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Comparing deliantra/server/include/object.h (file contents):
Revision 1.65 by root, Sat Dec 23 06:30:49 2006 UTC vs.
Revision 1.104 by root, Wed Mar 14 00:04:58 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset> 28#include <bitset>
28 29
29#include "cfperl.h" 30#include "cfperl.h"
30#include "shstr.h" 31#include "shstr.h"
31 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
88/* 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
89 * 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,
90 * e.g. ->copy_to () 91 * e.g. ->copy_to ()
91 */ 92 */
92 93
93ACC_CLASS (object) 94INTERFACE_CLASS (object)
94// these are being copied 95// these are being copied
95struct object_copy 96struct object_copy : attachable
96{ 97{
97 typedef bitset<NUM_FLAGS> flags_t; 98 typedef bitset<NUM_FLAGS> flags_t;
98 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. */
99 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
107 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
116 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120 125
121 New_Face *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
124 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
125 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128 129
129 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
133 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 158 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 faceidx ACC (RW, face); /* Face with colors */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 165 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */ 166 /* See the pod/objects.pod for more info about body locations */
165 167
166 /* Following mostly refers to fields only used for monsters */ 168 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 /* changes made by kholland@sunlab.cit.cornell.edu */ 170
169 /* allows different movement patterns for attackers */ 171 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */ 172 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 173 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 174 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 175 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */ 176 /* races/classes can need less/more exp to gain levels */
175 177
176 /* Spell related information, may be useful elsewhere 178 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically 179 * Note that other fields are used - these files are basically
178 * only used in spells. 180 * only used in spells.
179 */ 181 */
182 uint16 ACC (RW, start_holding); 184 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 sint8 ACC (RW, range); /* Range of the spell */ 187 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187 char *ACC (RW, spellarg);
188
189 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */
191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
192 key_value *key_values; /* Fields not explictly known by the loader. */
193 flags_t flags; /* various flags */
194 uint16 ACC (RW, animation_id);/* An index into the animation array */
195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
199 uint8 ACC (RW, will_apply); /* See crossfire.doc */
200 189
201 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 190 MoveType ACC (RW, move_type); /* Type of movement this object uses */
202 MoveType ACC (RW, move_block);/* What movement types this blocks */ 191 MoveType ACC (RW, move_block);/* What movement types this blocks */
203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
204 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
206 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 195 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197
198 char *ACC (RW, spellarg);
199
200 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 key_value *key_values; /* Fields not explictly known by the loader. */
204 flags_t flag; /* various flags */
205#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]);
207#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */
209 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
210 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
211 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
212 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
213 uint8 ACC (RW, will_apply); /* See crossfire.doc */
208}; 214};
209 215
210struct object : zero_initialised, refcounted, attachable<object>, object_copy 216struct object : zero_initialised, object_copy
211{ 217{
212 typedef unordered_vector<object *> vector;
213
214 // These variables are not changed by ->copy_to 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
215 220
216 tag_t ACC (RW, count); /* Generation count for this object */
217 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
222 int ACC (RO, count);
223 int ACC (RO, index); // index into objects
224 int ACC (RO, active); // index into actives
218 225
219 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
220 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 227
221 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
222 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
223 object *ACC (RW, active_prev);/* List. This is used in process_events */
224 /* so that the entire object list does not */
225 /* need to be gone through. */
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 228 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
228 /* Note: stacked in the *same* environment */ 230 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */ 231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
230 object *ACC (RW, container); /* Current container being used. I think this 234 object_ptr ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now. 235 * is only used by the player right now.
232 */ 236 */
233 object *ACC (RW, env); /* Pointer to the object which is the environment. 237 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in. 238 * This is typically the container that the object is in.
235 */ 239 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
239 client_container *seen_by; // seen by which player/container currently? 242 client_container *seen_by; // seen by which player/container currently?
