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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 1.65 by root, Sat Dec 23 06:30:49 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
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 22*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
31 28
32#include "cfperl.h" 29#include "cfperl.h"
33#include "shstr.h" 30#include "shstr.h"
34 31
35typedef uint32 tag_t; 32typedef uint32 tag_t;
36#define NUM_BODY_LOCATIONS 12 33#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 34#define BODY_ARMS 1
38 35
39/* See common/item.c */ 36/* See common/item.c */
40 37
41typedef struct Body_Locations { 38typedef struct Body_Locations
39{
42 const char *save_name; /* Name used to load/save it to disk */ 40 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 41 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 42 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 43} Body_Locations;
46 44
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 45extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 46
58/* 47/*
59 * Each object (this also means archetypes!) could have a few of these 48 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 49 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 50 *
63 * 52 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 53 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 54 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 55 * Exception is if you want to walk this list for some reason.
67 */ 56 */
68typedef struct _key_value { 57struct key_value
69 const char * key; 58{
70 const char * value;
71 struct _key_value * next; 59 key_value *next;
72} key_value; 60 shstr key, value;
61};
73 62
63struct UUID
64{
65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
71};
72
73extern void init_uuid ();
74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
74 76
75/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 78 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both 79 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 80 * can_apply and will_apply?
79 */ 81 */
80#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
85
86 87
87/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
88 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
89 * e.g. copy_object. 90 * e.g. ->copy_to ()
91 */
92
93ACC_CLASS (object)
94// these are being copied
95struct object_copy
96{
97 typedef bitset<NUM_FLAGS> flags_t;
98
99 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */
105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
107 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */
111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
116 object_ptr ACC (RW, spell); /* Spell that was being cast */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120
121 New_Face *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */
124 float ACC (RW, speed_left); /* How much speed is left to spend this round */
125 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128
129 /* 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 */
133 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */
139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
142 /* Note that the last_.. values are sometimes used for non obvious
143 * meanings by some objects, eg, sp penalty, permanent exp.
90 */ 144 */
145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
146 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
147 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
148 sint16 ACC (RW, last_eat); /* How long since we last ate */
149 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
150 sint16 ACC (RW, level); /* Level of creature or object */
151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
152 sint8 ACC (RW, item_power); /* power rating of the object */
153 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
155 sint32 ACC (RW, weight); /* Attributes of the object */
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
162 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */
91 165
92struct object_simple : attachable<object> { 166 /* Following mostly refers to fields only used for monsters */
93 tag_t count; /* Unique object number for this object */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
94 uint16 refcount; /* How many objects points to this object */ 168 /* changes made by kholland@sunlab.cit.cornell.edu */
169 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */
95 175
96 /* These variables are not changed by copy_object() */ 176 /* Spell related information, may be useful elsewhere
97 struct pl *contr; /* Pointer to the player which control this object */ 177 * Note that other fields are used - these files are basically
98 struct object *next; /* Pointer to the next object in the free/used list */ 178 * only used in spells.
