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Comparing deliantra/server/include/object.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:50 2006 UTC vs.
Revision 1.81 by root, Sun Jan 7 02:39:14 2007 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.1 2006/02/03 07:12:50 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 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
13 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
21 17
22 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
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 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
27*/ 23*/
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
30#include "cfperl.h"
31#include "shstr.h"
32
32typedef uint32 tag_t; 33typedef int tag_t;
33#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 35#define BODY_ARMS 1
35 36
36/* See common/item.c */ 37/* See common/item.c */
37 38
38typedef struct Body_Locations { 39typedef struct Body_Locations
40{
39 char *save_name; /* Name used to load/save it to disk */ 41 const char *save_name; /* Name used to load/save it to disk */
40 char *use_name; /* Name used when describing an item we can use */ 42 const char *use_name; /* Name used when describing an item we can use */
41 char *nonuse_name; /* Name to describe objects we can't use */ 43 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 44} Body_Locations;
43 45
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 46extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45
46typedef struct _event
47{
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 47
55/* 48/*
56 * Each object (this also means archetypes!) could have a few of these 49 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 50 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 51 *
60 * 53 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 55 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 56 * Exception is if you want to walk this list for some reason.
64 */ 57 */
65typedef struct _key_value { 58struct key_value
66 const char * key; 59{
67 const char * value;
68 struct _key_value * next; 60 key_value *next;
69} key_value; 61 shstr key, value;
62};
70 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;
71 77
72/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * 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
74 * 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
75 * can_apply and will_apply? 81 * can_apply and will_apply?
76 */ 82 */
77#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
82 88
83
84/* Note that the ordering of this structure is sort of relevent -
85 * copy_object copies everything over beyond 'name' using memcpy.
86 * Thus, values that need to be copied need to be located beyond that
87 * point.
88 *
89 * 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
90 * 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,
91 * e.g. copy-object 91 * e.g. ->copy_to ()
92 * 92 */
93 * I've tried to clean up this structure a bit (in terms of formatting) 93
94 * by making it more consistent. I've also tried to locate some of the fields 94INTERFACE_CLASS (object)
95 * more logically together (put the item related ones together, the monster 95// these are being copied
96 * related ones, etc. 96struct object_copy : attachable
97 * This structure is best viewed with about a 100 width screen. 97{
98 * MSW 2002-07-05 98 typedef bitset<NUM_FLAGS> flags_t;
99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
103 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */
108 /* If this is an exit, this is the filename */
109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
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 */
124
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */
129
130 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp.
99 */ 145 */
100typedef struct obj { 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
156 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */
166
167 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
169
170 /* allows different movement patterns for attackers */
171 sint32 ACC (RW, move_status); /* What stage in attack mode */
172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
175 /* races/classes can need less/more exp to gain levels */
176
177 /* Spell related information, may be useful elsewhere
178 * Note that other fields are used - these files are basically
179 * only used in spells.
180 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
183 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
186 sint8 ACC (RW, range); /* Range of the spell */
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
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
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 */
213};
214
215struct object : zero_initialised, object_copy
216{
101 /* These variables are not changed by copy_object() */ 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
102 struct pl *contr; /* Pointer to the player which control this object */ 224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
103 struct obj *next; /* Pointer to the next object in the free/used list */ 225
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/
105 struct obj *active_next; /* Next & previous object in the 'active' */
106 struct obj *active_prev; /* List. This is used in process_events */
107 /* so that the entire object list does not */
108 /* need to be gone through. */
109 struct obj *below; /* Pointer to the object stacked below this one */ 226 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 227 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 228 /* Note: stacked in the *same* environment */
112 struct obj *inv; /* Pointer to the first object in the inventory */ 229 object *inv; /* Pointer to the first object in the inventory */
113 struct obj *container; /* Current container being used. I think this 230 object *ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now. 231 * is only used by the player right now.
115 */ 232 */
116 struct obj *env; /* Pointer to the object which is the environment. 233 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 234 * This is typically the container that the object is in.
118 */ 235 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
120 struct obj *head; /* Points to the main object of a large body */ 237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
121 struct mapdef *map; /* Pointer to the map in which this object is present */ 238 client_container *seen_by; // seen by which player/container currently?
