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Comparing deliantra/server/include/object.h (file contents):
Revision 1.75 by root, Sat Dec 30 21:17:48 2006 UTC vs.
Revision 1.117 by root, Mon May 7 04:21:11 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;
34
33#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 14
34#define BODY_ARMS 1 36#define BODY_ARMS 1
35 37
36/* See common/item.c */ 38/* See common/item.c */
37 39
38typedef struct Body_Locations 40typedef struct Body_Locations
88/* However, if you're keeping a pointer of some sort, you probably 90/* 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, 91 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to () 92 * e.g. ->copy_to ()
91 */ 93 */
92 94
95struct body_slot
96{
97 signed char info:4; /* body info as loaded from the file */
98 signed char used:4; /* Calculated value based on items equipped */
99};
100
93INTERFACE_CLASS (object) 101INTERFACE_CLASS (object)
94// these are being copied 102// these are being copied
95struct object_copy : attachable 103struct object_copy : attachable
96{ 104{
97 typedef bitset<NUM_FLAGS> flags_t; 105 typedef bitset<NUM_FLAGS> flags_t;
98 106
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 107 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
108
109 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
110 uint8 ACC (RW, subtype); /* subtype of object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 111 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 112 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
113
102 shstr ACC (RW, name); /* The name of the object, obviously... */ 114 shstr ACC (RW, name); /* The name of the object, obviously... */
103 shstr ACC (RW, name_pl); /* The plural name of the object */ 115 shstr ACC (RW, name_pl); /* The plural name of the object */
104 shstr ACC (RW, title); /* Of foo, etc */ 116 shstr ACC (RW, title); /* Of foo, etc */
105 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 117 shstr ACC (RW, race); /* human, goblin, dragon, etc */
106 shstr ACC (RW, slaying); /* Which race to do double damage to */ 118 shstr ACC (RW, slaying); /* Which race to do double damage to */
109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 121 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
110 shstr ACC (RW, lore); /* Obscure information about this object, */ 122 shstr ACC (RW, lore); /* Obscure information about this object, */
111 /* To get put into books and the like. */ 123 /* To get put into books and the like. */
112 shstr ACC (RW, materialname); /* specific material name */ 124 shstr ACC (RW, materialname); /* specific material name */
113 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 125 shstr ACC (RW, custom_name); /* Custom name assigned by player */
126// materialtype_t *ACC (RW, material); /* What material this object consists of */
114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 127 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 128 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 129 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 130 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 131 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */ 132 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 133 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 134 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 135 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
123 136
124 New_Face *ACC (RW, face); /* Face with colors */
125 float ACC (RW, speed); /* The overall speed of this object */ 137 float ACC (RW, speed); /* The overall speed of this object */
126 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 138 float ACC (RW, speed_left); /* How much speed is left to spend this round */
127 uint32 ACC (RW, nrof); /* How many of the objects */ 139 uint32 ACC (RW, nrof); /* How many of the objects */
128 140
129 /* This next big block are basically used for monsters and equipment */ 141 /* 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, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 142 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
143
133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 144 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 145 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 146 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 147 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 148 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 149 uint16 ACC (RW, materials); /* What materials this object consists of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 150 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 151 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 152 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious 153 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp. 154 * meanings by some objects, eg, sp penalty, permanent exp.
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 167 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 168 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 169 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 170 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 171 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 172 body_slot slot [NUM_BODY_LOCATIONS];
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 173 faceidx ACC (RW, face); /* Face with colors */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 174 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */ 175 /* See the pod/objects.pod for more info about body locations */
165 176
166 /* Following mostly refers to fields only used for monsters */ 177 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 178 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
177 * Note that other fields are used - these files are basically 188 * Note that other fields are used - these files are basically
178 * only used in spells. 189 * only used in spells.
179 */ 190 */
180 sint16 ACC (RW, duration); /* How long the spell lasts */ 191 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 192 sint16 ACC (RW, casting_time);/* time left before spell goes off */
193
182 uint16 ACC (RW, start_holding); 194 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 195 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 196 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
197
185 sint8 ACC (RW, range); /* Range of the spell */ 198 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 199 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 200 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */ 201 MoveType ACC (RW, move_block);/* What movement types this blocks */
202
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 204 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 208 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195 209
196 char *ACC (RW, spellarg); 210 char *ACC (RW, spellarg);
197 211
198 /* Following are values used by any object */ 212 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */ 213 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 214 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */ 215 flags_t flag; /* various flags */
203#if FOR_PERL 216#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]); 217 bool ACC (RW, flag[NUM_FLAGS]);
205#endif 218#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */ 219 uint16 ACC (RW, animation_id);/* An index into the animation array */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 224 uint8 ACC (RW, will_apply); /* See crossfire.doc */
212}; 225};
213 226
214struct object : zero_initialised, object_copy 227struct object : zero_initialised, object_copy
215{ 228{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to 229 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 230 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220 231
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 232 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
233 int ACC (RO, count);
234 int ACC (RO, index); // index into objects
235 int ACC (RO, active); // index into actives
223 236
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 237 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 238
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 239 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 240 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */ 241 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */ 242 object *inv; /* Pointer to the first object in the inventory */
243
244 //TODO: container must move into client
235 object *ACC (RW, container); /* Current container being used. I think this 245 object_ptr ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now. 246 * is only used by the player right now.
