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Comparing deliantra/server/include/object.h (file contents):
Revision 1.1.1.1 by root, Fri Feb 3 07:12:50 2006 UTC vs.
Revision 1.62 by root, Fri Dec 22 16:34:00 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.1.1.1 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
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 22*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include <bitset>
28
29#include "cfperl.h"
30#include "shstr.h"
31
32typedef uint32 tag_t; 32typedef uint32 tag_t;
33#define NUM_BODY_LOCATIONS 12 33#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 34#define BODY_ARMS 1
35 35
36/* See common/item.c */ 36/* See common/item.c */
37 37
38typedef struct Body_Locations { 38typedef struct Body_Locations
39{
39 char *save_name; /* Name used to load/save it to disk */ 40 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 */ 41 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 */ 42 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 43} Body_Locations;
43 44
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 45extern 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 46
55/* 47/*
56 * Each object (this also means archetypes!) could have a few of these 48 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 49 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 50 *
60 * 52 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 53 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 54 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 55 * Exception is if you want to walk this list for some reason.
64 */ 56 */
65typedef struct _key_value { 57struct key_value
66 const char * key; 58{
67 const char * value;
68 struct _key_value * next; 59 key_value *next;
69} key_value; 60 shstr key, value;
61};
70 62
63struct UUID
64{
65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
71};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
71 76
72/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 78 * 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 79 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 80 * can_apply and will_apply?
76 */ 81 */
77#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
82 87
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 88/* 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, 89 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. copy-object 90 * e.g. ->copy_to ()
92 * 91 */
93 * I've tried to clean up this structure a bit (in terms of formatting) 92
94 * by making it more consistent. I've also tried to locate some of the fields 93typedef refptr<object> object_ptr;
95 * more logically together (put the item related ones together, the monster 94typedef refptr<archetype> arch_ptr;
96 * related ones, etc. 95
97 * This structure is best viewed with about a 100 width screen. 96// these are not being copied
98 * MSW 2002-07-05 97ACC_CLASS (object)
99 */ 98struct object_keep : refcounted
100typedef struct obj { 99{
101 /* These variables are not changed by copy_object() */ 100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
102 struct pl *contr; /* Pointer to the player which control this object */ 105 player *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 */ 106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
104 struct obj *prev; /* Pointer to the previous object in the free/used list*/ 107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
105 struct obj *active_next; /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
106 struct obj *active_prev; /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
107 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
108 /* need to be gone through. */ 111 /* need to be gone through. */
109 struct obj *below; /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 114 /* Note: stacked in the *same* environment */
112 struct obj *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
113 struct obj *container; /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now. 117 * is only used by the player right now.
115 */ 118 */
116 struct obj *env; /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
118 */ 121 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 122 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 */ 123 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 */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
126};
122 127
123 tag_t count; /* Unique object number for this object */ 128// these are being copied
124 uint16 refcount; /* How many objects points to this object */ 129struct object_copy : attachable<object>
125 130{
126 /* These get an extra add_refcount(), after having been copied by memcpy().
