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Comparing deliantra/server/include/object.h (file contents):
Revision 1.14 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.47 by root, Wed Dec 6 13:59:01 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.14 2006/08/31 17:54:14 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
36#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 32#define BODY_ARMS 1
38 33
39/* See common/item.c */ 34/* See common/item.c */
40 35
41typedef struct Body_Locations { 36typedef struct Body_Locations
37{
42 const char *save_name; /* Name used to load/save it to disk */ 38 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 */ 39 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 */ 40 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 41} Body_Locations;
46 42
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern 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 44
58/* 45/*
59 * Each object (this also means archetypes!) could have a few of these 46 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 47 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 48 *
63 * 50 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 52 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 53 * Exception is if you want to walk this list for some reason.
67 */ 54 */
68typedef struct _key_value { 55struct key_value
69 const char * key; 56{
70 const char * value;
71 struct _key_value * next; 57 key_value *next;
72} key_value; 58 shstr key, value;
59};
73 60
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
74 69
75/* Definition for WILL_APPLY values. Replaces having harcoded values 70/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 71 * 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 72 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 73 * can_apply and will_apply?
79 */ 74 */
80#define WILL_APPLY_HANDLE 0x1 75#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 76#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 77#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 78#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 79#define WILL_APPLY_FOOD 0x10
85
86 80
87/* However, if you're keeping a pointer of some sort, you probably 81/* However, if you're keeping a pointer of some sort, you probably
88 * don't just want it copied, so you'll need to add to common/object.C, 82 * don't just want it copied, so you'll need to add to common/object.C,
89 * e.g. copy_object. 83 * e.g. copy_object.
90 */ 84 */
91 85
92struct object_simple : attachable<object> { 86typedef refptr<object> object_ptr;
93 tag_t count; /* Unique object number for this object */ 87typedef refptr<archetype> arch_ptr;
94 uint16 refcount; /* How many objects points to this object */
95 88
89// these are not being copied
90ACC_CLASS (object)
91struct object_keep : refcounted
92{
93 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95
96 /* These variables are not changed by copy_object() */ 96 /* These variables are not changed by copy_object() */
97 struct pl *contr; /* Pointer to the player which control this object */ 97 player *ACC (RW, contr); /* Pointer to the player which control this object */
98 struct object *next; /* Pointer to the next object in the free/used list */ 98 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
99 struct object *prev; /* Pointer to the previous object in the free/used list*/ 99 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
100 struct object *active_next; /* Next & previous object in the 'active' */ 100 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 struct object *active_prev; /* List. This is used in process_events */ 101 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */ 102 /* so that the entire object list does not */
103 /* need to be gone through. */ 103 /* need to be gone through. */
104 struct object *below; /* Pointer to the object stacked below this one */ 104 object *ACC (RW, below); /* Pointer to the object stacked below this one */
105 struct object *above; /* Pointer to the object stacked above this one */ 105 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment*/ 106 /* Note: stacked in the *same* environment */
107 struct object *inv; /* Pointer to the first object in the inventory */ 107 object *inv; /* Pointer to the first object in the inventory */
108 struct object *container; /* Current container being used. I think this 108 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now. 109 * is only used by the player right now.
110 */ 110 */
111 struct object *env; /* Pointer to the object which is the environment. 111 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 112 * This is typically the container that the object is in.