240 243
241 static vector mortals; 244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
242 static vector active; // active objects, not yet used 245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
243 static vector objects; // not used yet, use first->next->... 246 bool write (object_freezer &f);
244 static object *first; // will be replaced by "objects"
245 247
246 static object *create (); 248 MTH static object *create ();
247 void copy_to (object *dst); 249 MTH void copy_to (object *dst);
248 object *clone (); // create + copy_to 250 MTH object *clone (); // create + copy_to
251 void do_destroy ();
252 void gather_callbacks (AV *&callbacks, event_type event) const;
249 void destroy (bool destroy_inventory = false); 253 MTH void destroy (bool destroy_inventory = false);
250 void remove (); 254
255 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
256 MTH void destroy_inv (bool drop_to_ground = false);
251 object *insert (object *item); // insert into inventory 257 MTH object *insert (object *item); // insert into inventory
258 void do_remove ();
259 MTH void remove ()
260 {
261 if (!flag [FLAG_REMOVED])
262 do_remove ();
263 }
252 264
253 static void free_mortals ();
254 static bool can_merge_slow (object *op1, object *op2); 265 static bool can_merge_slow (object *op1, object *op2);
255 266
256 // this is often used in time-critical code, so optimise 267 // this is often used in time-critical code, so optimise
257 static bool can_merge (object *op1, object *op2) 268 MTH static bool can_merge (object *op1, object *op2)
258 { 269 {
259 return op1->value == op2->value 270 return op1->value == op2->value
260 && op1->name == op2->name 271 && op1->name == op2->name
261 && can_merge_slow (op1, op2); 272 && can_merge_slow (op1, op2);
262 } 273 }
263 274
264 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
265
266 void set_owner (object *owner); 275 MTH void set_owner (object *owner);
276 MTH void set_speed (float speed);
267 277
278 MTH void open_container (object *new_container);
279 MTH void close_container ()
280 {
281 open_container (0);
282 }
283
268 void instantiate () 284 MTH void instantiate ();
269 {
270 if (!uuid.seq) // HACK
271 uuid = gen_uuid ();
272
273 attachable<object>::instantiate ();
274 }
275 285
276 // recalculate all stats 286 // recalculate all stats
277 void update_stats (); 287 MTH void update_stats ();
278 void roll_stats (); 288 MTH void roll_stats ();
279 void swap_stats (int a, int b); 289 MTH void swap_stats (int a, int b);
280 void add_statbonus (); 290 MTH void add_statbonus ();
281 void remove_statbonus (); 291 MTH void remove_statbonus ();
282 void drain_stat (); 292 MTH void drain_stat ();
283 void drain_specific_stat (int deplete_stats); 293 MTH void drain_specific_stat (int deplete_stats);
284 void change_luck (int value); 294 MTH void change_luck (int value);
285 295
286 // info must hold 256 * 3 bytes currently 296 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 297 const char *debug_desc (char *info) const;
288 const char *debug_desc () const; 298 MTH const char *debug_desc () const;
299 const char *debug_desc2 () const; // another debug_desc, pure convinience function
300 const char *flag_desc (char *desc, int len) const;
289 301
302 int number_of () const
303 {
304 return nrof ? nrof : 1;
305 }
306
307 uint64 total_weight () const
308 {
309 return weight * number_of ();
310 }
311
312 // return the dominant material of this item, always return something
313 const materialtype_t *dominant_material () const;
314
315 // return the volume of this object in cm³
316 uint64 volume () const
317 {
318 return total_weight ()
319 * 1000
320 * (type == CONTAINER ? 1000 : 1)
321 / dominant_material ()->density;
322 }
323
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 324 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 325 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES 326 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; } 327 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER 328 MTH bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER] 329 || flag [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 330 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; } 331 && !flag [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW 332 MTH bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT 333 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 334 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
335
336 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
337
338 // temporary: wether the object can be saved in a map file
339 // contr => is a player
340 // head => only save head of a multitile object
341 // owner => can not reference owner yet
342 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
301 343
302 /* This return true if object has still randomitems which 344 /* This return true if object has still randomitems which
303 * could be expanded. 345 * could be expanded.