127 * All fields beow this point are automatically copied by memcpy. If
128 * adding something that needs a refcount updated, make sure you modify
129 * copy_object to do so. Everything below here also gets cleared
130 * by clear_object()
131 */
132 const char *name; /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
133 const char *name_pl; /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
134 const char *title; /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
135 const char *race; /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
136 const char *slaying; /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
137 /* If this is an exit, this is the filename */ 136 /* If this is an exit, this is the filename */
138 const char *skill; /* Name of the skill this object uses/grants */ 137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
139 const char *msg; /* If this is a book/sign/magic mouth/etc */ 138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
140 const char *lore; /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
141 /* To get put into books and the like. */ 140 /* To get put into books and the like. */
141 shstr ACC (RW, materialname); /* specific material name */
142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
152};
142 153
154// these are being copied and also cleared
155struct object_pod
156{
157 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 x,y; /* Position in the map for this object */ 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144 sint16 ox,oy; /* For debugging: Where it was last inserted */
145 float speed; /* The overall speed of this object */ 159 float ACC (RW, speed); /* The overall speed of this object */
146 float speed_left; /* How much speed is left to spend this round */ 160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
147 uint32 nrof; /* How many of the objects */ 161 uint32 ACC (RW, nrof); /* How many of the objects */
148 New_Face *face; /* Face with colors */
149 sint8 direction; /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 facing; /* Object is oriented/facing that way. */ 163 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151 164
152 /* This next big block are basically used for monsters and equipment */ 165 /* This next big block are basically used for monsters and equipment */
153 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 166 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
154 uint8 subtype; /* subtype of object */ 167 uint8 ACC (RW, subtype); /* subtype of object */
155 uint16 client_type; /* Public type information. see doc/Developers/objects */ 168 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 169 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
157 uint32 attacktype; /* Bitmask of attacks this object does */ 170 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
158 uint32 path_attuned; /* Paths the object is attuned to */ 171 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
159 uint32 path_repelled; /* Paths the object is repelled from */ 172 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
160 uint32 path_denied; /* Paths the object is denied access to */ 173 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
161 uint16 material; /* What materials this object consist of */ 174 uint16 ACC (RW, material); /* What materials this object consist of */
162 const char *materialname; /* specific material name */
163 sint8 magic; /* Any magical bonuses to this item */ 175 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
164 uint8 state; /* How the object was last drawn (animation) */ 176 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
165 sint32 value; /* How much money it is worth (or contains) */ 177 sint32 ACC (RW, 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 178 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 179 * meanings by some objects, eg, sp penalty, permanent exp.
169 */ 180 */
170 sint32 last_heal; /* Last healed. Depends on constitution */ 181 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
171 sint32 last_sp; /* As last_heal, but for spell points */ 182 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
172 sint16 last_grace; /* as last_sp, except for grace */ 183 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
173 sint16 last_eat; /* How long since we last ate */ 184 sint16 ACC (RW, last_eat); /* How long since we last ate */
174 sint16 invisible; /* How much longer the object will be invis */ 185 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
186 sint16 ACC (RW, level); /* Level of creature or object */
175 uint8 pick_up; /* See crossfire.doc */ 187 uint8 ACC (RW, pick_up); /* See crossfire.doc */
176 sint8 item_power; /* power rating of the object */ 188 sint8 ACC (RW, item_power); /* power rating of the object */
177 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 189 sint8 ACC (RW, 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 */ 190 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
182 living stats; /* Str, Con, Dex, etc */ 191 sint32 ACC (RW, weight); /* Attributes of the object */
192 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
193 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 perm_exp; /* Permanent exp */ 194 sint64 ACC (RW, 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 */ 195 uint32 ACC (RW, weapontype); /* type of weapon */
188 uint32 tooltype; /* type of tool or build facility */ 196 uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 197 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 */ 198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
199 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the doc/Developers/objects for more info about body locations */ 200 /* See the doc/Developers/objects for more info about body locations */
192 201
193 /* Following mostly refers to fields only used for monsters */ 202 /* Following mostly refers to fields only used for monsters */
194 struct obj *owner; /* Pointer to the object which controls this one */
195 /* Owner should not be referred to directly - */
196 /* get_owner should be used instead. */
197 tag_t ownercount; /* What count the owner had (in case owner */
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 */ 203 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */ 204 /* changes made by kholland@sunlab.cit.cornell.edu */
207 /* allows different movement patterns for attackers */ 205 /* allows different movement patterns for attackers */
208 sint32 move_status; /* What stage in attack mode */ 206 sint32 ACC (RW, move_status); /* What stage in attack mode */
209 uint16 attack_movement;/* What kind of attack movement */ 207 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
210 uint8 will_apply; /* See crossfire.doc */ 208 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
211 struct obj *spellitem; /* Spell ability monster is choosing to use */
212 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 209 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
213 /* races/classes can need less/more exp to gain levels */ 210 /* races/classes can need less/more exp to gain levels */
214 211
215 /* Spell related information, may be useful elsewhere 212 /* Spell related information, may be useful elsewhere
216 * Note that other fields are used - these files are basically 213 * Note that other fields are used - these files are basically
217 * only used in spells. 214 * only used in spells.