113 */ 113 */
114 struct object *more; /* Pointer to the rest of a large body of objects */ 114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
115 struct object *head; /* Points to the main object of a large body */ 115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
116 struct mapstruct *map; /* Pointer to the map in which this object is present */ 116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117}; 117};
118 118
119struct object_special { 119// these are being copied
120 /* These get an extra add_refcount(), after having been copied by memcpy(). 120struct object_copy : attachable<object>
121 * All fields beow this point are automatically copied by memcpy. If 121{
122 * adding something that needs a refcount updated, make sure you modify
123 * copy_object to do so. Everything below here also gets cleared
124 * by clear_object()
125 */
126 shstr name; /* The name of the object, obviously... */ 122 shstr ACC (RW, name); /* The name of the object, obviously... */
127 shstr name_pl; /* The plural name of the object */ 123 shstr ACC (RW, name_pl); /* The plural name of the object */
128 shstr title; /* Of foo, etc */ 124 shstr ACC (RW, title); /* Of foo, etc */
129 shstr race; /* human, goblin, dragon, etc */ 125 shstr ACC (RW, race); /* human, goblin, dragon, etc */
130 shstr slaying; /* Which race to do double damage to */ 126 shstr ACC (RW, slaying); /* Which race to do double damage to */
131 /* If this is an exit, this is the filename */ 127 /* If this is an exit, this is the filename */
132 shstr skill; /* Name of the skill this object uses/grants */ 128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
133 shstr msg; /* If this is a book/sign/magic mouth/etc */ 129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
134 shstr lore; /* Obscure information about this object, */ 130 shstr ACC (RW, lore); /* Obscure information about this object, */
135 /* To get put into books and the like. */ 131 /* To get put into books and the like. */
132 shstr ACC (RW, materialname); /* specific material name */
133 shstr ACC (RW, custom_name); /* Custom name assigned by player */
134 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
135 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
136 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
137 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
138 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
139 object_ptr ACC (RW, spell); /* Spell that was being cast */
140 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
141};
136 142
137 sint16 x,y; /* Position in the map for this object */ 143// these are being copied and also cleared
138 sint16 ox,oy; /* For debugging: Where it was last inserted */ 144struct object_pod
145{
146 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
139 float speed; /* The overall speed of this object */ 148 float ACC (RW, speed); /* The overall speed of this object */
140 float speed_left; /* How much speed is left to spend this round */ 149 float ACC (RW, speed_left); /* How much speed is left to spend this round */
141 uint32 nrof; /* How many of the objects */ 150 uint32 ACC (RW, nrof); /* How many of the objects */
142 New_Face *face; /* Face with colors */
143 sint8 direction; /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
144 sint8 facing; /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
145 153
146 /* This next big block are basically used for monsters and equipment */ 154 /* This next big block are basically used for monsters and equipment */
147 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
148 uint8 subtype; /* subtype of object */ 156 uint8 ACC (RW, subtype); /* subtype of object */
149 uint16 client_type; /* Public type information. see doc/Developers/objects */ 157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
150 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
151 uint32 attacktype; /* Bitmask of attacks this object does */ 159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
152 uint32 path_attuned; /* Paths the object is attuned to */ 160 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
153 uint32 path_repelled; /* Paths the object is repelled from */ 161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
154 uint32 path_denied; /* Paths the object is denied access to */ 162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
155 uint16 material; /* What materials this object consist of */ 163 uint16 ACC (RW, material); /* What materials this object consist of */
156 shstr materialname; /* specific material name */
157 sint8 magic; /* Any magical bonuses to this item */ 164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
158 uint8 state; /* How the object was last drawn (animation) */ 165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
159 sint32 value; /* How much money it is worth (or contains) */ 166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
160 sint16 level; /* Level of creature or object */
161 /* Note that the last_.. values are sometimes used for non obvious 167 /* Note that the last_.. values are sometimes used for non obvious
162 * meanings by some objects, eg, sp penalty, permanent exp. 168 * meanings by some objects, eg, sp penalty, permanent exp.
