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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 1.81 by root, Sun Jan 7 02:39:14 2007 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 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
13 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
21 17
22 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
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 23*/
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
32#include "cfperl.h" 30#include "cfperl.h"
33#include "shstr.h" 31#include "shstr.h"
34 32
35typedef uint32 tag_t; 33typedef int tag_t;
36#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 35#define BODY_ARMS 1
38 36
39/* See common/item.c */ 37/* See common/item.c */
40 38
41typedef struct Body_Locations { 39typedef struct Body_Locations
40{
42 const char *save_name; /* Name used to load/save it to disk */ 41 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 */ 42 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 */ 43 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 44} Body_Locations;
46 45
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 46extern 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 47
58/* 48/*
59 * Each object (this also means archetypes!) could have a few of these 49 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 50 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 51 *
63 * 53 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 54 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 55 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 56 * Exception is if you want to walk this list for some reason.
67 */ 57 */
68typedef struct _key_value { 58struct key_value
69 const char * key; 59{
70 const char * value;
71 struct _key_value * next; 60 key_value *next;
72} key_value; 61 shstr key, value;
62};
73 63
64struct UUID
65{
66 uint64 seq;
67
68 UUID () { }
69 UUID (uint64 seq) : seq(seq) { }
70 operator uint64() { return seq; }
71 void operator =(uint64 seq) { this->seq = seq; }
72};
73
74extern void init_uuid ();
75extern UUID gen_uuid ();
76extern const uint64 UUID_SKIP;
74 77
75/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 79 * 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 80 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 81 * can_apply and will_apply?
79 */ 82 */
80#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
85
86 88
87/* However, if you're keeping a pointer of some sort, you probably 89/* 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, 90 * don't just want it copied, so you'll need to add to common/object.C,
89 * e.g. copy_object. 91 * e.g. ->copy_to ()
90 */ 92 */
91 93
94INTERFACE_CLASS (object)
95// these are being copied
92struct object_simple : attachable<object> { 96struct object_copy : attachable
93 tag_t count; /* Unique object number for this object */ 97{
94 uint16 refcount; /* How many objects points to this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
95 99
96 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
97 struct pl *contr; /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
98 struct object *next; /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
99 struct object *prev; /* Pointer to the previous object in the free/used list*/ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
100 struct object *active_next; /* Next & previous object in the 'active' */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
101 struct object *active_prev; /* List. This is used in process_events */ 105 shstr ACC (RW, title); /* Of foo, etc */
102 /* so that the entire object list does not */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 /* need to be gone through. */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 struct object *below; /* Pointer to the object stacked below this one */ 108 /* If this is an exit, this is the filename */
105 struct object *above; /* Pointer to the object stacked above this one */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 /* Note: stacked in the *same* environment*/ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
107 struct object *inv; /* Pointer to the first object in the inventory */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
108 struct object *container; /* Current container being used. I think this 112 /* To get put into books and the like. */
109 * is only used by the player right now. 113 shstr ACC (RW, materialname); /* specific material name */
110 */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
111 struct object *env; /* Pointer to the object which is the environment. 115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 * This is typically the container that the object is in. 116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 */ 117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
114 struct object *more; /* Pointer to the rest of a large body of objects */ 118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
115 struct object *head; /* Points to the main object of a large body */ 119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
116 struct mapstruct *map; /* Pointer to the map in which this object is present */ 120 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124
125 New_Face *ACC (RW, face); /* Face with colors */
126 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 */
128 uint32 ACC (RW, nrof); /* How many of the objects */
129
130 /* 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 */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp.
145 */
146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
149 sint16 ACC (RW, last_eat); /* How long since we last ate */
150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
153 sint8 ACC (RW, item_power); /* power rating of the object */
154 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
156 sint32 ACC (RW, weight); /* Attributes of the object */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */
161 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 */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */
166
167 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
169
170 /* allows different movement patterns for attackers */
171 sint32 ACC (RW, move_status); /* What stage in attack mode */
172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
175 /* races/classes can need less/more exp to gain levels */
176
177 /* Spell related information, may be useful elsewhere
178 * Note that other fields are used - these files are basically
179 * only used in spells.
180 */
181 sint16 ACC (RW, duration); /* How long the spell lasts */
182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
183 uint16 ACC (RW, start_holding);
184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
186 sint8 ACC (RW, range); /* Range of the spell */
187 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 */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 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 */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
197 char *ACC (RW, spellarg);
198
199 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */
201 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 */
204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */
208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
117}; 213};
118 214
119struct object_special { 215struct object : zero_initialised, object_copy
120 /* These get an extra add_refcount(), after having been copied by memcpy(). 216{
121 * All fields beow this point are automatically copied by memcpy. If 217 // These variables are not changed by ->copy_to
122 * adding something that needs a refcount updated, make sure you modify 218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
123 * copy_object to do so. Everything below here also gets cleared 219
124 * by clear_object() 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); // index into objects
222 int ACC (RO, active); // index into actives
223
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225
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 client_container *seen_by; // seen by which player/container currently?