218 */ 215 */
219 sint16 duration; /* How long the spell lasts */ 216 sint16 ACC (RW, duration); /* How long the spell lasts */
220 uint8 duration_modifier; /* how level modifies duration */
221 sint16 casting_time; /* time left before spell goes off */ 217 sint16 ACC (RW, casting_time);/* time left before spell goes off */
222 struct obj *spell; /* Spell that was being cast */
223 uint16 start_holding; 218 uint16 ACC (RW, start_holding);
224 char *spellarg; 219 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
225 uint8 dam_modifier; /* How going up in level effects damage */ 220 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
226 sint8 range; /* Range of the spell */ 221 sint8 ACC (RW, range); /* Range of the spell */
227 uint8 range_modifier; /* How going up in level effects range */ 222 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
223 char *ACC (RW, spellarg);
228 224
229 /* Following are values used by any object */ 225 /* Following are values used by any object */
230 struct archt *arch; /* Pointer to archetype */
231 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
232 /* this objects turns into or what this object creates */ 226 /* this objects turns into or what this object creates */
233 uint32 flags[4]; /* various flags */ 227 treasurelist *ACC (RW, randomitems); /* Items to be generated */
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
240 MoveType move_type; /* Type of movement this object uses */
241 MoveType move_block; /* What movement types this blocks */
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
247 event *events;
248
249 const char *custom_name; /* Custom name assigned by player */
250 key_value *key_values; /* Fields not explictly known by the loader. */ 228 key_value *key_values; /* Fields not explictly known by the loader. */
229 std::bitset<NUM_FLAGS> flags; /* various flags */
230 uint16 ACC (RW, animation_id);/* An index into the animation array */
231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 uint8 ACC (RW, will_apply); /* See crossfire.doc */
251 236
252} object; 237 MoveType ACC (RW, move_type); /* Type of movement this object uses */
238 MoveType ACC (RW, move_block);/* What movement types this blocks */
239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */
243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
244};
253 245
254typedef struct oblnk { /* Used to link together several objects */ 246struct object : zero_initialised, object_keep, object_copy, object_pod
247{
248 typedef unordered_vector<object *> vector;
249
250 static vector mortals;
251 static vector active; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects"
254
255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
258 void destroy (bool destroy_inventory = false);
259 void remove ();
260 object *insert (object *item); // insert into inventory
261
262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2)
267 {
268 return op1->value == op2->value
269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
272
273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
274
275 void set_owner (object *owner);
276
277 void instantiate ()
278 {
279 if (!uuid.seq) // HACK
280 uuid = gen_uuid ();
281
282 attachable<object>::instantiate ();
283 }
284
285 // recalculate all stats
286 void update_stats ();
287 void roll_stats ();
288 void swap_stats (int a, int b);
289 void add_statbonus ();
290 void remove_statbonus ();
291 void drain_stat ();
292 void drain_specific_stat (int deplete_stats);
293 void change_luck (int value);
294
295 // info must hold 256 * 3 bytes currently
296 const char *debug_desc (char *info) const;
297 const char *debug_desc () const;
298
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // returns the mapspace this object is in
327 mapspace &ms () const;
328
329 // fully recursive iterator
330 struct iterator_base
331 {
332 object *item;
333
334 iterator_base (object *container)
335 : item (container)
336 {
337 }
338
339 operator object *() const { return item; }
340
341 object *operator ->() const { return item; }
342 object &operator * () const { return *item; }
343 };
344
345 // depth-first recursive iterator
346 struct depth_iterator : iterator_base
347 {
348 depth_iterator (object *container);
349 void next ();
350 object *operator ++( ) { next (); return item; }
351 object *operator ++(int) { object *i = item; next (); return i; }
352 };
353
354 object *begin ()
355 {
356 return this;
357 }
358
359 object *end ()
360 {
361 return this;
362 }
363
364protected:
365 friend struct archetype;
366
367 void link ();
368 void unlink ();
369
255 object *ob; 370 object ();
371 ~object ();
372};
373
374typedef struct oblnk
375{ /* Used to link together several objects */
376 object_ptr ob;
256 struct oblnk *next; 377 struct oblnk *next;
257 tag_t id;
258} objectlink; 378} objectlink;
259 379
260typedef struct oblinkpt { /* Used to link together several object links */ 380typedef struct oblinkpt
381{ /* Used to link together several object links */
261 struct oblnk *link; 382 struct oblnk *link;
262 long value; /* Used as connected value in buttons/gates */ 383 long value; /* Used as connected value in buttons/gates */
263 struct oblinkpt *next; 384 struct oblinkpt *next;
264} oblinkpt; 385} oblinkpt;
265 386
266/* 387/*
267 * The archetype structure is a set of rules on how to generate and manipulate 388 * 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 391 * 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 392 * object and pointers. This structure should get removed, and just replaced
272 * by the object structure 393 * by the object structure
273 */ 394 */
274 395
275typedef struct archt { 396ACC_CLASS (archetype)
397struct archetype : zero_initialised, refcounted
398{
399 archetype ();
400 ~archetype ();
401
402 static archetype *find (const char *arch);
403
404 void hash_add (); // add to hastable
405 void hash_del (); // remove from hashtable
406
276 const char *name; /* More definite name, like "generate_kobold" */ 407 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
277 struct archt *next; /* Next archetype in a linked list */ 408 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
278 struct archt *head; /* The main part of a linked object */ 409 struct archetype *ACC (RW, head); /* The main part of a linked object */
279 struct archt *more; /* Next part of a linked object */ 410 struct archetype *ACC (RW, more); /* Next part of a linked object */
280 object clone; /* An object from which to do copy_object() */ 411 object ACC (RO, clone); /* An object from which to do ->copy_to () */
281 uint32 editable; /* editable flags (mainly for editor) */ 412 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 413 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. 414 * in comparison to the head.
