ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.11 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.60 by root, Wed Dec 20 09:14:22 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.11 2006/08/29 05:03:55 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
32#include "cfperl.h" 29#include "cfperl.h"
33#include "shstr.h" 30#include "shstr.h"
34 31
35typedef uint32 tag_t; 32typedef uint32 tag_t;
36#define NUM_BODY_LOCATIONS 12 33#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 34#define BODY_ARMS 1
38 35
39/* See common/item.c */ 36/* See common/item.c */
40 37
41typedef struct Body_Locations { 38typedef struct Body_Locations
39{
42 const char *save_name; /* Name used to load/save it to disk */ 40 const char *save_name; /* Name used to load/save it to disk */
43 const 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 */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 42 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 43} Body_Locations;
46 44
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 45extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 46
58/* 47/*
59 * 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
60 * "dangling" from it; this could also end up containing 'parse errors'. 49 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 50 *
63 * 52 *
64 * 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
65 * accessing the list directly. 54 * accessing the list directly.
66 * 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.
67 */ 56 */
68typedef struct _key_value { 57struct key_value
69 const char * key; 58{
70 const char * value;
71 struct _key_value * next; 59 key_value *next;
72} key_value; 60 shstr key, value;
61};
73 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;
74 76
75/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * 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
77 * 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
78 * can_apply and will_apply? 80 * can_apply and will_apply?
79 */ 81 */
80#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
85 87
86
87/* Note that the ordering of this structure is sort of relevent -
88 * copy_object copies everything over beyond 'name' using memcpy.
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * 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
93 * 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,
94 * e.g. copy-object 90 * e.g. ->copy_to ()
95 * 91 */
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */
103 92
104struct object_simple : attachable<object> { 93typedef refptr<object> object_ptr;
105 static data_type get_dt () { return DT_OBJECT; } 94typedef refptr<archetype> arch_ptr;
106 95
96// these are not being copied
97ACC_CLASS (object)
98struct object_keep : refcounted
99{
107 /* 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
108 struct pl *contr; /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
109 struct object *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 */
110 struct object *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 */
111 struct object *active_next; /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
113 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
114 /* need to be gone through. */ 111 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 114 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 117 * is only used by the player right now.
121 */ 118 */
122 struct object *env; /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
124 */ 121 */
125 struct object *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 */
126 struct object *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
127 struct mapstruct *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 */
128 125 client_container *seen_by; // seen by which player/container currently?
129 tag_t count; /* Unique object number for this object */
130 uint16 refcount; /* How many objects points to this object */
131}; 126};
132 127
133struct object_special { 128// these are being copied
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 129struct object_copy : attachable<object>
135 * All fields beow this point are automatically copied by memcpy. If 130{
136 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object()
139 */
140 const char *name; /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
142 const char *title; /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */ 136 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */ 137 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
147 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 */
148 const char *lore; /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
149 /* 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};
150 151
152// these are being copied and also cleared
153struct object_pod
154{
155 New_Face *ACC (RW, face); /* Face with colors */
151 sint16 x,y; /* Position in the map for this object */ 156 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */ 157 float ACC (RW, speed); /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */ 158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */ 159 uint32 ACC (RW, nrof); /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */ 160 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */ 161 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159 162
160 /* This next big block are basically used for monsters and equipment */ 163 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 164 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */ 165 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */ 166 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */ 168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */ 169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */ 170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */ 171 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */ 172 uint16 ACC (RW, material); /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */ 173 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */ 174 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */ 175 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious 176 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 177 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 178 */
178 sint32 last_heal; /* Last healed. Depends on constitution */ 179 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */ 180 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */ 181 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */ 182 sint16 ACC (RW, last_eat); /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */ 183 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
184 sint16 ACC (RW, level); /* Level of creature or object */
183 uint8 pick_up; /* See crossfire.doc */ 185 uint8 ACC (RW, pick_up); /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */ 186 sint8 ACC (RW, item_power); /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 187 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */ 188 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */ 189 sint32 ACC (RW, weight); /* Attributes of the object */
190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
191 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 perm_exp; /* Permanent exp */ 192 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 struct object *current_weapon; /* Pointer to the weapon currently used */
193 uint32 weapontype; /* type of weapon */ 193 uint32 ACC (RW, weapontype); /* type of weapon */
194 uint32 tooltype; /* type of tool or build facility */ 194 uint32 ACC (RW, tooltype); /* type of tool or build facility */
195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
197 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the doc/Developers/objects for more info about body locations */ 198 /* See the doc/Developers/objects for more info about body locations */
198 199
199 /* Following mostly refers to fields only used for monsters */ 200 /* Following mostly refers to fields only used for monsters */
200 struct object *owner; /* Pointer to the object which controls this one */
201 /* Owner should not be referred to directly - */
202 /* get_owner should be used instead. */
203 tag_t ownercount; /* What count the owner had (in case owner */
204 /* has been freed) */
205 struct object *enemy; /* Monster/player to follow even if not closest */
206 struct object *attacked_by; /* This object start to attack us! only player & monster */
207 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
208 struct treasureliststruct *randomitems; /* Items to be generated */
209 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
210 struct object *chosen_skill; /* the skill chosen to use */
211 uint32 hide; /* The object is hidden, not invisible */ 201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
212 /* changes made by kholland@sunlab.cit.cornell.edu */ 202 /* changes made by kholland@sunlab.cit.cornell.edu */
213 /* allows different movement patterns for attackers */ 203 /* allows different movement patterns for attackers */
214 sint32 move_status; /* What stage in attack mode */ 204 sint32 ACC (RW, move_status); /* What stage in attack mode */
215 uint16 attack_movement;/* What kind of attack movement */ 205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
216 uint8 will_apply; /* See crossfire.doc */ 206 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
217 struct object *spellitem; /* Spell ability monster is choosing to use */
218 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 207 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
219 /* races/classes can need less/more exp to gain levels */ 208 /* races/classes can need less/more exp to gain levels */
220 209
221 /* Spell related information, may be useful elsewhere 210 /* Spell related information, may be useful elsewhere
222 * Note that other fields are used - these files are basically 211 * Note that other fields are used - these files are basically
223 * only used in spells. 212 * only used in spells.
