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Comparing deliantra/server/include/object.h (file contents):
Revision 1.121 by root, Mon May 14 19:08:26 2007 UTC vs.
Revision 1.164 by root, Mon Apr 21 06:16:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer Online RPG 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#ifndef OBJECT_H 24#ifndef OBJECT_H
26#define OBJECT_H 25#define OBJECT_H
27 26
31#include "shstr.h" 30#include "shstr.h"
32 31
33typedef int tag_t; 32typedef int tag_t;
34 33
35enum { 34enum {
35 body_skill,
36 body_combat,
36 body_range, 37 body_range,
37 body_shield, 38 body_shield,
38 body_combat,
39 body_arm, 39 body_arm,
40 body_torso, 40 body_torso,
41 body_head, 41 body_head,
42 body_neck, 42 body_neck,
43 body_skill,
44 body_finger, 43 body_finger,
45 body_shoulder, 44 body_shoulder,
46 body_foot, 45 body_foot,
47 body_hand, 46 body_hand,
48 body_wrist, 47 body_wrist,
59 58
60/* See common/item.c */ 59/* See common/item.c */
61 60
62typedef struct Body_Locations 61typedef struct Body_Locations
63{ 62{
64 const char *save_name; /* Name used to load/save it to disk */ 63 keyword save_name; /* Name used to load/save it to disk */
65 const char *use_name; /* Name used when describing an item we can use */ 64 const char *use_name; /* Name used when describing an item we can use */
66 const char *nonuse_name; /* Name to describe objects we can't use */ 65 const char *nonuse_name; /* Name to describe objects we can't use */
67} Body_Locations; 66} Body_Locations;
68 67
69extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 68extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69
70#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1];
70 72
71/* 73/*
72 * Each object (this also means archetypes!) could have a few of these 74 * Each object (this also means archetypes!) could have a few of these
73 * "dangling" from it; this could also end up containing 'parse errors'. 75 * "dangling" from it; this could also end up containing 'parse errors'.
74 * 76 *
86 88
87struct UUID 89struct UUID
88{ 90{
89 uint64 seq; 91 uint64 seq;
90 92
93 static UUID cur; // last uuid generated
94 static void init ();
95 static UUID gen ();
96
91 UUID () { } 97 UUID () { }
92 UUID (uint64 seq) : seq(seq) { } 98 UUID (uint64 seq) : seq(seq) { }
93 operator uint64() { return seq; } 99 operator uint64() { return seq; }
94 void operator =(uint64 seq) { this->seq = seq; } 100 void operator =(uint64 seq) { this->seq = seq; }
101
102 typedef char BUF [32];
103
104 bool parse (const char *s)
105 {
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
95}; 122};
96
97extern void init_uuid ();
98extern UUID gen_uuid ();
99extern const uint64 UUID_SKIP;
100 123
101/* Definition for WILL_APPLY values. Replaces having harcoded values 124/* Definition for WILL_APPLY values. Replaces having harcoded values
102 * sprinkled in the code. Note that some of these also replace fields 125 * sprinkled in the code. Note that some of these also replace fields
103 * that were in the can_apply area. What is the point of having both 126 * that were in the can_apply area. What is the point of having both
104 * can_apply and will_apply? 127 * can_apply and will_apply?
