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Comparing deliantra/server/include/object.h (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:58 2006 UTC vs.
Revision 1.51 by root, Wed Dec 13 03:28:42 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.1.1.2 2006/02/22 18:01:58 elmex 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
27*/ 22*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include "cfperl.h"
28#include "shstr.h"
29
32typedef uint32 tag_t; 30typedef uint32 tag_t;
33#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 32#define BODY_ARMS 1
35 33
36/* See common/item.c */ 34/* See common/item.c */
37 35
38typedef struct Body_Locations { 36typedef struct Body_Locations
37{
39 const char *save_name; /* Name used to load/save it to disk */ 38 const char *save_name; /* Name used to load/save it to disk */
40 const char *use_name; /* Name used when describing an item we can use */ 39 const char *use_name; /* Name used when describing an item we can use */
41 const char *nonuse_name; /* Name to describe objects we can't use */ 40 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 41} Body_Locations;
43 42
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern 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 44
55/* 45/*
56 * Each object (this also means archetypes!) could have a few of these 46 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 47 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 48 *
60 * 50 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 52 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 53 * Exception is if you want to walk this list for some reason.
64 */ 54 */
65typedef struct _key_value { 55struct key_value
66 const char * key; 56{
67 const char * value;
68 struct _key_value * next; 57 key_value *next;
69} key_value; 58 shstr key, value;
59};
70 60
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
71 69
72/* Definition for WILL_APPLY values. Replaces having harcoded values 70/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 71 * sprinkled in the code. Note that some of these also replace fields
74 * that were in the can_apply area. What is the point of having both 72 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 73 * can_apply and will_apply?
76 */ 74 */
77#define WILL_APPLY_HANDLE 0x1 75#define WILL_APPLY_HANDLE 0x01
78#define WILL_APPLY_TREASURE 0x2 76#define WILL_APPLY_TREASURE 0x02
79#define WILL_APPLY_EARTHWALL 0x4 77#define WILL_APPLY_EARTHWALL 0x04
80#define WILL_APPLY_DOOR 0x8 78#define WILL_APPLY_DOOR 0x08
81#define WILL_APPLY_FOOD 0x10 79#define WILL_APPLY_FOOD 0x10
82 80
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 81/* 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, 82 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. copy-object 83 * e.g. ->copy_to ()
92 * 84 */
93 * I've tried to clean up this structure a bit (in terms of formatting) 85
94 * by making it more consistent. I've also tried to locate some of the fields 86typedef refptr<object> object_ptr;
95 * more logically together (put the item related ones together, the monster 87typedef refptr<archetype> arch_ptr;
96 * related ones, etc. 88
97 * This structure is best viewed with about a 100 width screen. 89// these are not being copied
98 * MSW 2002-07-05 90ACC_CLASS (object)
99 */ 91struct object_keep : refcounted
100typedef struct obj { 92{
101 /* These variables are not changed by copy_object() */ 93 /* These variables are not changed by ->copy_to */
94
95 tag_t ACC (RW, count); /* Generation count for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
97
102 struct pl *contr; /* Pointer to the player which control this object */ 98 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 */ 99 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*/ 100 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' */ 101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
106 struct obj *active_prev; /* List. This is used in process_events */ 102 object *ACC (RW, active_prev);/* List. This is used in process_events */
107 /* so that the entire object list does not */ 103 /* so that the entire object list does not */
108 /* need to be gone through. */ 104 /* need to be gone through. */
109 struct obj *below; /* Pointer to the object stacked below this one */ 105 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 struct obj *above; /* Pointer to the object stacked above this one */ 106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment*/ 107 /* Note: stacked in the *same* environment */
112 struct obj *inv; /* Pointer to the first object in the inventory */ 108 object *inv; /* Pointer to the first object in the inventory */
113 struct obj *container; /* Current container being used. I think this 109 object *ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now. 110 * is only used by the player right now.
115 */ 111 */
116 struct obj *env; /* Pointer to the object which is the environment. 112 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in. 113 * This is typically the container that the object is in.
