return glow_radius;
509 } 564 }
510 565
511 // returns the player that cna see this object, if any 566 // returns the player that cna see this object, if any
512 MTH object *visible_to () const; 567 MTH object *visible_to () const;
513 568
605 660
606 const char *query_inventory (object *who = 0, const char *indent = ""); 661 const char *query_inventory (object *who = 0, const char *indent = "");
607 662
608 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 663 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
609 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 664 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
665
666 // make some noise with given item into direction dir,
667 // currently only used for players to make them temporarily visible
668 // when they are invisible.
669 MTH void make_noise ();
610 670
611protected: 671protected:
612 void link (); 672 void link ();
613 void unlink (); 673 void unlink ();
614 674
650 struct oblnk *link; 710 struct oblnk *link;
651 sint32 value; /* Used as connected value in buttons/gates */ 711 sint32 value; /* Used as connected value in buttons/gates */
652 struct oblinkpt *next; 712 struct oblinkpt *next;
653} oblinkpt; 713} oblinkpt;
654 714
655object *find_skill_by_name (object *who, const char *name); 715object *find_skill_by_name_fuzzy (object *who, const char *name);
656object *find_skill_by_name (object *who, const shstr &sh); 716object *find_skill_by_name (object *who, shstr_cmp sh);
657object *find_skill_by_number (object *who, int skillno); 717object *find_skill_by_number (object *who, int skillno);
658 718
659/* 719/*
660 * The archetype structure is a set of rules on how to generate and manipulate 720 * The archetype structure is a set of rules on how to generate and manipulate
661 * objects which point to archetypes. 721 * objects which point to archetypes.
678 MTH static archetype *find (const_utf8_string name); 738 MTH static archetype *find (const_utf8_string name);
679 739
680 MTH void link (); 740 MTH void link ();
681 MTH void unlink (); 741 MTH void unlink ();
682 742
683 MTH static object *get (const char *name); // find()->instance() 743 MTH static object *get (const char *name); // (find() || singularity)->instance()
684 MTH object *instance (); 744 MTH object *instance ();
685 745
686 object_vector_index ACC (RW, archid); // index in archvector 746 object_vector_index ACC (RW, archid); // index in archvector
687 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 747 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
688 748
693 static archetype *read (object_thawer &f); 753 static archetype *read (object_thawer &f);
694 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 754 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
695 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 755 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
696}; 756};
697 757
758// compatbiility, remove once replaced by ->instance
759inline object *
760arch_to_object (archetype *at)
761{
762 return at->instance ();
763}
764
698inline void 765inline void
699object_freezer::put (keyword k, archetype *v) 766object_freezer::put (keyword k, archetype *v)
700{ 767{
701 put (k, v ? &v->archname : (const char *)0); 768 put (k, v ? &v->archname : (const char *)0);
702} 769}
707 774
708extern objectvec objects; 775extern objectvec objects;
709extern activevec actives; 776extern activevec actives;
710extern archvec archetypes; 777extern archvec archetypes;
711 778
779// "safely" iterate over inv in a way such that the current item is removable
780// quite horrible, that's why its hidden in some macro
781#define for_inv_removable(op,var) \
782 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
783
712#define for_all_objects(var) \ 784#define for_all_objects(var) \
713 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 785 for (unsigned _i = 0; _i < objects.size (); ++_i) \
714 statementvar (object *, var, objects [_i]) 786 statementvar (object *, var, objects [_i])
715 787
716#define for_all_actives(var) \ 788#define for_all_actives(var) \
717 for (unsigned _i = 0; _i < actives.size (); ++_i) \ 789 for (unsigned _i = 0; _i < actives.size (); ++_i) \
718 statementvar (object *, var, actives [_i]) 790 statementvar (object *, var, actives [_i])
719 791
720#define for_all_archetypes(var) \ 792#define for_all_archetypes(var) \
721 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 793 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
722 statementvar (archetype *, var, archetypes [_i]) 794 statementvar (archetype *, var, archetypes [_i])
723 795
724/* Used by update_object to know if the object being passed is 796/* Used by update_object to know if the object being passed is
725 * being added or removed. 797 * being added or removed.

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