107#define WILL_APPLY_TREASURE 0x02 130#define WILL_APPLY_TREASURE 0x02
108#define WILL_APPLY_EARTHWALL 0x04 131#define WILL_APPLY_EARTHWALL 0x04
109#define WILL_APPLY_DOOR 0x08 132#define WILL_APPLY_DOOR 0x08
110#define WILL_APPLY_FOOD 0x10 133#define WILL_APPLY_FOOD 0x10
111 134
112/* However, if you're keeping a pointer of some sort, you probably
113 * don't just want it copied, so you'll need to add to common/object.C,
114 * e.g. ->copy_to ()
115 */
116
117struct body_slot 135struct body_slot
118{ 136{
119 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
121}; 139};
137 shstr ACC (RW, name_pl); /* The plural name of the object */ 155 shstr ACC (RW, name_pl); /* The plural name of the object */
138 shstr ACC (RW, title); /* Of foo, etc */ 156 shstr ACC (RW, title); /* Of foo, etc */
139 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 157 shstr ACC (RW, race); /* human, goblin, dragon, etc */
140 shstr ACC (RW, slaying); /* Which race to do double damage to */ 158 shstr ACC (RW, slaying); /* Which race to do double damage to */
141 /* If this is an exit, this is the filename */ 159 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object
142 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
143 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
144 shstr ACC (RW, lore); /* Obscure information about this object, */ 163 shstr ACC (RW, lore); /* Obscure information about this object, */
145 /* To get put into books and the like. */ 164 /* To get put into books and the like. */
146 shstr ACC (RW, materialname); /* specific material name */ 165 shstr ACC (RW, materialname); /* specific material name */
185 sint8 ACC (RW, item_power); /* power rating of the object */ 204 sint8 ACC (RW, item_power); /* power rating of the object */
186 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
188 sint32 ACC (RW, weight); /* Attributes of the object */ 207 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */ 209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
191 sint64 ACC (RW, perm_exp); /* Permanent exp */ 210 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 uint32 ACC (RW, weapontype); /* type of weapon */ 211 uint32 ACC (RW, weapontype); /* type of weapon */
193 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
194 body_slot slot [NUM_BODY_LOCATIONS]; 213 body_slot slot [NUM_BODY_LOCATIONS];
195 faceidx ACC (RW, face); /* Face with colors */ 214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */ 217 living ACC (RO, stats); /* Str, Con, Dex, etc */
197 /* See the pod/objects.pod for more info about body locations */ 218 /* See the pod/objects.pod for more info about body locations */
198 219
199 /* Following mostly refers to fields only used for monsters */ 220 /* Following mostly refers to fields only used for monsters */
200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
251 // These variables are not changed by ->copy_to 272 // These variables are not changed by ->copy_to
252 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 273 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
253 274
254 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 275 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
255 int ACC (RO, count); 276 int ACC (RO, count);
256 int ACC (RO, index); // index into objects 277 object_vector_index ACC (RO, index); // index into objects
257 int ACC (RO, active); // index into actives 278 object_vector_index ACC (RO, active); // index into actives
258 279
259 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 280 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
260 281
261 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 282 object *ACC (RW, below); /* Pointer to the object stacked below this one */
262 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 283 object *ACC (RW, above); /* Pointer to the object stacked above this one */
263 /* Note: stacked in the *same* environment */ 284 /* Note: stacked in the *same* environment */
264 object *inv; /* Pointer to the first object in the inventory */ 285 object *inv; /* Pointer to the first object in the inventory */
274 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 295 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
275 client_container *seen_by; // seen by which player/container currently? 296 client_container *seen_by; // seen by which player/container currently?
276 key_value *key_values; /* Fields not explictly known by the loader. */ 297 key_value *key_values; /* Fields not explictly known by the loader. */
277 298
278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 299 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 void post_load_check (); // do some adjustments after parsing 300 MTH void post_load_check (); // do some adjustments after parsing
280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 301 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
281 bool write (object_freezer &f); 302 bool write (object_freezer &f);
282 303
283 MTH int slottype () const; 304 MTH int slottype () const;
284 MTH static object *create (); 305 MTH static object *create ();
306 const mapxy &operator =(const mapxy &pos);
285 object &operator =(const object &src); 307 object &operator =(const object &src);
286 MTH void copy_to (object *dst); 308 MTH void copy_to (object *dst);
287 MTH object *clone (); // create + copy_to 309 MTH object *clone (); // create + copy_to
288 void do_destroy (); 310 void do_destroy ();
289 void gather_callbacks (AV *&callbacks, event_type event) const; 311 void gather_callbacks (AV *&callbacks, event_type event) const;
290 MTH void destroy (bool destroy_inventory = false); 312 MTH void destroy (bool destroy_inventory = false);
291 313
292 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 314 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
293 MTH void destroy_inv (bool drop_to_ground = false); 315 MTH void destroy_inv (bool drop_to_ground = false);
294 MTH object *insert (object *item); // insert into inventory 316 MTH object *insert (object *item); // insert into inventory
317 MTH void play_sound (faceidx sound);
318
295 void do_remove (); 319 void do_remove ();
296 MTH void remove () 320 MTH void remove ()
297 { 321 {
298 if (!flag [FLAG_REMOVED]) 322 if (!flag [FLAG_REMOVED])
299 do_remove (); 323 do_remove ();
300 } 324 }
301 325
302 // move this object to the top of its env's inventory to speed up 326 MTH bool blocked (maptile *m, int x, int y) const;
303 // searches for it.