239
240 //static vector active_list; // active objects, not yet used
241 //static vector object_list; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects"
243
244 MTH static object *create ();
245 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to
247 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false);
250
251 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
252 MTH void destroy_inv (bool drop_to_ground = false);
253 MTH void remove ();
254 MTH object *insert (object *item); // insert into inventory
255
256 static bool can_merge_slow (object *op1, object *op2);
257
258 // this is often used in time-critical code, so optimise
259 MTH static bool can_merge (object *op1, object *op2)
260 {
261 return op1->value == op2->value
262 && op1->name == op2->name
263 && can_merge_slow (op1, op2);
264 }
265
266 MTH void set_owner (object *owner);
267 MTH void set_speed (float speed);
268
269 MTH void instantiate ()
270 {
271 if (!uuid.seq) // HACK
272 uuid = gen_uuid ();
273
274 attachable::instantiate ();
275 }
276
277 // recalculate all stats
278 MTH void update_stats ();
279 MTH void roll_stats ();
280 MTH void swap_stats (int a, int b);
281 MTH void add_statbonus ();
282 MTH void remove_statbonus ();
283 MTH void drain_stat ();
284 MTH void drain_specific_stat (int deplete_stats);
285 MTH void change_luck (int value);
286
287 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const;
289 MTH const char *debug_desc () const;
290 const char *flag_desc (char *desc, int len) const;
291
292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
294 || type == CLOAK || type == BOOTS || type == GLOVES
295 || type == BRACERS || type == GIRDLE; }
296 MTH bool is_alive () const { return (type == PLAYER
297 || flag [FLAG_MONSTER]
298 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
299 && !flag [FLAG_IS_A_TEMPLATE]; }
300 MTH bool is_arrow () const { return type == ARROW
301 || (type == SPELL_EFFECT
302 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
303
304 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
305
306 // temporary: wether the object can be saved in a map file
307 // contr => is a player
308 // head => only save head of a multitile object
309 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner; }
311
312 /* This return true if object has still randomitems which
313 * could be expanded.
125 */ 314 */
126 shstr name; /* The name of the object, obviously... */ 315 MTH bool has_random_items () const { return randomitems && !flag [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. */
136 316
137 sint16 x,y; /* Position in the map for this object */ 317 // returns the player that has this object in his inventory, or 0
138 sint16 ox,oy; /* For debugging: Where it was last inserted */ 318 MTH object *in_player () const
139 float speed; /* The overall speed of this object */ 319 {
140 float speed_left; /* How much speed is left to spend this round */ 320 for (object *op = env; op; op = op->env)
141 uint32 nrof; /* How many of the objects */ 321 if (op->type == PLAYER)
142 New_Face *face; /* Face with colors */ 322 return op;
143 sint8 direction; /* Means the object is moving that way. */
144 sint8 facing; /* Object is oriented/facing that way. */
145 323
146 /* This next big block are basically used for monsters and equipment */ 324 return 0;
147 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 325 }
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 */
184 326
185 /* Following mostly refers to fields only used for monsters */ 327 // "temporary" helper function
186 struct object *owner; /* Pointer to the object which controls this one */ 328 MTH object *head_ ()
187 /* Owner should not be referred to directly - */ 329 {
188 /* get_owner should be used instead. */ 330 return head ? head : this;
189 tag_t ownercount; /* What count the owner had (in case owner */ 331 }
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 */
206 332
207 /* Spell related information, may be useful elsewhere 333 // insert object at same map position as 'where'
208 * Note that other fields are used - these files are basically 334 // handles both inventory and map "positions"
209 * only used in spells. 335 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
210 */
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 */
220 336
221 /* Following are values used by any object */ 337 MTH void activate ();
222 struct archt *arch; /* Pointer to archetype */ 338 MTH void deactivate ();
223 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 339 MTH void activate_recursive ();
224 /* this objects turns into or what this object creates */ 340 MTH void deactivate_recursive ();
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*/
231 341
232 MoveType move_type; /* Type of movement this object uses */ 342 // set the givne flag on all objects in the inventory recursively
233 MoveType move_block; /* What movement types this blocks */ 343 MTH void set_flag_inv (int flag, int value = 1);
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 */
239 344
240 event *events; 345 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y);
241 347
242 shstr custom_name; /* Custom name assigned by player */ 348 // returns the mapspace this object is in
243 key_value *key_values; /* Fields not explictly known by the loader. */ 349 mapspace &ms () const;
350
351 // fully recursive iterator
352 struct iterator_base
353 {
354 object *item;
355
356 iterator_base (object *container)
357 : item (container)
358 {
359 }
360
361 operator object *() const { return item; }