99 struct object *prev; /* Pointer to the previous object in the free/used list*/ 179 */
100 struct object *active_next; /* Next & previous object in the 'active' */ 180 sint16 ACC (RW, duration); /* How long the spell lasts */
101 struct object *active_prev; /* List. This is used in process_events */ 181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
102 /* so that the entire object list does not */ 182 uint16 ACC (RW, start_holding);
103 /* need to be gone through. */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
104 struct object *below; /* Pointer to the object stacked below this one */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
105 struct object *above; /* Pointer to the object stacked above this one */ 185 sint8 ACC (RW, range); /* Range of the spell */
106 /* Note: stacked in the *same* environment*/ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
107 struct object *inv; /* Pointer to the first object in the inventory */ 187 char *ACC (RW, spellarg);
108 struct object *container; /* Current container being used. I think this 188
109 * is only used by the player right now. 189 /* Following are values used by any object */
110 */ 190 /* this objects turns into or what this object creates */
111 struct object *env; /* Pointer to the object which is the environment. 191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
112 * This is typically the container that the object is in. 192 key_value *key_values; /* Fields not explictly known by the loader. */
113 */ 193 flags_t flags; /* various flags */
114 struct object *more; /* Pointer to the rest of a large body of objects */ 194 uint16 ACC (RW, animation_id);/* An index into the animation array */
115 struct object *head; /* Points to the main object of a large body */ 195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
116 struct mapstruct *map; /* Pointer to the map in which this object is present */ 196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
199 uint8 ACC (RW, will_apply); /* See crossfire.doc */
200
201 MoveType ACC (RW, move_type); /* Type of movement this object uses */
202 MoveType ACC (RW, move_block);/* What movement types this blocks */
203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
204 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
117}; 208};
118 209
119struct object_special { 210struct object : zero_initialised, refcounted, attachable<object>, object_copy
120 /* These get an extra add_refcount(), after having been copied by memcpy(). 211{
121 * All fields beow this point are automatically copied by memcpy. If 212 typedef unordered_vector<object *> vector;
122 * adding something that needs a refcount updated, make sure you modify 213
123 * copy_object to do so. Everything below here also gets cleared 214 // These variables are not changed by ->copy_to
124 * by clear_object() 215
216 tag_t ACC (RW, count); /* Generation count for this object */
217 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
218
219 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
220 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
221 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
222 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
223 object *ACC (RW, active_prev);/* List. This is used in process_events */
224 /* so that the entire object list does not */
225 /* need to be gone through. */
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 object *ACC (RW, above); /* Pointer to the object stacked above this one */
228 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */
230 object *ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now.
232 */
233 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in.
235 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
239 client_container *seen_by; // seen by which player/container currently?
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 copy_to (object *dst);
248 object *clone (); // create + copy_to
249 void destroy (bool destroy_inventory = false);
250 void remove ();
251 object *insert (object *item); // insert into inventory
252
253 static void free_mortals ();
254 static bool can_merge_slow (object *op1, object *op2);
255
256 // this is often used in time-critical code, so optimise
257 static bool can_merge (object *op1, object *op2)
258 {
259 return op1->value == op2->value
260 && op1->name == op2->name
261 && can_merge_slow (op1, op2);
262 }
263
264 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
265
266 void set_owner (object *owner);
267
268 void instantiate ()
269 {
270 if (!uuid.seq) // HACK
271 uuid = gen_uuid ();
272
273 attachable<object>::instantiate ();
274 }
275
276 // recalculate all stats
277 void update_stats ();
278 void roll_stats ();
279 void swap_stats (int a, int b);
280 void add_statbonus ();
281 void remove_statbonus ();
282 void drain_stat ();
283 void drain_specific_stat (int deplete_stats);
284 void change_luck (int value);
285
286 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const;
288 const char *debug_desc () const;
289
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301
302 /* This return true if object has still randomitems which
303 * could be expanded.
125 */ 304 */
126 shstr name; /* The name of the object, obviously... */ 305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
127 shstr name_pl; /* The plural name of the object */
128 shstr title; /* Of foo, etc */
129 shstr race; /* human, goblin, dragon, etc */
130 shstr slaying; /* Which race to do double damage to */
131 /* If this is an exit, this is the filename */
132 shstr skill; /* Name of the skill this object uses/grants */
133 shstr msg; /* If this is a book/sign/magic mouth/etc */
134 shstr lore; /* Obscure information about this object, */
135 /* To get put into books and the like. */
136 306
137 sint16 x,y; /* Position in the map for this object */ 307 // returns the player that has this object in his inventory, or 0
138 sint16 ox,oy; /* For debugging: Where it was last inserted */ 308 object *in_player () const
139 float speed; /* The overall speed of this object */ 309 {
140 float speed_left; /* How much speed is left to spend this round */ 310 for (object *op = env; op; op = op->env)
141 uint32 nrof; /* How many of the objects */ 311 if (op->type == PLAYER)
142 New_Face *face; /* Face with colors */ 312 return op;
143 sint8 direction; /* Means the object is moving that way. */
144 sint8 facing; /* Object is oriented/facing that way. */
145 313
146 /* This next big block are basically used for monsters and equipment */ 314 return 0;
147 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 315 }
148 uint8 subtype; /* subtype of object */
149 uint16 client_type; /* Public type information. see doc/Developers/objects */
150 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
151 uint32 attacktype; /* Bitmask of attacks this object does */
152 uint32 path_attuned; /* Paths the object is attuned to */
153 uint32 path_repelled; /* Paths the object is repelled from */
154 uint32 path_denied; /* Paths the object is denied access to */
155 uint16 material; /* What materials this object consist of */
156 shstr materialname; /* specific material name */
157 sint8 magic; /* Any magical bonuses to this item */
158 uint8 state; /* How the object was last drawn (animation) */
159 sint32 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
162 * meanings by some objects, eg, sp penalty, permanent exp.