237 */ 247 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment. 248 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in. 249 * This is typically the container that the object is in.
240 */ 250 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 251 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 252 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently? 253 client_container *seen_by; // seen by which player/container currently?
254 key_value *key_values; /* Fields not explictly known by the loader. */
244 255
245 static vector active; // active objects, not yet used 256 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
246 static vector objects; // not used yet, use first->next->... 257 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 static object *first; // will be replaced by "objects" 258 bool write (object_freezer &f);
248 259
249 MTH static object *create (); 260 MTH static object *create ();
261 object &operator =(const object &src);
250 MTH void copy_to (object *dst); 262 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 263 MTH object *clone (); // create + copy_to
252 void do_destroy (); 264 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const; 265 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false); 266 MTH void destroy (bool destroy_inventory = false);
255 267
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 268 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false); 269 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory 270 MTH object *insert (object *item); // insert into inventory
271 void do_remove ();
272 MTH void remove ()
273 {
274 if (!flag [FLAG_REMOVED])
275 do_remove ();
276 }
260 277
261 static bool can_merge_slow (object *op1, object *op2); 278 static bool can_merge_slow (object *op1, object *op2);
262 279
263 // this is often used in time-critical code, so optimise 280 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2) 281 MTH static bool can_merge (object *op1, object *op2)
268 && can_merge_slow (op1, op2); 285 && can_merge_slow (op1, op2);
269 } 286 }
270 287
271 MTH void set_owner (object *owner); 288 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 289 MTH void set_speed (float speed);
290 MTH void set_weapon (object *ob);
273 291
292 MTH void open_container (object *new_container);
293 MTH void close_container ()
294 {
295 open_container (0);
296 }
297
274 MTH void instantiate () 298 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 299
282 // recalculate all stats 300 // recalculate all stats
283 MTH void update_stats (); 301 MTH void update_stats ();
284 MTH void roll_stats (); 302 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 303 MTH void swap_stats (int a, int b);
289 MTH void drain_specific_stat (int deplete_stats); 307 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 308 MTH void change_luck (int value);
291 309
292 // info must hold 256 * 3 bytes currently 310 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 311 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 312 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
295 const char *flag_desc (char *desc, int len) const; 313 const char *flag_desc (char *desc, int len) const;
314
315 int number_of () const
316 {
317 return nrof ? nrof : 1;
318 }
319
320 uint64 total_weight () const
321 {
322 return weight * number_of ();
323 }
324
325 // return the dominant material of this item, always return something
326 const materialtype_t *dominant_material () const;
327
328 // return the volume of this object in cm³
329 uint64 volume () const
330 {
331 return total_weight ()
332 * 1000
333 * (type == CONTAINER ? 1000 : 1)
334 / dominant_material ()->density;
335 }
296 336
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 337 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 338 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 339 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 340 || type == BRACERS || type == GIRDLE; }
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 343 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 344 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 345 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 346 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 347 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
348 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 349
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 350 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 351
311 // temporary: wether the objetc can be saved in a map file 352 // temporary: wether the object can be saved in a map file
312 // contr => is a player 353 // contr => is a player
313 // head => only save head of a multitile object 354 // head => only save head of a multitile object
314 // owner => can not reference owner yet 355 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; } 356 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316 357
317 /* This return true if object has still randomitems which 358 /* This return true if object has still randomitems which
318 * could be expanded. 359 * could be expanded.
319 */ 360 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 361 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH object *head_ () 374 MTH object *head_ ()
334 { 375 {
335 return head ? head : this; 376 return head ? head : this;
336 } 377 }
337 378
379 MTH std::string long_desc (object *who = 0);
380 MTH std::string describe_monster (object *who = 0);
381 MTH std::string describe_item (object *who = 0);
382 MTH std::string describe (object *who = 0);
383
384 // If this object has no extra parts but should have them,
385 // add them, effectively expanding heads into multipart
386 // objects. This method only works on objects not inserted
387 // anywhere.
