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Comparing deliantra/server/include/object.h (file contents):
Revision 1.83 by root, Mon Jan 8 22:32:10 2007 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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
23*/ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34
34#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 14
35#define BODY_ARMS 1 36#define BODY_ARMS 1
36 37
37/* See common/item.c */ 38/* See common/item.c */
38 39
39typedef struct Body_Locations 40typedef struct Body_Locations
89/* 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
90 * 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,
91 * e.g. ->copy_to () 92 * e.g. ->copy_to ()
92 */ 93 */
93 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
94INTERFACE_CLASS (object) 101INTERFACE_CLASS (object)
95// these are being copied 102// these are being copied
96struct object_copy : attachable 103struct object_copy : attachable
97{ 104{
98 typedef bitset<NUM_FLAGS> flags_t; 105 typedef bitset<NUM_FLAGS> flags_t;
99 106
100 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 */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 111 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 112 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
113
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 114 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 115 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 116 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 117 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 118 shstr ACC (RW, slaying); /* Which race to do double damage to */
110 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 */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 122 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 123 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 124 shstr ACC (RW, materialname); /* specific material name */
114 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 */
115 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 */
116 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 */
117 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 */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 130 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 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 */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 132 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 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 */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 134 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 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 */
124 136
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 137 float ACC (RW, speed); /* The overall speed of this object */
127 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 */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 139 uint32 ACC (RW, nrof); /* How many of the objects */
129 140
130 /* This next big block are basically used for monsters and equipment */ 141 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 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
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 144 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 145 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 146 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 147 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 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 */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 149 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 150 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 151 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 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) */
143 /* Note that the last_.. values are sometimes used for non obvious 153 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 154 * meanings by some objects, eg, sp penalty, permanent exp.
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 167 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 168 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 169 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 170 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 171 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 172 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 173 faceidx ACC (RW, face); /* Face with colors */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 174 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 175 /* See the pod/objects.pod for more info about body locations */
166 176
167 /* Following mostly refers to fields only used for monsters */ 177 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 178 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
178 * Note that other fields are used - these files are basically 188 * Note that other fields are used - these files are basically
179 * only used in spells. 189 * only used in spells.
180 */ 190 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */ 191 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 192 sint16 ACC (RW, casting_time);/* time left before spell goes off */
193
183 uint16 ACC (RW, start_holding); 194 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 195 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 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
186 sint8 ACC (RW, range); /* Range of the spell */ 198 sint8 ACC (RW, range); /* Range of the spell */
187 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 */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 200 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */ 201 MoveType ACC (RW, move_block);/* What movement types this blocks */
202
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 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 */
193 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 */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207
195 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 */
196 209
197 char *ACC (RW, spellarg); 210 char *ACC (RW, spellarg);
198 211
199 /* Following are values used by any object */ 212 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 213 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 214 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */ 215 flags_t flag; /* various flags */
204#if FOR_PERL 216#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 217 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 218#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 219 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 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 */
229 /* Note: stacked in the *same* environment */ 241 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 242 object *inv; /* Pointer to the first object in the inventory */
231 243
232 //TODO: container must move into client 244 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 245 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 246 * is only used by the player right now.
235 */ 247 */
236 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.
237 * This is typically the container that the object is in. 249 * This is typically the container that the object is in.
238 */ 250 */
239 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 */
240 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
241 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. */
242 255
243 //static vector active_list; // 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
244 //static vector object_list; // 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.
245 static object *first; // will be replaced by "objects" 258 bool write (object_freezer &f);
246 259
247 MTH static object *create (); 260 MTH static object *create ();
261 object &operator =(const object &src);
248 MTH void copy_to (object *dst); 262 MTH void copy_to (object *dst);
249 MTH object *clone (); // create + copy_to 263 MTH object *clone (); // create + copy_to
250 void do_destroy (); 264 void do_destroy ();
251 void gather_callbacks (AV *&callbacks, event_type event) const; 265 void gather_callbacks (AV *&callbacks, event_type event) const;
252 MTH void destroy (bool destroy_inventory = false); 266 MTH void destroy (bool destroy_inventory = false);
253 267
254 // 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
255 MTH void destroy_inv (bool drop_to_ground = false); 269 MTH void destroy_inv (bool drop_to_ground = false);
256 MTH void remove ();
257 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 }
258 277
259 static bool can_merge_slow (object *op1, object *op2); 278 static bool can_merge_slow (object *op1, object *op2);
260 279
261 // this is often used in time-critical code, so optimise 280 // this is often used in time-critical code, so optimise
262 MTH static bool can_merge (object *op1, object *op2) 281 MTH static bool can_merge (object *op1, object *op2)
266 && can_merge_slow (op1, op2); 285 && can_merge_slow (op1, op2);
267 } 286 }
268 287
269 MTH void set_owner (object *owner); 288 MTH void set_owner (object *owner);
270 MTH void set_speed (float speed); 289 MTH void set_speed (float speed);
290 MTH void set_weapon (object *ob);
271 291
292 MTH void open_container (object *new_container);
293 MTH void close_container ()
294 {
295 open_container (0);
296 }
297
272 MTH void instantiate () 298 MTH void instantiate ();
273 {
274 if (!uuid.seq) // HACK
275 uuid = gen_uuid ();
276
277 attachable::instantiate ();
278 }
279 299
280 // recalculate all stats 300 // recalculate all stats
281 MTH void update_stats (); 301 MTH void update_stats ();
282 MTH void roll_stats (); 302 MTH void roll_stats ();
283 MTH void swap_stats (int a, int b); 303 MTH void swap_stats (int a, int b);
287 MTH void drain_specific_stat (int deplete_stats); 307 MTH void drain_specific_stat (int deplete_stats);
288 MTH void change_luck (int value); 308 MTH void change_luck (int value);
289 309
290 // info must hold 256 * 3 bytes currently 310 // info must hold 256 * 3 bytes currently
291 const char *debug_desc (char *info) const; 311 const char *debug_desc (char *info) const;
292 MTH const char *debug_desc () const; 312 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
293 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 }
294 336
295 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; }
296 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
297 || type == CLOAK || type == BOOTS || type == GLOVES 339 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; } 340 || type == BRACERS || type == GIRDLE; }
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 343 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; } 344 && !flag [FLAG_IS_A_TEMPLATE]; }
303 MTH bool is_arrow () const { return type == ARROW 345 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT 346 || (type == SPELL_EFFECT
305 && (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; }
306 349
307 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; }
308 351
309 // temporary: wether the object can be saved in a map file 352 // temporary: wether the object can be saved in a map file
310 // contr => is a player 353 // contr => is a player
311 // head => only save head of a multitile object 354 // head => only save head of a multitile object
312 // owner => can not reference owner yet 355 // owner => can not reference owner yet
313 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]; }
314 357
315 /* This return true if object has still randomitems which 358 /* This return true if object has still randomitems which
316 * could be expanded. 359 * could be expanded.