163 */
164 sint32 last_heal; /* Last healed. Depends on constitution */
165 sint32 last_sp; /* As last_heal, but for spell points */
166 sint16 last_grace; /* as last_sp, except for grace */
167 sint16 last_eat; /* How long since we last ate */
168 sint16 invisible; /* How much longer the object will be invis */
169 uint8 pick_up; /* See crossfire.doc */
170 sint8 item_power; /* power rating of the object */
171 sint8 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 */
176 living stats; /* Str, Con, Dex, etc */
177 sint64 perm_exp; /* Permanent exp */
178 struct object *current_weapon; /* Pointer to the weapon currently used */
179 uint32 weapontype; /* type of weapon */
180 uint32 tooltype; /* type of tool or build facility */
181 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 */
183 /* See the doc/Developers/objects for more info about body locations */
184 316
185 /* Following mostly refers to fields only used for monsters */ 317 // returns the mapspace this object is in
186 struct object *owner; /* Pointer to the object which controls this one */ 318 mapspace &ms () const;
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 */
198 /* changes made by kholland@sunlab.cit.cornell.edu */
199 /* allows different movement patterns for attackers */
200 sint32 move_status; /* What stage in attack mode */
201 uint16 attack_movement;/* What kind of attack movement */
202 uint8 will_apply; /* See crossfire.doc */
203 struct object *spellitem; /* Spell ability monster is choosing to use */
204 double expmul; /* needed experience = (calc_exp*expmul) - means some */
205 /* races/classes can need less/more exp to gain levels */
206 319
207 /* Spell related information, may be useful elsewhere 320 // fully recursive iterator
208 * Note that other fields are used - these files are basically 321 struct iterator_base
209 * only used in spells. 322 {
210 */ 323 object *item;
211 sint16 duration; /* How long the spell lasts */
212 uint8 duration_modifier; /* how level modifies duration */
213 sint16 casting_time; /* time left before spell goes off */
214 struct object *spell; /* Spell that was being cast */
215 uint16 start_holding;
216 char *spellarg;
217 uint8 dam_modifier; /* How going up in level effects damage */
218 sint8 range; /* Range of the spell */
219 uint8 range_modifier; /* How going up in level effects range */
220 324
221 /* Following are values used by any object */ 325 iterator_base (object *container)
222 struct archt *arch; /* Pointer to archetype */ 326 : item (container)
223 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 327 {
224 /* this objects turns into or what this object creates */ 328 }
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*/
231 329
232 MoveType move_type; /* Type of movement this object uses */ 330 operator object *() const { return item; }
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 */
239 331
240 event *events; 332 object *operator ->() const { return item; }
333 object &operator * () const { return *item; }
334 };
241 335
242 shstr custom_name; /* Custom name assigned by player */ 336 // depth-first recursive iterator
243 key_value *key_values; /* Fields not explictly known by the loader. */ 337 struct depth_iterator : iterator_base
338 {
339 depth_iterator (object *container);
340 void next ();
341 object *operator ++( ) { next (); return item; }
342 object *operator ++(int) { object *i = item; next (); return i; }
343 };
344
345 object *begin ()
346 {
347 return this;
348 }
349
350 object *end ()
351 {
352 return this;
353 }
354
355protected:
356 friend struct archetype;
357
358 void link ();
359 void unlink ();
360
361 object ();
362 ~object ();
244}; 363};
245 364
246struct object : object_special, object_simple { 365typedef struct oblnk
247 void clone (object *destination)
248 {
249 if (attach)
250 destination->attach = add_refcount (attach);
251
252 if (self || cb)
253 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
254 }
255};
256