163 */ 169 */
164 sint32 last_heal; /* Last healed. Depends on constitution */ 170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
165 sint32 last_sp; /* As last_heal, but for spell points */ 171 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
166 sint16 last_grace; /* as last_sp, except for grace */ 172 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
167 sint16 last_eat; /* How long since we last ate */ 173 sint16 ACC (RW, last_eat); /* How long since we last ate */
168 sint16 invisible; /* How much longer the object will be invis */ 174 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
175 sint16 ACC (RW, level); /* Level of creature or object */
169 uint8 pick_up; /* See crossfire.doc */ 176 uint8 ACC (RW, pick_up); /* See crossfire.doc */
170 sint8 item_power; /* power rating of the object */ 177 sint8 ACC (RW, item_power); /* power rating of the object */
171 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 178 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
172 sint32 weight; /* Attributes of the object */
173 sint32 weight_limit; /* Weight-limit of object */
174 sint32 carrying; /* How much weight this object contains */
175 sint8 glow_radius; /* indicates the glow radius of the object */ 179 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 living stats; /* Str, Con, Dex, etc */ 180 sint32 ACC (RW, weight); /* Attributes of the object */
181 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
182 sint32 ACC (RW, carrying); /* How much weight this object contains */
177 sint64 perm_exp; /* Permanent exp */ 183 sint64 ACC (RW, perm_exp); /* Permanent exp */
178 struct object *current_weapon; /* Pointer to the weapon currently used */
179 uint32 weapontype; /* type of weapon */ 184 uint32 ACC (RW, weapontype); /* type of weapon */
180 uint32 tooltype; /* type of tool or build facility */ 185 uint32 ACC (RW, tooltype); /* type of tool or build facility */
181 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
182 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 187 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
188 living ACC (RO, stats); /* Str, Con, Dex, etc */
183 /* See the doc/Developers/objects for more info about body locations */ 189 /* See the doc/Developers/objects for more info about body locations */
184 190
185 /* Following mostly refers to fields only used for monsters */ 191 /* Following mostly refers to fields only used for monsters */
186 struct object *owner; /* Pointer to the object which controls this one */
187 /* Owner should not be referred to directly - */
188 /* get_owner should be used instead. */
189 tag_t ownercount; /* What count the owner had (in case owner */
190 /* has been freed) */
191 struct object *enemy; /* Monster/player to follow even if not closest */
192 struct object *attacked_by; /* This object start to attack us! only player & monster */
193 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
194 struct treasureliststruct *randomitems; /* Items to be generated */
195 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
196 struct object *chosen_skill; /* the skill chosen to use */
197 uint32 hide; /* The object is hidden, not invisible */ 192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
198 /* changes made by kholland@sunlab.cit.cornell.edu */ 193 /* changes made by kholland@sunlab.cit.cornell.edu */
199 /* allows different movement patterns for attackers */ 194 /* allows different movement patterns for attackers */
200 sint32 move_status; /* What stage in attack mode */ 195 sint32 ACC (RW, move_status); /* What stage in attack mode */
201 uint16 attack_movement;/* What kind of attack movement */ 196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
202 uint8 will_apply; /* See crossfire.doc */ 197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
203 struct object *spellitem; /* Spell ability monster is choosing to use */
204 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 198 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */ 199 /* races/classes can need less/more exp to gain levels */
206 200
207 /* Spell related information, may be useful elsewhere 201 /* Spell related information, may be useful elsewhere
208 * Note that other fields are used - these files are basically 202 * Note that other fields are used - these files are basically
209 * only used in spells. 203 * only used in spells.