122 239
123 tag_t count; /* Unique object number for this object */ 240 //static vector active_list; // active objects, not yet used
124 uint16 refcount; /* How many objects points to this object */ 241 //static vector object_list; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects"
125 243
126 /* These get an extra add_refcount(), after having been copied by memcpy(). 244 MTH static object *create ();
127 * All fields beow this point are automatically copied by memcpy. If 245 MTH void copy_to (object *dst);
128 * adding something that needs a refcount updated, make sure you modify 246 MTH object *clone (); // create + copy_to
129 * copy_object to do so. Everything below here also gets cleared 247 void do_destroy ();
130 * by clear_object() 248 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false);
250
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
256 static bool can_merge_slow (object *op1, object *op2);
257
258 // this is often used in time-critical code, so optimise
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 }
265
266 MTH void set_owner (object *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.
131 */ 314 */
132 const char *name; /* The name of the object, obviously... */ 315 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
133 const char *name_pl; /* The plural name of the object */
134 const char *title; /* Of foo, etc */
135 const char *race; /* human, goblin, dragon, etc */
136 const char *slaying; /* Which race to do double damage to */
137 /* If this is an exit, this is the filename */
138 const char *skill; /* Name of the skill this object uses/grants */
139 const char *msg; /* If this is a book/sign/magic mouth/etc */
140 const char *lore; /* Obscure information about this object, */
141 /* To get put into books and the like. */
142 316
143 sint16 x,y; /* Position in the map for this object */ 317 // returns the player that has this object in his inventory, or 0
144 sint16 ox,oy; /* For debugging: Where it was last inserted */ 318 MTH object *in_player () const
145 float speed; /* The overall speed of this object */ 319 {
146 float speed_left; /* How much speed is left to spend this round */ 320 for (object *op = env; op; op = op->env)
147 uint32 nrof; /* How many of the objects */ 321 if (op->type == PLAYER)
148 New_Face *face; /* Face with colors */ 322 return op;
149 sint8 direction; /* Means the object is moving that way. */
150 sint8 facing; /* Object is oriented/facing that way. */
151 323
152 /* This next big block are basically used for monsters and equipment */ 324 return 0;
153 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 325 }
154 uint8 subtype; /* subtype of object */
155 uint16 client_type; /* Public type information. see doc/Developers/objects */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
157 uint32 attacktype; /* Bitmask of attacks this object does */
158 uint32 path_attuned; /* Paths the object is attuned to */
159 uint32 path_repelled; /* Paths the object is repelled from */
160 uint32 path_denied; /* Paths the object is denied access to */
161 uint16 material; /* What materials this object consist of */
162 const char *materialname; /* specific material name */
163 sint8 magic; /* Any magical bonuses to this item */
164 uint8 state; /* How the object was last drawn (animation) */
165 sint32 value; /* How much money it is worth (or contains) */
166 sint16 level; /* Level of creature or object */
167 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp.
169 */
170 sint32 last_heal; /* Last healed. Depends on constitution */
171 sint32 last_sp; /* As last_heal, but for spell points */
172 sint16 last_grace; /* as last_sp, except for grace */
173 sint16 last_eat; /* How long since we last ate */
174 sint16 invisible; /* How much longer the object will be invis */
175 uint8 pick_up; /* See crossfire.doc */
176 sint8 item_power; /* power rating of the object */
177 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
178 sint32 weight; /* Attributes of the object */
179 sint32 weight_limit; /* Weight-limit of object */
180 sint32 carrying; /* How much weight this object contains */
181 sint8 glow_radius; /* indicates the glow radius of the object */
182 living stats; /* Str, Con, Dex, etc */
183 sint64 perm_exp; /* Permanent exp */
184 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
185 /* each time the object attacks something */
186 struct obj *current_weapon; /* Pointer to the weapon currently used */
187 uint32 weapontype; /* type of weapon */
188 uint32 tooltype; /* type of tool or build facility */
189 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
190 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
191 /* See the doc/Developers/objects for more info about body locations */
192 326
193 /* Following mostly refers to fields only used for monsters */ 327 // "temporary" helper function
194 struct obj *owner; /* Pointer to the object which controls this one */ 328 MTH object *head_ ()
195 /* Owner should not be referred to directly - */ 329 {