257typedef struct oblnk { /* Used to link together several objects */ 366{ /* Used to link together several objects */
258 object *ob; 367 object_ptr ob;
259 struct oblnk *next; 368 struct oblnk *next;
260 tag_t id;
261} objectlink; 369} objectlink;
262 370
263typedef struct oblinkpt { /* Used to link together several object links */ 371typedef struct oblinkpt
372{ /* Used to link together several object links */
264 struct oblnk *link; 373 struct oblnk *link;
265 long value; /* Used as connected value in buttons/gates */ 374 long value; /* Used as connected value in buttons/gates */
266 struct oblinkpt *next; 375 struct oblinkpt *next;
267} oblinkpt; 376} oblinkpt;
268 377
269/* 378/*
270 * The archetype structure is a set of rules on how to generate and manipulate 379 * 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 382 * 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 383 * object and pointers. This structure should get removed, and just replaced
275 * by the object structure 384 * by the object structure
276 */ 385 */
277 386
278typedef struct archt { 387ACC_CLASS (archetype)
279 const char *name; /* More definite name, like "generate_kobold" */ 388struct archetype : zero_initialised, refcounted
280 struct archt *next; /* Next archetype in a linked list */ 389{
390 archetype ();
391 ~archetype ();
392
393 static archetype *find (const char *arch);
394
395 void hash_add (); // add to hastable
396 void hash_del (); // remove from hashtable
397
398 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
399 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
281 struct archt *head; /* The main part of a linked object */ 400 struct archetype *ACC (RW, head); /* The main part of a linked object */
282 struct archt *more; /* Next part of a linked object */ 401 struct archetype *ACC (RW, more); /* Next part of a linked object */
283 object clone; /* An object from which to do copy_object() */ 402 object ACC (RO, clone); /* An object from which to do ->copy_to () */
284 uint32 editable; /* editable flags (mainly for editor) */ 403 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 404 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. 405 * in comparison to the head.
287 */ 406 */
288} archetype; 407};
289 408
290extern object *objects; 409extern object *objects;
291extern object *active_objects; 410extern object *active_objects;
292extern object *free_objects;
293extern object objarray[STARTMAX];
294 411
295extern int nrofallocobjects; 412extern int nrofallocobjects;
296extern int nroffreeobjects;
297 413
298/* This returns TRUE if the object is somethign that 414/* This returns TRUE if the object is something that
299 * should be displayed in the look window 415 * should be displayed in the look window
300 */ 416 */
301#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 417#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
302 418
303/* Used by update_object to know if the object being passed is 419/* Used by update_object to know if the object being passed is
304 * being added or removed. 420 * being added or removed.
305 */ 421 */
306#define UP_OBJ_INSERT 1 422#define UP_OBJ_INSERT 1
307#define UP_OBJ_REMOVE 2 423#define UP_OBJ_REMOVE 2
308#define UP_OBJ_CHANGE 3 424#define UP_OBJ_CHANGE 3
309#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 425#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
310 426
311/* These are flags passed to insert_ob_in_map and 427/* These are flags passed to insert_ob_in_map and
312 * insert_ob_in_ob. Note that all flags may not be meaningful 428 * insert_ob_in_ob. Note that all flags may not be meaningful
313 * for both functions. 429 * for both functions.
314 * Most are fairly explanatory: 430 * Most are fairly explanatory:
347#define ARCH_DETECT_MAGIC "detect_magic" 463#define ARCH_DETECT_MAGIC "detect_magic"
348#define ARCH_DEPLETION "depletion" 464#define ARCH_DEPLETION "depletion"
349#define ARCH_SYMPTOM "symptom" 465#define ARCH_SYMPTOM "symptom"
350 466
351#endif 467#endif
468

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