362
363 object *operator ->() const { return item; }
364 object &operator * () const { return *item; }
365 };
366
367 MTH unsigned int random_seed () const
368 {
369 return (unsigned int)uuid.seq;
370 }
371
372 // depth-first recursive iterator
373 struct depth_iterator : iterator_base
374 {
375 depth_iterator (object *container);
376 void next ();
377 object *operator ++( ) { next (); return item; }
378 object *operator ++(int) { object *i = item; next (); return i; }
379 };
380
381 object *begin ()
382 {
383 return this;
384 }
385
386 object *end ()
387 {
388 return this;
389 }
390
391protected:
392 friend struct archetype;
393
394 void link ();
395 void unlink ();
396
397 object ();
398 ~object ();
244}; 399};
245 400
246struct object : object_special, object_simple { 401typedef object_vector<object, &object::count > objectvec;
247 void clone (object *destination) 402typedef object_vector<object, &object::active> activevec;
248 {
249 if (attach)
250 destination->attach = add_refcount (attach);
251 403
252 if (self || cb) 404extern objectvec objects;
253 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 405extern activevec actives;
254 }
255};
256 406
407#define for_all_objects(var) \
408 for (int _i = 0; _i < objects.size (); ++_i) \
409 declvar (object *, var, objects [_i])
410
411#define for_all_actives(var) \
412 for (int _i = 0; _i < actives.size (); ++_i) \
413 declvar (object *, var, actives [_i])
414
415typedef struct oblnk
257typedef struct oblnk { /* Used to link together several objects */ 416{ /* Used to link together several objects */
258 object *ob; 417 object_ptr ob;
259 struct oblnk *next; 418 struct oblnk *next;
260 tag_t id;
261} objectlink; 419} objectlink;
262 420
263typedef struct oblinkpt { /* Used to link together several object links */ 421typedef struct oblinkpt
422{ /* Used to link together several object links */
264 struct oblnk *link; 423 struct oblnk *link;
265 long value; /* Used as connected value in buttons/gates */ 424 long value; /* Used as connected value in buttons/gates */
266 struct oblinkpt *next; 425 struct oblinkpt *next;
267} oblinkpt; 426} oblinkpt;
268 427
269/* 428/*
270 * The archetype structure is a set of rules on how to generate and manipulate 429 * 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 432 * 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 433 * object and pointers. This structure should get removed, and just replaced
275 * by the object structure 434 * by the object structure
276 */ 435 */
277 436
278typedef struct archt { 437INTERFACE_CLASS (archetype)
279 const char *name; /* More definite name, like "generate_kobold" */ 438struct archetype : zero_initialised, attachable
280 struct archt *next; /* Next archetype in a linked list */ 439{
440 archetype ();
441 ~archetype ();
442 void gather_callbacks (AV *&callbacks, event_type event) const;
443
444 static archetype *find (const char *arch);
445
446 void hash_add (); // add to hashtable
447 void hash_del (); // remove from hashtable
448
449 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
450 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
281 struct archt *head; /* The main part of a linked object */ 451 struct archetype *ACC (RW, head); /* The main part of a linked object */
282 struct archt *more; /* Next part of a linked object */ 452 struct archetype *ACC (RW, more); /* Next part of a linked object */
283 object clone; /* An object from which to do copy_object() */ 453 object ACC (RO, clone); /* An object from which to do ->copy_to () */
284 uint32 editable; /* editable flags (mainly for editor) */ 454 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 455 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. 456 * in comparison to the head.
287 */ 457 */
288} archetype; 458};
289 459
290extern object *objects;
291extern object *active_objects;
292extern object *free_objects;
293extern object objarray[STARTMAX];
294
295extern int nrofallocobjects;
296extern int nroffreeobjects;
297
298/* This returns TRUE if the object is somethign that 460/* This returns TRUE if the object is something that
299 * should be displayed in the look window 461 * should be displayed in the floorbox window
300 */ 462 */
301#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 463#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
302 464
303/* Used by update_object to know if the object being passed is 465/* Used by update_object to know if the object being passed is
304 * being added or removed. 466 * being added or removed.
305 */ 467 */
306#define UP_OBJ_INSERT 1 468#define UP_OBJ_INSERT 1
307#define UP_OBJ_REMOVE 2 469#define UP_OBJ_REMOVE 2
308#define UP_OBJ_CHANGE 3 470#define UP_OBJ_CHANGE 3
309#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 471#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
310 472
311/* These are flags passed to insert_ob_in_map and 473/* These are flags passed to insert_ob_in_map and
312 * insert_ob_in_ob. Note that all flags may not be meaningful 474 * insert_ob_in_ob. Note that all flags may not be meaningful
313 * for both functions. 475 * for both functions.
314 * Most are fairly explanatory: 476 * Most are fairly explanatory:
347#define ARCH_DETECT_MAGIC "detect_magic" 509#define ARCH_DETECT_MAGIC "detect_magic"
348#define ARCH_DEPLETION "depletion" 510#define ARCH_DEPLETION "depletion"
349#define ARCH_SYMPTOM "symptom" 511#define ARCH_SYMPTOM "symptom"
350 512
351#endif 513#endif
514

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