304 MTH void inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310 327
311 above = 0; 328 void move_to (const mapxy &pos)
312 below = env->inv; 329 {
313 below->above = this; 330 remove ();
314 env->inv = this; 331 *this = pos;
315 } 332 insert_at (this, this);
316 } 333 }
317 334
318 static bool can_merge_slow (object *op1, object *op2); 335 static bool can_merge_slow (object *op1, object *op2);
319 336
320 // this is often used in time-critical code, so optimise 337 // this is often used in time-critical code, so optimise
326 } 343 }
327 344
328 MTH void set_owner (object *owner); 345 MTH void set_owner (object *owner);
329 MTH void set_speed (float speed); 346 MTH void set_speed (float speed);
330 MTH bool change_weapon (object *ob); 347 MTH bool change_weapon (object *ob);
348 MTH bool change_skill (object *ob);
331 349
332 MTH void open_container (object *new_container); 350 MTH void open_container (object *new_container);
333 MTH void close_container () 351 MTH void close_container ()
334 { 352 {
335 open_container (0); 353 open_container (0);
354 }
355
356 MTH object *force_find (const shstr name);
357 MTH void force_add (const shstr name, int duration = 0);
358
359 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
360 bool should_invoke (event_type event)
361 {
362 return ev_want_event [event] || ev_want_type [type] || cb;
336 } 363 }
337 364
338 MTH void instantiate (); 365 MTH void instantiate ();
339 366
340 // recalculate all stats 367 // recalculate all stats
350 // info must hold 256 * 3 bytes currently 377 // info must hold 256 * 3 bytes currently
351 const char *debug_desc (char *info) const; 378 const char *debug_desc (char *info) const;
352 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 379 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
353 const char *flag_desc (char *desc, int len) const; 380 const char *flag_desc (char *desc, int len) const;
354 381
382 MTH bool decrease_nr (sint32 nr);
383 MTH object *split_nr (sint32 nr);
384
355 int number_of () const 385 MTH int number_of () const
356 { 386 {
357 return nrof ? nrof : 1; 387 return nrof ? nrof : 1;
358 } 388 }
359 389
360 uint64 total_weight () const 390 MTH sint32 total_weight () const
361 { 391 {
362 return weight * number_of (); 392 return (weight + carrying) * number_of ();
363 } 393 }
394
395 MTH void update_weight ();
364 396
365 // return the dominant material of this item, always return something 397 // return the dominant material of this item, always return something
366 const materialtype_t *dominant_material () const; 398 const materialtype_t *dominant_material () const;
367 399
368 // return the volume of this object in cm³ 400 // return the volume of this object in cm³
369 uint64 volume () const 401 MTH uint64 volume () const
370 { 402 {
371 return total_weight () 403 return total_weight ()
372 * 1000 404 * 1000
373 * (type == CONTAINER ? 1000 : 1) 405 * (type == CONTAINER ? 1000 : 1)
374 / dominant_material ()->density; 406 / dominant_material ()->density;
391 423
392 // temporary: wether the object can be saved in a map file 424 // temporary: wether the object can be saved in a map file
393 // contr => is a player 425 // contr => is a player
394 // head => only save head of a multitile object 426 // head => only save head of a multitile object
395 // owner => can not reference owner yet 427 // owner => can not reference owner yet
396 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; } 428 MTH bool can_map_save () const { return !head && (!owner || owner->contr) && !contr && !flag [FLAG_NO_MAP_SAVE]; }
397 429
398 /* This return true if object has still randomitems which 430 /* This return true if object has still randomitems which
399 * could be expanded. 431 * could be expanded.