304 */ 346 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 347 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
306 348
307 // returns the player that has this object in his inventory, or 0 349 // returns the player that has this object in his inventory, or 0
308 object *in_player () const 350 MTH object *in_player () const
309 { 351 {
310 for (object *op = env; op; op = op->env) 352 for (object *op = env; op; op = op->env)
311 if (op->type == PLAYER) 353 if (op->type == PLAYER)
312 return op; 354 return op;
313 355
314 return 0; 356 return 0;
315 } 357 }
358
359 // "temporary" helper function
360 MTH object *head_ ()
361 {
362 return head ? head : this;
363 }
364
365 // insert object at same map position as 'where'
366 // handles both inventory and map "positions"
367 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
368
369 MTH void activate ();
370 MTH void deactivate ();
371 MTH void activate_recursive ();
372 MTH void deactivate_recursive ();
373
374 // set the givne flag on all objects in the inventory recursively
375 MTH void set_flag_inv (int flag, int value = 1);
376
377 void enter_exit (object *exit);//PERL
378 MTH void enter_map (maptile *newmap, int x, int y);
316 379
317 // returns the mapspace this object is in 380 // returns the mapspace this object is in
318 mapspace &ms () const; 381 mapspace &ms () const;
319 382
320 // fully recursive iterator 383 // fully recursive iterator
330 operator object *() const { return item; } 393 operator object *() const { return item; }
331 394
332 object *operator ->() const { return item; } 395 object *operator ->() const { return item; }
333 object &operator * () const { return *item; } 396 object &operator * () const { return *item; }
334 }; 397 };
398
399 MTH unsigned int random_seed () const
400 {
401 return (unsigned int)uuid.seq;
402 }
335 403
336 // depth-first recursive iterator 404 // depth-first recursive iterator
337 struct depth_iterator : iterator_base 405 struct depth_iterator : iterator_base
338 { 406 {
339 depth_iterator (object *container); 407 depth_iterator (object *container);
350 object *end () 418 object *end ()
351 { 419 {
352 return this; 420 return this;
353 } 421 }
354 422
423 /* This returns TRUE if the object is something that
424 * should be displayed in the floorbox/inventory window
425 */
426 MTH bool client_visible () const
427 {
428 return !invisible && type != PLAYER;
429 }
430
431 MTH struct region *region () const;
432
355protected: 433protected:
356 friend struct archetype; 434 friend struct archetype;
357 435
358 void link (); 436 void link ();
359 void unlink (); 437 void unlink ();
360 438
361 object (); 439 object ();
362 ~object (); 440 ~object ();
363}; 441};
442
443typedef object_vector<object, &object::index > objectvec;
444typedef object_vector<object, &object::active> activevec;
445
446extern objectvec objects;
447extern activevec actives;
448
449#define for_all_objects(var) \
450 for (unsigned _i = 0; _i < objects.size (); ++_i) \
451 declvar (object *, var, objects [_i])
452
453#define for_all_actives(var) \
454 for (unsigned _i = 0; _i < actives.size (); ++_i) \
455 declvar (object *, var, actives [_i])
364 456
365typedef struct oblnk 457typedef struct oblnk
366{ /* Used to link together several objects */ 458{ /* Used to link together several objects */
367 object_ptr ob; 459 object_ptr ob;
368 struct oblnk *next; 460 struct oblnk *next;
382 * be much left in the archetype - all it really is is a holder for the 474 * be much left in the archetype - all it really is is a holder for the
383 * object and pointers. This structure should get removed, and just replaced 475 * object and pointers. This structure should get removed, and just replaced
384 * by the object structure 476 * by the object structure
385 */ 477 */
386 478
387ACC_CLASS (archetype) 479INTERFACE_CLASS (archetype)
388struct archetype : zero_initialised, refcounted 480struct archetype : zero_initialised, attachable
389{ 481{
390 archetype (); 482 archetype ();
391 ~archetype (); 483 ~archetype ();
484 void gather_callbacks (AV *&callbacks, event_type event) const;
392 485
486 static archetype *read (object_thawer &f);
393 static archetype *find (const char *arch); 487 static archetype *find (const char *name);
394 488
395 void hash_add (); // add to hastable 489 void hash_add (); // add to hashtable
396 void hash_del (); // remove from hashtable 490 void hash_del (); // remove from hashtable
397 491
398 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 492 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
399 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 493 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
400 struct archetype *ACC (RW, head); /* The main part of a linked object */ 494 struct archetype *ACC (RW, head); /* The main part of a linked object */
403 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 497 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
404 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 498 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
405 * in comparison to the head. 499 * in comparison to the head.
406 */ 500 */
407}; 501};
408
409extern object *objects;
410extern object *active_objects;
411
412extern int nrofallocobjects;
413
414/* This returns TRUE if the object is something that
415 * should be displayed in the look window
416 */
417#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
418 502
419/* Used by update_object to know if the object being passed is 503/* Used by update_object to know if the object being passed is
420 * being added or removed. 504 * being added or removed.
421 */ 505 */
422#define UP_OBJ_INSERT 1 506#define UP_OBJ_INSERT 1

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