196 /* get_owner should be used instead. */ 330 return head ? head : this;
197 tag_t ownercount; /* What count the owner had (in case owner */ 331 }
198 /* has been freed) */
199 struct obj *enemy; /* Monster/player to follow even if not closest */
200 struct obj *attacked_by; /* This object start to attack us! only player & monster */
201 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
202 struct treasureliststruct *randomitems; /* Items to be generated */
203 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
204 struct obj *chosen_skill; /* the skill chosen to use */
205 uint32 hide; /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */
207 /* allows different movement patterns for attackers */
208 sint32 move_status; /* What stage in attack mode */
209 uint16 attack_movement;/* What kind of attack movement */
210 uint8 will_apply; /* See crossfire.doc */
211 struct obj *spellitem; /* Spell ability monster is choosing to use */
212 double expmul; /* needed experience = (calc_exp*expmul) - means some */
213 /* races/classes can need less/more exp to gain levels */
214 332
215 /* Spell related information, may be useful elsewhere 333 // insert object at same map position as 'where'
216 * Note that other fields are used - these files are basically 334 // handles both inventory and map "positions"
217 * only used in spells. 335 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
218 */
219 sint16 duration; /* How long the spell lasts */
220 uint8 duration_modifier; /* how level modifies duration */
221 sint16 casting_time; /* time left before spell goes off */
222 struct obj *spell; /* Spell that was being cast */
223 uint16 start_holding;
224 char *spellarg;
225 uint8 dam_modifier; /* How going up in level effects damage */
226 sint8 range; /* Range of the spell */
227 uint8 range_modifier; /* How going up in level effects range */
228 336
229 /* Following are values used by any object */ 337 MTH void activate ();
230 struct archt *arch; /* Pointer to archetype */ 338 MTH void deactivate ();
231 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 339 MTH void activate_recursive ();
232 /* this objects turns into or what this object creates */ 340 MTH void deactivate_recursive ();
233 uint32 flags[4]; /* various flags */
234 uint16 animation_id; /* An index into the animation array */
235 uint8 anim_speed; /* ticks between animation-frames */
236 uint8 last_anim; /* last sequence used to draw face */
237 sint32 elevation; /* elevation of this terrain - not currently used */
238 uint8 smoothlevel; /* how to smooth this square around*/
239 341
240 MoveType move_type; /* Type of movement this object uses */ 342 // set the givne flag on all objects in the inventory recursively
241 MoveType move_block; /* What movement types this blocks */ 343 MTH void set_flag_inv (int flag, int value = 1);
242 MoveType move_on; /* Move types affected moving on to this space */
243 MoveType move_off; /* Move types affected moving off this space */
244 MoveType move_slow; /* Movement types this slows down */
245 float move_slow_penalty; /* How much this slows down the object */
246 344
247 event *events; 345 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y);
248 347
249 const char *custom_name; /* Custom name assigned by player */ 348 // returns the mapspace this object is in
250 key_value *key_values; /* Fields not explictly known by the loader. */ 349 mapspace &ms () const;
251 350
252} object; 351 // fully recursive iterator
352 struct iterator_base
353 {
354 object *item;
253 355
254typedef struct oblnk { /* Used to link together several objects */ 356 iterator_base (object *container)
357 : item (container)
358 {
359 }
360
361 operator object *() const { return item; }
362
363 object *operator ->() const { return item; }
364 object &operator * () const { return *item; }
365 };
366
367 MTH unsigned int random_seed () const
368 {
369 return (unsigned int)uuid.seq;
370 }
371
372 // depth-first recursive iterator
373 struct depth_iterator : iterator_base
374 {
375 depth_iterator (object *container);
376 void next ();
377 object *operator ++( ) { next (); return item; }
378 object *operator ++(int) { object *i = item; next (); return i; }
379 };
380
381 object *begin ()
382 {
383 return this;
384 }
385
386 object *end ()
387 {
388 return this;
389 }
390
391protected:
392 friend struct archetype;
393
394 void link ();
395 void unlink ();
396
255 object *ob; 397 object ();
398 ~object ();
399};
400
401typedef object_vector<object, &object::count > objectvec;
402typedef object_vector<object, &object::active> activevec;
403
404extern objectvec objects;
405extern activevec actives;
406
407#define for_all_objects(var) \
408 for (int _i = 0; _i < objects.size (); ++_i) \
409 declvar (object *, var, objects [_i])
410
411#define for_all_actives(var) \
412 for (int _i = 0; _i < actives.size (); ++_i) \
413 declvar (object *, var, actives [_i])
414
415typedef struct oblnk
416{ /* Used to link together several objects */