388 MTH void expand_tail ();
389
390 MTH void create_treasure (treasurelist *tl, int flags = 0);
391
338 // insert object at same map position as 'where' 392 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 393 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 394 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 395
396 MTH void activate ();
397 MTH void deactivate ();
342 MTH void activate (bool recursive = true); 398 MTH void activate_recursive ();
343 MTH void deactivate (bool recursive = true); 399 MTH void deactivate_recursive ();
344 400
401 // set the givne flag on all objects in the inventory recursively
402 MTH void set_flag_inv (int flag, int value = 1);
403
345 void enter_exit (object *exit);//PERL 404 void enter_exit (object *exit);//Perl
346 MTH void enter_map (maptile *newmap, int x, int y); 405 MTH void enter_map (maptile *newmap, int x, int y);
347 406
348 // returns the mapspace this object is in 407 // returns the mapspace this object is in
349 mapspace &ms () const; 408 mapspace &ms () const;
350 409
361 operator object *() const { return item; } 420 operator object *() const { return item; }
362 421
363 object *operator ->() const { return item; } 422 object *operator ->() const { return item; }
364 object &operator * () const { return *item; } 423 object &operator * () const { return *item; }
365 }; 424 };
425
426 MTH unsigned int random_seed () const
427 {
428 return (unsigned int)uuid.seq;
429 }
366 430
367 // depth-first recursive iterator 431 // depth-first recursive iterator
368 struct depth_iterator : iterator_base 432 struct depth_iterator : iterator_base
369 { 433 {
370 depth_iterator (object *container); 434 depth_iterator (object *container);
381 object *end () 445 object *end ()
382 { 446 {
383 return this; 447 return this;
384 } 448 }
385 449
450 /* This returns TRUE if the object is something that
451 * should be displayed in the floorbox/inventory window
452 */
453 MTH bool client_visible () const
454 {
455 return !invisible && type != PLAYER;
456 }
457
458 MTH struct region *region () const;
459
386protected: 460protected:
387 friend struct archetype; 461 friend struct archetype;
388 462
389 void link (); 463 void link ();
390 void unlink (); 464 void unlink ();
391 465
392 object (); 466 object ();
393 ~object (); 467 ~object ();
394}; 468};
469
470typedef object_vector<object, &object::index > objectvec;
471typedef object_vector<object, &object::active> activevec;
472
473extern objectvec objects;
474extern activevec actives;
475
476#define for_all_objects(var) \
477 for (unsigned _i = 0; _i < objects.size (); ++_i) \
478 declvar (object *, var, objects [_i])
479
480#define for_all_actives(var) \
481 for (unsigned _i = 0; _i < actives.size (); ++_i) \
482 declvar (object *, var, actives [_i])
395 483
396typedef struct oblnk 484typedef struct oblnk
397{ /* Used to link together several objects */ 485{ /* Used to link together several objects */
398 object_ptr ob; 486 object_ptr ob;
399 struct oblnk *next; 487 struct oblnk *next;
420{ 508{
421 archetype (); 509 archetype ();
422 ~archetype (); 510 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const; 511 void gather_callbacks (AV *&callbacks, event_type event) const;
424 512
513 static archetype *read (object_thawer &f);
514 static archetype *get (const char *name); // find or create
425 static archetype *find (const char *arch); 515 static archetype *find (const char *name);
426 516
427 void hash_add (); // add to hashtable 517 void hash_add (); // add to hashtable
428 void hash_del (); // remove from hashtable 518 void hash_del (); // remove from hashtable
429 519
430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 520 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 521 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
432 struct archetype *ACC (RW, head); /* The main part of a linked object */ 522 struct archetype *ACC (RW, head); /* The main part of a linked object */
433 struct archetype *ACC (RW, more); /* Next part of a linked object */ 523 struct archetype *ACC (RW, more); /* Next part of a linked object */
434 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 524 object ACC (RO, clone); /* An object from which to do ->copy_to () */
435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 525 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
526 bool ACC (RW, linked); // linked into list of heads
436 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 527 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
437 * in comparison to the head. 528 * in comparison to the head.
438 */ 529 */
439}; 530};
440
441extern object *objects;
442extern object *active_objects;
443
444extern int nrofallocobjects;
445
446/* This returns TRUE if the object is something that
447 * should be displayed in the look window
448 */
449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
450 531
451/* Used by update_object to know if the object being passed is 532/* Used by update_object to know if the object being passed is
452 * being added or removed. 533 * being added or removed.
453 */ 534 */
454#define UP_OBJ_INSERT 1 535#define UP_OBJ_INSERT 1
489#define INS_ON_TOP 0x0008 570#define INS_ON_TOP 0x0008
490#define INS_BELOW_ORIGINATOR 0x0010 571#define INS_BELOW_ORIGINATOR 0x0010
491#define INS_MAP_LOAD 0x0020 572#define INS_MAP_LOAD 0x0020
492 573
493#define ARCH_SINGULARITY "singularity" 574#define ARCH_SINGULARITY "singularity"
494#define ARCH_SINGULARITY_LEN 11
495#define ARCH_DETECT_MAGIC "detect_magic" 575#define ARCH_DETECT_MAGIC "detect_magic"
496#define ARCH_DEPLETION "depletion" 576#define ARCH_DEPLETION "depletion"
497#define ARCH_SYMPTOM "symptom" 577#define ARCH_SYMPTOM "symptom"
498 578
499#endif 579#endif

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