400 */ 432 */
401 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 433 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
402 434
435 // returns the outermost environment, never returns 0
436 MTH object *outer_env ()
437 {
438 for (object *op = this; ; op = op->env)
439 if (!op->env)
440 return op;
441 }
442
403 // returns the player that has this object in his inventory, or 0 443 // returns the player that has this object in his inventory, or 0
444 // we assume the player is always the outer env
404 MTH object *in_player () const 445 MTH object *in_player ()
405 { 446 {
406 for (object *op = env; op; op = op->env) 447 object *op = outer_env ();
407 if (op->type == PLAYER)
408 return op;
409 448
410 return 0; 449 return op->type == PLAYER ? op : 0;
411 } 450 }
412 451
413 // "temporary" helper function 452 // "temporary" helper function
414 MTH object *head_ () 453 MTH object *head_ ()
415 { 454 {
416 return head ? head : this; 455 return head ? head : this;
456 }
457
458 MTH bool is_head ()
459 {
460 return head_ () == this;
461 }
462
463 MTH bool is_on_map () const
464 {
465 return !env && !flag [FLAG_REMOVED];
417 } 466 }
418 467
419 MTH std::string long_desc (object *who = 0); 468 MTH std::string long_desc (object *who = 0);
420 MTH std::string describe_monster (object *who = 0); 469 MTH std::string describe_monster (object *who = 0);
421 MTH std::string describe_item (object *who = 0); 470 MTH std::string describe_item (object *who = 0);
430 MTH void create_treasure (treasurelist *tl, int flags = 0); 479 MTH void create_treasure (treasurelist *tl, int flags = 0);
431 480
432 // insert object at same map position as 'where' 481 // insert object at same map position as 'where'
433 // handles both inventory and map "positions" 482 // handles both inventory and map "positions"
434 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 483 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
484 MTH void drop_unpaid_items ();
435 485
436 MTH void activate (); 486 MTH void activate ();
437 MTH void deactivate (); 487 MTH void deactivate ();
438 MTH void activate_recursive (); 488 MTH void activate_recursive ();
439 MTH void deactivate_recursive (); 489 MTH void deactivate_recursive ();
440 490
441 // set the givne flag on all objects in the inventory recursively 491 // set the given flag on all objects in the inventory recursively
442 MTH void set_flag_inv (int flag, int value = 1); 492 MTH void set_flag_inv (int flag, int value = 1);
443 493
444 void enter_exit (object *exit);//Perl 494 void enter_exit (object *exit);//Perl
445 MTH void enter_map (maptile *newmap, int x, int y); 495 MTH void enter_map (maptile *newmap, int x, int y);
446 496
495 return !invisible && type != PLAYER; 545 return !invisible && type != PLAYER;
496 } 546 }
497 547
498 MTH struct region *region () const; 548 MTH struct region *region () const;
499 549
550 void statusmsg (const char *msg, int color = NDI_BLACK);
551 void failmsg (const char *msg, int color = NDI_RED);
552
553 const char *query_inventory (object *who = 0, const char *indent = "");
554
555 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
556 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
557
500protected: 558protected:
501 friend struct archetype;
502
503 void link (); 559 void link ();
504 void unlink (); 560 void unlink ();
505 561
506 object (); 562 object ();
507 ~object (); 563 ~object ();
508}; 564};
509 565
510typedef object_vector<object, &object::index > objectvec; 566// move this object to the top of its env's inventory to speed up
511typedef object_vector<object, &object::active> activevec; 567// searches for it.
568static object *
569splay (object *ob)
570{
571 if (ob->env && ob->env->inv != ob)
572 {
573 if (ob->above) ob->above->below = ob->below;
574 if (ob->below) ob->below->above = ob->above;
512 575
513extern objectvec objects; 576 ob->above = 0;
514extern activevec actives; 577 ob->below = ob->env->inv;
578 ob->below->above = ob;
579 ob->env->inv = ob;
580 }
515 581
516#define for_all_objects(var) \ 582 return ob;
517 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 583}
518 declvar (object *, var, objects [_i])
519
520#define for_all_actives(var) \
521 for (unsigned _i = 0; _i < actives.size (); ++_i) \
522 declvar (object *, var, actives [_i])
523 584
524typedef struct oblnk 585typedef struct oblnk
525{ /* Used to link together several objects */ 586{ /* Used to link together several objects */
526 object_ptr ob; 587 object_ptr ob;
527 struct oblnk *next; 588 struct oblnk *next;
528} objectlink; 589} objectlink;
529 590
530typedef struct oblinkpt 591typedef struct oblinkpt
531{ /* Used to link together several object links */ 592{ /* Used to link together several object links */
532 struct oblnk *link; 593 struct oblnk *link;
533 long value; /* Used as connected value in buttons/gates */ 594 sint32 value; /* Used as connected value in buttons/gates */
534 struct oblinkpt *next; 595 struct oblinkpt *next;
535} oblinkpt; 596} oblinkpt;
597
598object *find_skill_by_name (object *who, const char *name);
599object *find_skill_by_name (object *who, const shstr &sh);
600object *find_skill_by_number (object *who, int skillno);
536 601
537/* 602/*
538 * The archetype structure is a set of rules on how to generate and manipulate 603 * The archetype structure is a set of rules on how to generate and manipulate
539 * objects which point to archetypes. 604 * objects which point to archetypes.