118 */ 114 */
119 struct obj *more; /* Pointer to the rest of a large body of objects */ 115 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 */ 116 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 */ 117 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
118};
122 119
123 tag_t count; /* Unique object number for this object */ 120// these are being copied
124 uint16 refcount; /* How many objects points to this object */ 121struct object_copy : attachable<object>
125 122{
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... */ 123 shstr ACC (RW, name); /* The name of the object, obviously... */
133 const char *name_pl; /* The plural name of the object */ 124 shstr ACC (RW, name_pl); /* The plural name of the object */
134 const char *title; /* Of foo, etc */ 125 shstr ACC (RW, title); /* Of foo, etc */
135 const char *race; /* human, goblin, dragon, etc */ 126 shstr ACC (RW, race); /* human, goblin, dragon, etc */
136 const char *slaying; /* Which race to do double damage to */ 127 shstr ACC (RW, slaying); /* Which race to do double damage to */
137 /* If this is an exit, this is the filename */ 128 /* If this is an exit, this is the filename */
138 const char *skill; /* Name of the skill this object uses/grants */ 129 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 */ 130 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
140 const char *lore; /* Obscure information about this object, */ 131 shstr ACC (RW, lore); /* Obscure information about this object, */
141 /* To get put into books and the like. */ 132 /* To get put into books and the like. */
133 shstr ACC (RW, materialname); /* specific material name */
134 shstr ACC (RW, custom_name); /* Custom name assigned by player */
135 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
136 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
137 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
142};
142 143
144// these are being copied and also cleared
145struct object_pod
146{
147 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 x,y; /* Position in the map for this object */ 148 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 */ 149 float ACC (RW, speed); /* The overall speed of this object */
146 float speed_left; /* How much speed is left to spend this round */ 150 float ACC (RW, speed_left); /* How much speed is left to spend this round */
147 uint32 nrof; /* How many of the objects */ 151 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. */ 152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
150 sint8 facing; /* Object is oriented/facing that way. */ 153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
151 154
152 /* This next big block are basically used for monsters and equipment */ 155 /* This next big block are basically used for monsters and equipment */
153 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
154 uint8 subtype; /* subtype of object */ 157 uint8 ACC (RW, subtype); /* subtype of object */
155 uint16 client_type; /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
156 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
157 uint32 attacktype; /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
158 uint32 path_attuned; /* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
159 uint32 path_repelled; /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
160 uint32 path_denied; /* Paths the object is denied access to */ 163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
161 uint16 material; /* What materials this object consist of */ 164 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 */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
164 uint8 state; /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
165 sint32 value; /* How much money it is worth (or contains) */ 167 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 168 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
169 */ 170 */
170 sint32 last_heal; /* Last healed. Depends on constitution */ 171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
171 sint32 last_sp; /* As last_heal, but for spell points */ 172 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
172 sint16 last_grace; /* as last_sp, except for grace */ 173 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
173 sint16 last_eat; /* How long since we last ate */ 174 sint16 ACC (RW, last_eat); /* How long since we last ate */
174 sint16 invisible; /* How much longer the object will be invis */ 175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
176 sint16 ACC (RW, level); /* Level of creature or object */
175 uint8 pick_up; /* See crossfire.doc */ 177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
176 sint8 item_power; /* power rating of the object */ 178 sint8 ACC (RW, item_power); /* power rating of the object */
177 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 179 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 */ 180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
182 living stats; /* Str, Con, Dex, etc */ 181 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 perm_exp; /* Permanent exp */ 184 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 */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
188 uint32 tooltype; /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
189 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 187 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 */ 188 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */
191 /* See the doc/Developers/objects for more info about body locations */ 190 /* See the doc/Developers/objects for more info about body locations */
192 191
193 /* Following mostly refers to fields only used for monsters */ 192 /* 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 */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
206 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
207 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
208 sint32 move_status; /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
209 uint16 attack_movement;/* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
210 uint8 will_apply; /* See crossfire.doc */ 198 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 */ 199 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
213 /* races/classes can need less/more exp to gain levels */ 200 /* races/classes can need less/more exp to gain levels */
214 201
215 /* Spell related information, may be useful elsewhere 202 /* Spell related information, may be useful elsewhere
216 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
217 * only used in spells. 204 * only used in spells.