210 */ 204 */
211 sint16 duration; /* How long the spell lasts */ 205 sint16 ACC (RW, duration); /* How long the spell lasts */
212 uint8 duration_modifier; /* how level modifies duration */
213 sint16 casting_time; /* time left before spell goes off */ 206 sint16 ACC (RW, casting_time);/* time left before spell goes off */
214 struct object *spell; /* Spell that was being cast */
215 uint16 start_holding; 207 uint16 ACC (RW, start_holding);
216 char *spellarg; 208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
217 uint8 dam_modifier; /* How going up in level effects damage */ 209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
218 sint8 range; /* Range of the spell */ 210 sint8 ACC (RW, range); /* Range of the spell */
219 uint8 range_modifier; /* How going up in level effects range */ 211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg);
220 213
221 /* Following are values used by any object */ 214 /* Following are values used by any object */
222 struct archt *arch; /* Pointer to archetype */ 215 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 217 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 /* this objects turns into or what this object creates */
225 uint32 flags[4]; /* various flags */
226 uint16 animation_id; /* An index into the animation array */
227 uint8 anim_speed; /* ticks between animation-frames */
228 uint8 last_anim; /* last sequence used to draw face */
229 sint32 elevation; /* elevation of this terrain - not currently used */
230 uint8 smoothlevel; /* how to smooth this square around*/
231
232 MoveType move_type; /* Type of movement this object uses */
233 MoveType move_block; /* What movement types this blocks */
234 MoveType move_allow; /* What movement types explicitly allowd */
235 MoveType move_on; /* Move types affected moving on to this space */
236 MoveType move_off; /* Move types affected moving off this space */
237 MoveType move_slow; /* Movement types this slows down */
238 float move_slow_penalty; /* How much this slows down the object */
239
240 event *events;
241
242 shstr custom_name; /* Custom name assigned by player */
243 key_value *key_values; /* Fields not explictly known by the loader. */ 218 key_value *key_values; /* Fields not explictly known by the loader. */
244}; 219 /* this objects turns into or what this object creates */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 uint8 ACC (RW, will_apply); /* See crossfire.doc */
245 227
246struct object : object_special, object_simple { 228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235};
236
237struct object : zero_initialised, object_keep, object_copy, object_pod
238{
239 typedef unordered_vector<object *> vector;
240
241 static vector mortals;
242 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects"
245
246 static object *create ();
247 void destroy (bool destroy_inventory = false);
248 void remove ();
249 object *insert (object *item); // insert into inventory
250
251 static void free_mortals ();
252 static bool can_merge (object *op1, object *op2);
253
254 void clear ();
247 void clone (object *destination) 255 void clone (object *destination);
256
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
258
259 void instantiate ()
248 { 260 {
249 if (attach) 261 if (!uuid.seq) // HACK
250 destination->attach = add_refcount (attach); 262 uuid = gen_uuid ();
251 263
252 if (self || cb) 264 attachable<object>::instantiate ();
253 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
254 } 265 }
255};
256 266
257typedef struct oblnk { /* Used to link together several objects */ 267 void set_owner (object *owner);
268
269 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const;
271 const char *debug_desc () const;
272
273 // fully recursive iterator
274 struct iterator_base
275 {
276 object *item;
277
278 iterator_base (object *container)
279 : item (container)
280 {
281 }
282
283 operator object *() const { return item; }
284
285 object *operator ->() const { return item; }
286 object &operator * () const { return *item; }
287 };
288
289 // depth-first recursive iterator
290 struct depth_iterator : iterator_base
291 {
292 depth_iterator (object *container);
293 void next ();
294 object *operator ++( ) { next (); return item; }
295 object *operator ++(int) { object *i = item; next (); return i; }
296 };
297
298 object *begin ()
299 {
300 return this;
301 }
302
303 object *end ()
304 {
305 return this;
306 }
307
308protected:
309 friend struct archetype;
310
311 void link ();
312 void unlink ();
313
258 object *ob; 314 object ();
315 ~object ();
316};
317
318// compatibility functions/macros
319#define get_object() object::create ()
320#define free_object(op) (op)->destroy (0)
321#define free_object2(op, free_inv) (op)->destroy (free_inv)