417 object_ptr ob;
256 struct oblnk *next; 418 struct oblnk *next;
257 tag_t id;
258} objectlink; 419} objectlink;
259 420
260typedef struct oblinkpt { /* Used to link together several object links */ 421typedef struct oblinkpt
422{ /* Used to link together several object links */
261 struct oblnk *link; 423 struct oblnk *link;
262 long value; /* Used as connected value in buttons/gates */ 424 long value; /* Used as connected value in buttons/gates */
263 struct oblinkpt *next; 425 struct oblinkpt *next;
264} oblinkpt; 426} oblinkpt;
265 427
266/* 428/*
267 * The archetype structure is a set of rules on how to generate and manipulate 429 * The archetype structure is a set of rules on how to generate and manipulate
270 * 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
271 * object and pointers. This structure should get removed, and just replaced 433 * object and pointers. This structure should get removed, and just replaced
272 * by the object structure 434 * by the object structure
273 */ 435 */
274 436
275typedef struct archt { 437INTERFACE_CLASS (archetype)
438struct archetype : zero_initialised, attachable
439{
440 archetype ();
441 ~archetype ();
442 void gather_callbacks (AV *&callbacks, event_type event) const;
443
444 static archetype *find (const char *arch);
445
446 void hash_add (); // add to hashtable
447 void hash_del (); // remove from hashtable
448
276 const char *name; /* More definite name, like "generate_kobold" */ 449 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
277 struct archt *next; /* Next archetype in a linked list */ 450 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
278 struct archt *head; /* The main part of a linked object */ 451 struct archetype *ACC (RW, head); /* The main part of a linked object */
279 struct archt *more; /* Next part of a linked object */ 452 struct archetype *ACC (RW, more); /* Next part of a linked object */
280 object clone; /* An object from which to do copy_object() */ 453 object ACC (RO, clone); /* An object from which to do ->copy_to () */
281 uint32 editable; /* editable flags (mainly for editor) */ 454 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
282 sint8 tail_x, 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
283 * in comparison to the head. 456 * in comparison to the head.
284 */ 457 */
285} archetype; 458};
286 459
287extern object *objects;
288extern object *active_objects;
289extern object *free_objects;
290extern object objarray[STARTMAX];
291
292extern int nrofallocobjects;
293extern int nroffreeobjects;
294
295/* This returns TRUE if the object is somethign that 460/* This returns TRUE if the object is something that
296 * should be displayed in the look window 461 * should be displayed in the floorbox window
297 */ 462 */
298#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)
299 464
300/* 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
301 * being added or removed. 466 * being added or removed.
302 */ 467 */
303#define UP_OBJ_INSERT 1 468#define UP_OBJ_INSERT 1
304#define UP_OBJ_REMOVE 2 469#define UP_OBJ_REMOVE 2
305#define UP_OBJ_CHANGE 3 470#define UP_OBJ_CHANGE 3
306#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 471#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
307 472
308/* These are flags passed to insert_ob_in_map and 473/* These are flags passed to insert_ob_in_map and
309 * insert_ob_in_ob. Note that all flags may not be meaningful 474 * insert_ob_in_ob. Note that all flags may not be meaningful
310 * for both functions. 475 * for both functions.
311 * Most are fairly explanatory: 476 * Most are fairly explanatory:
330 * are mutually exclusive. The behaviour for passing more than one 495 * are mutually exclusive. The behaviour for passing more than one
331 * should be considered undefined - while you may notice what happens 496 * should be considered undefined - while you may notice what happens
332 * right now if you pass more than one, that could very well change 497 * right now if you pass more than one, that could very well change
333 * in future revisions of the code. 498 * in future revisions of the code.
334 */ 499 */
335#define INS_NO_MERGE 0x0001 500#define INS_NO_MERGE 0x0001
336#define INS_ABOVE_FLOOR_ONLY 0x0002 501#define INS_ABOVE_FLOOR_ONLY 0x0002
337#define INS_NO_WALK_ON 0x0004 502#define INS_NO_WALK_ON 0x0004
338#define INS_ON_TOP 0x0008 503#define INS_ON_TOP 0x0008
339#define INS_BELOW_ORIGINATOR 0x0010 504#define INS_BELOW_ORIGINATOR 0x0010
340#define INS_MAP_LOAD 0x0020 505#define INS_MAP_LOAD 0x0020
341 506
342#define ARCH_SINGULARITY "singularity" 507#define ARCH_SINGULARITY "singularity"
343#define ARCH_SINGULARITY_LEN 11 508#define ARCH_SINGULARITY_LEN 11
344#define ARCH_DETECT_MAGIC "detect_magic" 509#define ARCH_DETECT_MAGIC "detect_magic"
345#define ARCH_DEPLETION "depletion" 510#define ARCH_DEPLETION "depletion"
346#define ARCH_SYMPTOM "symptom" 511#define ARCH_SYMPTOM "symptom"
347 512
348#endif 513#endif
514

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