317 */ 360 */
318 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]; }
331 MTH object *head_ () 374 MTH object *head_ ()
332 { 375 {
333 return head ? head : this; 376 return head ? head : this;
334 } 377 }
335 378
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
336 // insert object at same map position as 'where' 392 // insert object at same map position as 'where'
337 // handles both inventory and map "positions" 393 // handles both inventory and map "positions"
338 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);
339 395
340 MTH void activate (); 396 MTH void activate ();
343 MTH void deactivate_recursive (); 399 MTH void deactivate_recursive ();
344 400
345 // set the givne flag on all objects in the inventory recursively 401 // set the givne flag on all objects in the inventory recursively
346 MTH void set_flag_inv (int flag, int value = 1); 402 MTH void set_flag_inv (int flag, int value = 1);
347 403
348 void enter_exit (object *exit);//PERL 404 void enter_exit (object *exit);//Perl
349 MTH void enter_map (maptile *newmap, int x, int y); 405 MTH void enter_map (maptile *newmap, int x, int y);
350 406
351 // returns the mapspace this object is in 407 // returns the mapspace this object is in
352 mapspace &ms () const; 408 mapspace &ms () const;
353 409
389 object *end () 445 object *end ()
390 { 446 {
391 return this; 447 return this;
392 } 448 }
393 449
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
394protected: 460protected:
395 friend struct archetype; 461 friend struct archetype;
396 462
397 void link (); 463 void link ();
398 void unlink (); 464 void unlink ();
406 472
407extern objectvec objects; 473extern objectvec objects;
408extern activevec actives; 474extern activevec actives;
409 475
410#define for_all_objects(var) \ 476#define for_all_objects(var) \
411 for (int _i = 0; _i < objects.size (); ++_i) \ 477 for (unsigned _i = 0; _i < objects.size (); ++_i) \
412 declvar (object *, var, objects [_i]) 478 declvar (object *, var, objects [_i])
413 479
414#define for_all_actives(var) \ 480#define for_all_actives(var) \
415 for (int _i = 0; _i < actives.size (); ++_i) \ 481 for (unsigned _i = 0; _i < actives.size (); ++_i) \
416 declvar (object *, var, actives [_i]) 482 declvar (object *, var, actives [_i])
417 483
418typedef struct oblnk 484typedef struct oblnk
419{ /* Used to link together several objects */ 485{ /* Used to link together several objects */
420 object_ptr ob; 486 object_ptr ob;
442{ 508{
443 archetype (); 509 archetype ();
444 ~archetype (); 510 ~archetype ();
445 void gather_callbacks (AV *&callbacks, event_type event) const; 511 void gather_callbacks (AV *&callbacks, event_type event) const;
446 512
513 static archetype *read (object_thawer &f);
514 static archetype *get (const char *name); // find or create
447 static archetype *find (const char *arch); 515 static archetype *find (const char *name);
448 516
449 void hash_add (); // add to hashtable 517 void hash_add (); // add to hashtable
450 void hash_del (); // remove from hashtable 518 void hash_del (); // remove from hashtable
451 519
452 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 520 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
453 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 521 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
454 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 */
455 struct archetype *ACC (RW, more); /* Next part of a linked object */ 523 struct archetype *ACC (RW, more); /* Next part of a linked object */
456 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 () */
457 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
458 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
459 * in comparison to the head. 528 * in comparison to the head.
460 */ 529 */
461}; 530};
462
463/* This returns TRUE if the object is something that
464 * should be displayed in the floorbox window
465 */
466#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
467 531
468/* 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
469 * being added or removed. 533 * being added or removed.
470 */ 534 */
471#define UP_OBJ_INSERT 1 535#define UP_OBJ_INSERT 1
506#define INS_ON_TOP 0x0008 570#define INS_ON_TOP 0x0008
507#define INS_BELOW_ORIGINATOR 0x0010 571#define INS_BELOW_ORIGINATOR 0x0010
508#define INS_MAP_LOAD 0x0020 572#define INS_MAP_LOAD 0x0020
509 573
510#define ARCH_SINGULARITY "singularity" 574#define ARCH_SINGULARITY "singularity"
511#define ARCH_SINGULARITY_LEN 11
512#define ARCH_DETECT_MAGIC "detect_magic" 575#define ARCH_DETECT_MAGIC "detect_magic"
513#define ARCH_DEPLETION "depletion" 576#define ARCH_DEPLETION "depletion"
514#define ARCH_SYMPTOM "symptom" 577#define ARCH_SYMPTOM "symptom"
515 578
516#endif 579#endif

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