284 */ 415 */
285} archetype; 416};
286 417
287extern object *objects; 418extern object *objects;
288extern object *active_objects; 419extern object *active_objects;
289extern object *free_objects;
290extern object objarray[STARTMAX];
291 420
292extern int nrofallocobjects; 421extern int nrofallocobjects;
293extern int nroffreeobjects;
294 422
295/* This returns TRUE if the object is somethign that 423/* This returns TRUE if the object is something that
296 * should be displayed in the look window 424 * should be displayed in the look window
297 */ 425 */
298#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 426#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
299 427
300/* Used by update_object to know if the object being passed is 428/* Used by update_object to know if the object being passed is
301 * being added or removed. 429 * being added or removed.
302 */ 430 */
303#define UP_OBJ_INSERT 1 431#define UP_OBJ_INSERT 1
304#define UP_OBJ_REMOVE 2 432#define UP_OBJ_REMOVE 2
305#define UP_OBJ_CHANGE 3 433#define UP_OBJ_CHANGE 3
306#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 434#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
307 435
308/* These are flags passed to insert_ob_in_map and 436/* These are flags passed to insert_ob_in_map and
309 * insert_ob_in_ob. Note that all flags may not be meaningful 437 * insert_ob_in_ob. Note that all flags may not be meaningful
310 * for both functions. 438 * for both functions.
311 * Most are fairly explanatory: 439 * Most are fairly explanatory:
330 * are mutually exclusive. The behaviour for passing more than one 458 * are mutually exclusive. The behaviour for passing more than one
331 * should be considered undefined - while you may notice what happens 459 * should be considered undefined - while you may notice what happens
332 * right now if you pass more than one, that could very well change 460 * right now if you pass more than one, that could very well change
333 * in future revisions of the code. 461 * in future revisions of the code.
334 */ 462 */
335#define INS_NO_MERGE 0x0001 463#define INS_NO_MERGE 0x0001
336#define INS_ABOVE_FLOOR_ONLY 0x0002 464#define INS_ABOVE_FLOOR_ONLY 0x0002
337#define INS_NO_WALK_ON 0x0004 465#define INS_NO_WALK_ON 0x0004
338#define INS_ON_TOP 0x0008 466#define INS_ON_TOP 0x0008
339#define INS_BELOW_ORIGINATOR 0x0010 467#define INS_BELOW_ORIGINATOR 0x0010
340#define INS_MAP_LOAD 0x0020 468#define INS_MAP_LOAD 0x0020
341 469
342#define ARCH_SINGULARITY "singularity" 470#define ARCH_SINGULARITY "singularity"
343#define ARCH_SINGULARITY_LEN 11 471#define ARCH_SINGULARITY_LEN 11
344#define ARCH_DETECT_MAGIC "detect_magic" 472#define ARCH_DETECT_MAGIC "detect_magic"
345#define ARCH_DEPLETION "depletion" 473#define ARCH_DEPLETION "depletion"
346#define ARCH_SYMPTOM "symptom" 474#define ARCH_SYMPTOM "symptom"
347 475
348#endif 476#endif
477

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