540 * This probably belongs in arch.h, but there really doesn't appear to 605 * This probably belongs in arch.h, but there really doesn't appear to
542 * object and pointers. This structure should get removed, and just replaced 607 * object and pointers. This structure should get removed, and just replaced
543 * by the object structure 608 * by the object structure
544 */ 609 */
545 610
546INTERFACE_CLASS (archetype) 611INTERFACE_CLASS (archetype)
547struct archetype : zero_initialised, attachable 612struct archetype : object
548{ 613{
549 archetype (); 614 static arch_ptr empty; // the empty_archetype
615 MTH static void gc ();
616
617 archetype (const char *name);
550 ~archetype (); 618 ~archetype ();
551 void gather_callbacks (AV *&callbacks, event_type event) const; 619 void gather_callbacks (AV *&callbacks, event_type event) const;
552 620
621 MTH static archetype *find (const_utf8_string name);
622
623 MTH void link ();
624 MTH void unlink ();
625
626 MTH object *instance ();
627
628 object_vector_index ACC (RW, archid); // index in archvector
629 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
630
631 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
632 sint8 ACC (RW, max_x), ACC (RW, max_y);
633
634 // support for archetype loading
553 static archetype *read (object_thawer &f); 635 static archetype *read (object_thawer &f);
554 static archetype *get (const char *name); // find or create 636 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
555 static archetype *find (const char *name); 637 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
556
557 void hash_add (); // add to hashtable
558 void hash_del (); // remove from hashtable
559
560 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
561 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
562 struct archetype *ACC (RW, head); /* The main part of a linked object */
563 struct archetype *ACC (RW, more); /* Next part of a linked object */
564 object ACC (RO, clone); /* An object from which to do ->copy_to () */
565 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
566 bool ACC (RW, linked); // linked into list of heads
567 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
568 * in comparison to the head.
569 */
570}; 638};
639
640inline void
641object_freezer::put (keyword k, archetype *v)
642{
643 put (k, v ? &v->archname : (const char *)0);
644}
645
646typedef object_vector<object, &object::index > objectvec;
647typedef object_vector<object, &object::active> activevec;
648typedef object_vector<archetype, &archetype::archid> archvec;
649
650extern objectvec objects;
651extern activevec actives;
652extern archvec archetypes;
653
654#define for_all_objects(var) \
655 for (unsigned _i = 0; _i < objects.size (); ++_i) \
656 statementvar (object *, var, objects [_i])
657
658#define for_all_actives(var) \
659 for (unsigned _i = 0; _i < actives.size (); ++_i) \
660 statementvar (object *, var, actives [_i])
661
662#define for_all_archetypes(var) \
663 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
664 statementvar (archetype *, var, archetypes [_i])
571 665
572/* Used by update_object to know if the object being passed is 666/* Used by update_object to know if the object being passed is
573 * being added or removed. 667 * being added or removed.
574 */ 668 */
575#define UP_OBJ_INSERT 1 669#define UP_OBJ_INSERT 1
592 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 686 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
593 * Use for treasure chests so the new object is the highest thing 687 * Use for treasure chests so the new object is the highest thing
594 * beneath the player, but not actually above it. Note - the 688 * beneath the player, but not actually above it. Note - the
595 * map and x,y coordinates for the object to be inserted must 689 * map and x,y coordinates for the object to be inserted must
596 * match the originator. 690 * match the originator.
597 * INS_MAP_LOAD: disable lots of checkings done at insertion to
598 * speed up map loading process, as we assume the ordering in
599 * loaded map is correct.
600 * 691 *
601 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY 692 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
602 * are mutually exclusive. The behaviour for passing more than one 693 * are mutually exclusive. The behaviour for passing more than one
603 * should be considered undefined - while you may notice what happens 694 * should be considered undefined - while you may notice what happens
604 * right now if you pass more than one, that could very well change 695 * right now if you pass more than one, that could very well change
607#define INS_NO_MERGE 0x0001 698#define INS_NO_MERGE 0x0001
608#define INS_ABOVE_FLOOR_ONLY 0x0002 699#define INS_ABOVE_FLOOR_ONLY 0x0002
609#define INS_NO_WALK_ON 0x0004 700#define INS_NO_WALK_ON 0x0004
610#define INS_ON_TOP 0x0008 701#define INS_ON_TOP 0x0008
611#define INS_BELOW_ORIGINATOR 0x0010 702#define INS_BELOW_ORIGINATOR 0x0010
612#define INS_MAP_LOAD 0x0020
613 703
614#define ARCH_SINGULARITY "singularity"
615#define ARCH_DETECT_MAGIC "detect_magic"
616#define ARCH_DEPLETION "depletion" 704#define ARCH_DEPLETION "depletion"
617#define ARCH_SYMPTOM "symptom"
618 705
619#endif 706#endif
620 707

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