224 */ 213 */
225 sint16 duration; /* How long the spell lasts */ 214 sint16 ACC (RW, duration); /* How long the spell lasts */
226 uint8 duration_modifier; /* how level modifies duration */
227 sint16 casting_time; /* time left before spell goes off */ 215 sint16 ACC (RW, casting_time);/* time left before spell goes off */
228 struct object *spell; /* Spell that was being cast */
229 uint16 start_holding; 216 uint16 ACC (RW, start_holding);
230 char *spellarg; 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
231 uint8 dam_modifier; /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
232 sint8 range; /* Range of the spell */ 219 sint8 ACC (RW, range); /* Range of the spell */
233 uint8 range_modifier; /* How going up in level effects range */ 220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
221 char *ACC (RW, spellarg);
234 222
235 /* Following are values used by any object */ 223 /* Following are values used by any object */
236 struct archt *arch; /* Pointer to archetype */
237 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
238 /* this objects turns into or what this object creates */ 224 /* this objects turns into or what this object creates */
239 uint32 flags[4]; /* various flags */ 225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
240 uint16 animation_id; /* An index into the animation array */ 226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
241 uint8 anim_speed; /* ticks between animation-frames */ 227 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
242 uint8 last_anim; /* last sequence used to draw face */
243 sint32 elevation; /* elevation of this terrain - not currently used */
244 uint8 smoothlevel; /* how to smooth this square around*/
245
246 MoveType move_type; /* Type of movement this object uses */
247 MoveType move_block; /* What movement types this blocks */
248 MoveType move_allow; /* What movement types explicitly allowd */
249 MoveType move_on; /* Move types affected moving on to this space */
250 MoveType move_off; /* Move types affected moving off this space */
251 MoveType move_slow; /* Movement types this slows down */
252 float move_slow_penalty; /* How much this slows down the object */
253
254 event *events;
255
256 const char *custom_name; /* Custom name assigned by player */
257 key_value *key_values; /* Fields not explictly known by the loader. */ 228 key_value *key_values; /* Fields not explictly known by the loader. */
258}; 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 */
259 236
260struct object : object_special, object_simple { 237 MoveType ACC (RW, move_type); /* Type of movement this object uses */
261 void clone (object *destination) 238 MoveType ACC (RW, move_block);/* What movement types this blocks */
262 { 239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
263 if (attach) 240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
264 destination->attach = add_refcount (attach); 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};
265 245
266 if (self || cb) 246struct object : zero_initialised, object_keep, object_copy, object_pod
267 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 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);
268 } 271 }
269};
270 272
271typedef struct oblnk { /* Used to link together several objects */ 273 void clear ();
274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner);
278
279 void instantiate ()
280 {
281 if (!uuid.seq) // HACK
282 uuid = gen_uuid ();
283
284 attachable<object>::instantiate ();
285 }
286
287 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const;
289 const char *debug_desc () const;
290
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 /* This return true if object has still randomitems which
304 * could be expanded.