218 */ 205 */
219 sint16 duration; /* How long the spell lasts */ 206 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 */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
222 struct obj *spell; /* Spell that was being cast */
223 uint16 start_holding; 208 uint16 ACC (RW, start_holding);
224 char *spellarg; 209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
225 uint8 dam_modifier; /* How going up in level effects damage */ 210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
226 sint8 range; /* Range of the spell */ 211 sint8 ACC (RW, range); /* Range of the spell */
227 uint8 range_modifier; /* How going up in level effects range */ 212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 char *ACC (RW, spellarg);
228 214
229 /* Following are values used by any object */ 215 /* Following are values used by any object */
230 struct archt *arch; /* Pointer to archetype */ 216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
231 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
232 /* this objects turns into or what this object creates */
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
240 MoveType move_type; /* Type of movement this object uses */
241 MoveType move_block; /* What movement types this blocks */
242 MoveType move_allow; /* What movement types explicitly allowd */
243 MoveType move_on; /* Move types affected moving on to this space */
244 MoveType move_off; /* Move types affected moving off this space */
245 MoveType move_slow; /* Movement types this slows down */
246 float move_slow_penalty; /* How much this slows down the object */
247
248 event *events;
249
250 const char *custom_name; /* Custom name assigned by player */
251 key_value *key_values; /* Fields not explictly known by the loader. */ 219 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
252 228
253} object; 229 MoveType ACC (RW, move_type); /* Type of movement this object uses */
230 MoveType ACC (RW, move_block);/* What movement types this blocks */
231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
232 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
236};
254 237
255typedef struct oblnk { /* Used to link together several objects */ 238struct object : zero_initialised, object_keep, object_copy, object_pod
239{
240 typedef unordered_vector<object *> vector;
241
242 static vector mortals;
243 static vector active; // active objects, not yet used
244 static vector objects; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects"
246
247 static object *create ();
248 void copy_to (object *dst);
249 object *clone (); // create + copy_to
250 void destroy (bool destroy_inventory = false);
251 void remove ();
252 object *insert (object *item); // insert into inventory
253
254 static void free_mortals ();
255 static bool can_merge_slow (object *op1, object *op2);
256
257 // this is often used in time-critical code, so optimise
258 static bool can_merge (object *op1, object *op2)
259 {
260 return op1->value != op2->value
261 && op1->name != op2->name
262 && can_merge_slow (op1, op2);
263 }
264
265 void clear ();
266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
270
271 void instantiate ()
272 {
273 if (!uuid.seq) // HACK
274 uuid = gen_uuid ();
275
276 attachable<object>::instantiate ();
277 }
278
279 // info must hold 256 * 3 bytes currently
280 const char *debug_desc (char *info) const;
281 const char *debug_desc () const;
282
283 // fully recursive iterator
284 struct iterator_base
285 {
286 object *item;
287
288 iterator_base (object *container)
289 : item (container)
290 {
291 }
292
293 operator object *() const { return item; }
294
295 object *operator ->() const { return item; }
296 object &operator * () const { return *item; }
297 };
298
299 // depth-first recursive iterator
300 struct depth_iterator : iterator_base
301 {
302 depth_iterator (object *container);
303 void next ();
304 object *operator ++( ) { next (); return item; }
305 object *operator ++(int) { object *i = item; next (); return i; }
306 };
307
308 object *begin ()
309 {
310 return this;
311 }
312
313 object *end ()
314 {
315 return this;
316 }
317
318protected:
319 friend struct archetype;
320
321 void link ();
322 void unlink ();
323
256 object *ob; 324 object ();
325 ~object ();
326};
327
328typedef struct oblnk
329{ /* Used to link together several objects */
330 object_ptr ob;
257 struct oblnk *next; 331 struct oblnk *next;
258 tag_t id;
259} objectlink; 332} objectlink;
260 333
261typedef struct oblinkpt { /* Used to link together several object links */ 334typedef struct oblinkpt
335{ /* Used to link together several object links */
262 struct oblnk *link; 336 struct oblnk *link;
263 long value; /* Used as connected value in buttons/gates */ 337 long value; /* Used as connected value in buttons/gates */
264 struct oblinkpt *next; 338 struct oblinkpt *next;
265} oblinkpt; 339} oblinkpt;
266 340
267/* 341/*
268 * The archetype structure is a set of rules on how to generate and manipulate 342 * The archetype structure is a set of rules on how to generate and manipulate
271 * be much left in the archetype - all it really is is a holder for the 345 * be much left in the archetype - all it really is is a holder for the
272 * object and pointers. This structure should get removed, and just replaced 346 * object and pointers. This structure should get removed, and just replaced
273 * by the object structure 347 * by the object structure
274 */ 348 */
275 349
276typedef struct archt { 350ACC_CLASS (archetype)
351struct archetype : zero_initialised, refcounted
352{
353 archetype ();
354 ~archetype ();
355
356 static archetype *find (const char *arch);
357
358 void hash_add (); // add to hastable
359 void hash_del (); // remove from hashtable
360
277 const char *name; /* More definite name, like "generate_kobold" */ 361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
278 struct archt *next; /* Next archetype in a linked list */ 362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
279 struct archt *head; /* The main part of a linked object */ 363 struct archetype *ACC (RW, head); /* The main part of a linked object */
280 struct archt *more; /* Next part of a linked object */ 364 struct archetype *ACC (RW, more); /* Next part of a linked object */
281 object clone; /* An object from which to do copy_object() */ 365 object ACC (RO, clone); /* An object from which to do ->copy_to () */
282 uint32 editable; /* editable flags (mainly for editor) */ 366 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
283 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 367 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
284 * in comparison to the head. 368 * in comparison to the head.
285 */ 369 */
286} archetype; 370};
287 371
288extern object *objects; 372extern object *objects;
289extern object *active_objects; 373extern object *active_objects;
290extern object *free_objects;
291extern object objarray[STARTMAX];
292 374
293extern int nrofallocobjects; 375extern int nrofallocobjects;
294extern int nroffreeobjects;
295 376
296/* This returns TRUE if the object is somethign that 377/* This returns TRUE if the object is something that
297 * should be displayed in the look window 378 * should be displayed in the look window
298 */ 379 */
299#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 380#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
300 381
301/* Used by update_object to know if the object being passed is 382/* Used by update_object to know if the object being passed is
302 * being added or removed. 383 * being added or removed.
303 */ 384 */
304#define UP_OBJ_INSERT 1 385#define UP_OBJ_INSERT 1
305#define UP_OBJ_REMOVE 2 386#define UP_OBJ_REMOVE 2
306#define UP_OBJ_CHANGE 3 387#define UP_OBJ_CHANGE 3
307#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 388#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
308 389
309/* These are flags passed to insert_ob_in_map and 390/* These are flags passed to insert_ob_in_map and
310 * insert_ob_in_ob. Note that all flags may not be meaningful 391 * insert_ob_in_ob. Note that all flags may not be meaningful
311 * for both functions. 392 * for both functions.
312 * Most are fairly explanatory: 393 * Most are fairly explanatory:
331 * are mutually exclusive. The behaviour for passing more than one 412 * are mutually exclusive. The behaviour for passing more than one
332 * should be considered undefined - while you may notice what happens 413 * should be considered undefined - while you may notice what happens
333 * right now if you pass more than one, that could very well change 414 * right now if you pass more than one, that could very well change
334 * in future revisions of the code. 415 * in future revisions of the code.
335 */ 416 */
336#define INS_NO_MERGE 0x0001 417#define INS_NO_MERGE 0x0001
337#define INS_ABOVE_FLOOR_ONLY 0x0002 418#define INS_ABOVE_FLOOR_ONLY 0x0002
338#define INS_NO_WALK_ON 0x0004 419#define INS_NO_WALK_ON 0x0004
339#define INS_ON_TOP 0x0008 420#define INS_ON_TOP 0x0008
340#define INS_BELOW_ORIGINATOR 0x0010 421#define INS_BELOW_ORIGINATOR 0x0010
341#define INS_MAP_LOAD 0x0020 422#define INS_MAP_LOAD 0x0020
342 423
343#define ARCH_SINGULARITY "singularity" 424#define ARCH_SINGULARITY "singularity"
344#define ARCH_SINGULARITY_LEN 11 425#define ARCH_SINGULARITY_LEN 11
345#define ARCH_DETECT_MAGIC "detect_magic" 426#define ARCH_DETECT_MAGIC "detect_magic"
346#define ARCH_DEPLETION "depletion" 427#define ARCH_DEPLETION "depletion"
347#define ARCH_SYMPTOM "symptom" 428#define ARCH_SYMPTOM "symptom"
348 429
349#endif 430#endif
431

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