322#define clear_owner(op) (op)->owner = 0
323#define copy_owner(op,other) (op)->owner = (other)->owner
324#define get_owner(op) (op)->owner
325#define clear_object(op) (op)->clear ()
326
327static inline void
328set_owner (object *op, object *owner)
329{
330 op->set_owner (owner);
331}
332
333static inline void
334remove_ob (object *op)
335{
336 op->remove ();
337}
338
339#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
340
341typedef struct oblnk
342{ /* Used to link together several objects */
343 object_ptr ob;
259 struct oblnk *next; 344 struct oblnk *next;
260 tag_t id;
261} objectlink; 345} objectlink;
262 346
263typedef struct oblinkpt { /* Used to link together several object links */ 347typedef struct oblinkpt
348{ /* Used to link together several object links */
264 struct oblnk *link; 349 struct oblnk *link;
265 long value; /* Used as connected value in buttons/gates */ 350 long value; /* Used as connected value in buttons/gates */
266 struct oblinkpt *next; 351 struct oblinkpt *next;
267} oblinkpt; 352} oblinkpt;
268 353
269/* 354/*
270 * The archetype structure is a set of rules on how to generate and manipulate 355 * The archetype structure is a set of rules on how to generate and manipulate
273 * be much left in the archetype - all it really is is a holder for the 358 * be much left in the archetype - all it really is is a holder for the
274 * object and pointers. This structure should get removed, and just replaced 359 * object and pointers. This structure should get removed, and just replaced
275 * by the object structure 360 * by the object structure
276 */ 361 */
277 362
278typedef struct archt { 363ACC_CLASS (archetype)
279 const char *name; /* More definite name, like "generate_kobold" */ 364struct archetype : zero_initialised, refcounted
280 struct archt *next; /* Next archetype in a linked list */ 365{
366 archetype ();
367 ~archetype ();
368
369 static archetype *find (const char *arch);
370
371 void hash_add (); // add to hastable
372 void hash_del (); // remove from hashtable
373
374 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
375 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
281 struct archt *head; /* The main part of a linked object */ 376 struct archetype *ACC (RW, head); /* The main part of a linked object */
282 struct archt *more; /* Next part of a linked object */ 377 struct archetype *ACC (RW, more); /* Next part of a linked object */
283 object clone; /* An object from which to do copy_object() */ 378 object ACC (RO, clone); /* An object from which to do copy_object() */
284 uint32 editable; /* editable flags (mainly for editor) */ 379 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
285 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 380 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
286 * in comparison to the head. 381 * in comparison to the head.
287 */ 382 */
288} archetype; 383};
289 384
290extern object *objects; 385extern object *objects;
291extern object *active_objects; 386extern object *active_objects;
292extern object *free_objects;
293extern object objarray[STARTMAX];
294 387
295extern int nrofallocobjects; 388extern int nrofallocobjects;
296extern int nroffreeobjects;
297 389
298/* This returns TRUE if the object is somethign that 390/* This returns TRUE if the object is something that
299 * should be displayed in the look window 391 * should be displayed in the look window
300 */ 392 */
301#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 393#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
302 394
303/* Used by update_object to know if the object being passed is 395/* Used by update_object to know if the object being passed is
304 * being added or removed. 396 * being added or removed.
305 */ 397 */
306#define UP_OBJ_INSERT 1 398#define UP_OBJ_INSERT 1
307#define UP_OBJ_REMOVE 2 399#define UP_OBJ_REMOVE 2
308#define UP_OBJ_CHANGE 3 400#define UP_OBJ_CHANGE 3
309#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 401#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
310 402
311/* These are flags passed to insert_ob_in_map and 403/* These are flags passed to insert_ob_in_map and
312 * insert_ob_in_ob. Note that all flags may not be meaningful 404 * insert_ob_in_ob. Note that all flags may not be meaningful
313 * for both functions. 405 * for both functions.
314 * Most are fairly explanatory: 406 * Most are fairly explanatory:
347#define ARCH_DETECT_MAGIC "detect_magic" 439#define ARCH_DETECT_MAGIC "detect_magic"
348#define ARCH_DEPLETION "depletion" 440#define ARCH_DEPLETION "depletion"
349#define ARCH_SYMPTOM "symptom" 441#define ARCH_SYMPTOM "symptom"
350 442
351#endif 443#endif
444

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