305 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
307
308 // returns the player that has this object in his inventory, or 0
309 object *in_player () const
310 {
311 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER)
313 return op;
314
315 return 0;
316 }
317
318 // fully recursive iterator
319 struct iterator_base
320 {
321 object *item;
322
323 iterator_base (object *container)
324 : item (container)
325 {
326 }
327
328 operator object *() const { return item; }
329
330 object *operator ->() const { return item; }
331 object &operator * () const { return *item; }
332 };
333
334 // depth-first recursive iterator
335 struct depth_iterator : iterator_base
336 {
337 depth_iterator (object *container);
338 void next ();
339 object *operator ++( ) { next (); return item; }
340 object *operator ++(int) { object *i = item; next (); return i; }
341 };
342
343 object *begin ()
344 {
345 return this;
346 }
347
348 object *end ()
349 {
350 return this;
351 }
352
353protected:
354 friend struct archetype;
355
356 void link ();
357 void unlink ();
358
272 object *ob; 359 object ();
360 ~object ();
361};
362
363typedef struct oblnk
364{ /* Used to link together several objects */
365 object_ptr ob;
273 struct oblnk *next; 366 struct oblnk *next;
274 tag_t id;
275} objectlink; 367} objectlink;
276 368
277typedef struct oblinkpt { /* Used to link together several object links */ 369typedef struct oblinkpt
370{ /* Used to link together several object links */
278 struct oblnk *link; 371 struct oblnk *link;
279 long value; /* Used as connected value in buttons/gates */ 372 long value; /* Used as connected value in buttons/gates */
280 struct oblinkpt *next; 373 struct oblinkpt *next;
281} oblinkpt; 374} oblinkpt;
282 375
283/* 376/*
284 * The archetype structure is a set of rules on how to generate and manipulate 377 * The archetype structure is a set of rules on how to generate and manipulate
287 * be much left in the archetype - all it really is is a holder for the 380 * be much left in the archetype - all it really is is a holder for the
288 * object and pointers. This structure should get removed, and just replaced 381 * object and pointers. This structure should get removed, and just replaced
289 * by the object structure 382 * by the object structure
290 */ 383 */
291 384
292typedef struct archt { 385ACC_CLASS (archetype)
386struct archetype : zero_initialised, refcounted
387{
388 archetype ();
389 ~archetype ();
390
391 static archetype *find (const char *arch);
392
393 void hash_add (); // add to hastable
394 void hash_del (); // remove from hashtable
395
293 const char *name; /* More definite name, like "generate_kobold" */ 396 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
294 struct archt *next; /* Next archetype in a linked list */ 397 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
295 struct archt *head; /* The main part of a linked object */ 398 struct archetype *ACC (RW, head); /* The main part of a linked object */
296 struct archt *more; /* Next part of a linked object */ 399 struct archetype *ACC (RW, more); /* Next part of a linked object */
297 object clone; /* An object from which to do copy_object() */ 400 object ACC (RO, clone); /* An object from which to do ->copy_to () */
298 uint32 editable; /* editable flags (mainly for editor) */ 401 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
299 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 402 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
300 * in comparison to the head. 403 * in comparison to the head.
301 */ 404 */
302} archetype; 405};
303 406
304extern object *objects; 407extern object *objects;
305extern object *active_objects; 408extern object *active_objects;
306extern object *free_objects;
307extern object objarray[STARTMAX];
308 409
309extern int nrofallocobjects; 410extern int nrofallocobjects;
310extern int nroffreeobjects;
311 411
312/* This returns TRUE if the object is somethign that 412/* This returns TRUE if the object is something that
313 * should be displayed in the look window 413 * should be displayed in the look window
314 */ 414 */
315#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 415#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
316 416
317/* Used by update_object to know if the object being passed is 417/* Used by update_object to know if the object being passed is
318 * being added or removed. 418 * being added or removed.
319 */ 419 */
320#define UP_OBJ_INSERT 1 420#define UP_OBJ_INSERT 1
321#define UP_OBJ_REMOVE 2 421#define UP_OBJ_REMOVE 2
322#define UP_OBJ_CHANGE 3 422#define UP_OBJ_CHANGE 3
323#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 423#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
324 424
325/* These are flags passed to insert_ob_in_map and 425/* These are flags passed to insert_ob_in_map and
326 * insert_ob_in_ob. Note that all flags may not be meaningful 426 * insert_ob_in_ob. Note that all flags may not be meaningful
327 * for both functions. 427 * for both functions.
328 * Most are fairly explanatory: 428 * Most are fairly explanatory:
347 * are mutually exclusive. The behaviour for passing more than one 447 * are mutually exclusive. The behaviour for passing more than one
348 * should be considered undefined - while you may notice what happens 448 * should be considered undefined - while you may notice what happens
349 * right now if you pass more than one, that could very well change 449 * right now if you pass more than one, that could very well change
350 * in future revisions of the code. 450 * in future revisions of the code.
351 */ 451 */
352#define INS_NO_MERGE 0x0001 452#define INS_NO_MERGE 0x0001
353#define INS_ABOVE_FLOOR_ONLY 0x0002 453#define INS_ABOVE_FLOOR_ONLY 0x0002
354#define INS_NO_WALK_ON 0x0004 454#define INS_NO_WALK_ON 0x0004
355#define INS_ON_TOP 0x0008 455#define INS_ON_TOP 0x0008
356#define INS_BELOW_ORIGINATOR 0x0010 456#define INS_BELOW_ORIGINATOR 0x0010
357#define INS_MAP_LOAD 0x0020 457#define INS_MAP_LOAD 0x0020
358 458
359#define ARCH_SINGULARITY "singularity" 459#define ARCH_SINGULARITY "singularity"
360#define ARCH_SINGULARITY_LEN 11 460#define ARCH_SINGULARITY_LEN 11
361#define ARCH_DETECT_MAGIC "detect_magic" 461#define ARCH_DETECT_MAGIC "detect_magic"
362#define ARCH_DEPLETION "depletion" 462#define ARCH_DEPLETION "depletion"
363#define ARCH_SYMPTOM "symptom" 463#define ARCH_SYMPTOM "symptom"
364 464
365#endif 465#endif
466

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines