ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.15 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.59 by root, Tue Dec 19 05:41:21 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.15 2006/09/03 00:18:41 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 46
49/* 47/*
54 * 52 *
55 * 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
56 * accessing the list directly. 54 * accessing the list directly.
57 * 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.
58 */ 56 */
59struct key_value { 57struct key_value
58{
60 key_value *next; 59 key_value *next;
61 shstr key, value; 60 shstr key, value;
62}; 61};
63 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;
64 76
65/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * 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
67 * 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
68 * can_apply and will_apply? 80 * can_apply and will_apply?
69 */ 81 */
70#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
71#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
72#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
73#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
74#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
75
76 87
77/* 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
78 * 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,
79 * e.g. copy_object. 90 * e.g. ->copy_to ()
80 */ 91 */
81 92
82struct object_simple : attachable<object> { 93typedef refptr<object> object_ptr;
83 tag_t count; /* Unique object number for this object */ 94typedef refptr<archetype> arch_ptr;
84 uint16 refcount; /* How many objects points to this object */
85 95
96// these are not being copied
97ACC_CLASS (object)
98struct object_keep : refcounted
99{
86 /* These variables are not changed by copy_object() */ 100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
87 struct pl *contr; /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
88 struct object *next; /* Pointer to the next object in the free/used list */ 106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
89 struct object *prev; /* Pointer to the previous object in the free/used list*/ 107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *active_next; /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
91 struct object *active_prev; /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
92 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
93 /* need to be gone through. */ 111 /* need to be gone through. */
94 struct object *below; /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *above; /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment*/ 114 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
98 struct object *container; /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 117 * is only used by the player right now.
100 */ 118 */
101 struct object *env; /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
103 */ 121 */
104 struct object *more; /* Pointer to the rest of a large body of objects */ 122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *head; /* Points to the main object of a large body */ 123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
106 struct mapstruct *map; /* Pointer to the map in which this object is present */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 125};
108 126
109struct object_special { 127// these are being copied
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 128struct object_copy : attachable<object>
111 * All fields beow this point are automatically copied by memcpy. If 129{
112 * adding something that needs a refcount updated, make sure you modify
113 * copy_object to do so. Everything below here also gets cleared
114 * by clear_object()
115 */
116 shstr name; /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
117 shstr name_pl; /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
118 shstr title; /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
122 shstr skill; /* Name of the skill this object uses/grants */ 136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
123 shstr msg; /* If this is a book/sign/magic mouth/etc */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
124 shstr lore; /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
125 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
140 shstr ACC (RW, materialname); /* specific material name */
141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
143 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
149};
126 150
127 sint16 x,y; /* Position in the map for this object */ 151// these are being copied and also cleared
128 sint16 ox,oy; /* For debugging: Where it was last inserted */ 152struct object_pod
153{
154 New_Face *ACC (RW, face); /* Face with colors */
155 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
129 float speed; /* The overall speed of this object */ 156 float ACC (RW, speed); /* The overall speed of this object */
130 float speed_left; /* How much speed is left to spend this round */ 157 float ACC (RW, speed_left); /* How much speed is left to spend this round */
131 uint32 nrof; /* How many of the objects */ 158 uint32 ACC (RW, nrof); /* How many of the objects */
132 New_Face *face; /* Face with colors */
133 sint8 direction; /* Means the object is moving that way. */ 159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
134 sint8 facing; /* Object is oriented/facing that way. */ 160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135 161
136 /* This next big block are basically used for monsters and equipment */ 162 /* This next big block are basically used for monsters and equipment */
137 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
138 uint8 subtype; /* subtype of object */ 164 uint8 ACC (RW, subtype); /* subtype of object */
139 uint16 client_type; /* Public type information. see doc/Developers/objects */ 165 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
140 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 166 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
141 uint32 attacktype; /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
142 uint32 path_attuned; /* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
143 uint32 path_repelled; /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
144 uint32 path_denied; /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
145 uint16 material; /* What materials this object consist of */ 171 uint16 ACC (RW, material); /* What materials this object consist of */
146 shstr materialname; /* specific material name */
147 sint8 magic; /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 state; /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 value; /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 sint16 level; /* Level of creature or object */
151 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
152 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
153 */ 177 */
154 sint32 last_heal; /* Last healed. Depends on constitution */ 178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
155 sint32 last_sp; /* As last_heal, but for spell points */ 179 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
156 sint16 last_grace; /* as last_sp, except for grace */ 180 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
157 sint16 last_eat; /* How long since we last ate */ 181 sint16 ACC (RW, last_eat); /* How long since we last ate */
158 sint16 invisible; /* How much longer the object will be invis */ 182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
183 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 pick_up; /* See crossfire.doc */ 184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 item_power; /* power rating of the object */ 185 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 186 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
162 sint32 weight; /* Attributes of the object */
163 sint32 weight_limit; /* Weight-limit of object */
164 sint32 carrying; /* How much weight this object contains */
165 sint8 glow_radius; /* indicates the glow radius of the object */ 187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
166 living stats; /* Str, Con, Dex, etc */ 188 sint32 ACC (RW, weight); /* Attributes of the object */
189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
190 sint32 ACC (RW, carrying); /* How much weight this object contains */
167 sint64 perm_exp; /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *current_weapon; /* Pointer to the weapon currently used */
169 uint32 weapontype; /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 tooltype; /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 194 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 195 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
196 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the doc/Developers/objects for more info about body locations */
174 198
175 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
176 struct object *owner; /* Pointer to the object which controls this one */
177 /* Owner should not be referred to directly - */
178 /* get_owner should be used instead. */
179 tag_t ownercount; /* What count the owner had (in case owner */
180 /* has been freed) */
181 struct object *enemy; /* Monster/player to follow even if not closest */
182 struct object *attacked_by; /* This object start to attack us! only player & monster */
183 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
184 struct treasureliststruct *randomitems; /* Items to be generated */
185 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
186 struct object *chosen_skill; /* the skill chosen to use */
187 uint32 hide; /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
188 /* changes made by kholland@sunlab.cit.cornell.edu */ 201 /* changes made by kholland@sunlab.cit.cornell.edu */
189 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
190 sint32 move_status; /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
191 uint16 attack_movement;/* What kind of attack movement */ 204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
192 uint8 will_apply; /* See crossfire.doc */ 205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
193 struct object *spellitem; /* Spell ability monster is choosing to use */
194 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 206 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 207 /* races/classes can need less/more exp to gain levels */
196 208
197 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
199 * only used in spells. 211 * only used in spells.
200 */ 212 */
201 sint16 duration; /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
202 uint8 duration_modifier; /* how level modifies duration */
203 sint16 casting_time; /* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
204 struct object *spell; /* Spell that was being cast */
205 uint16 start_holding; 215 uint16 ACC (RW, start_holding);
206 char *spellarg; 216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
207 uint8 dam_modifier; /* How going up in level effects damage */ 217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
208 sint8 range; /* Range of the spell */ 218 sint8 ACC (RW, range); /* Range of the spell */
209 uint8 range_modifier; /* How going up in level effects range */ 219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
220 char *ACC (RW, spellarg);
210 221
211 /* Following are values used by any object */ 222 /* Following are values used by any object */
212 struct archt *arch; /* Pointer to archetype */ 223 /* this objects turns into or what this object creates */
224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
213 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
214 /* this objects turns into or what this object creates */
215 uint32 flags[4]; /* various flags */
216 uint16 animation_id; /* An index into the animation array */
217 uint8 anim_speed; /* ticks between animation-frames */
218 uint8 last_anim; /* last sequence used to draw face */
219 sint32 elevation; /* elevation of this terrain - not currently used */
220 uint8 smoothlevel; /* how to smooth this square around*/
221
222 MoveType move_type; /* Type of movement this object uses */
223 MoveType move_block; /* What movement types this blocks */
224 MoveType move_allow; /* What movement types explicitly allowd */
225 MoveType move_on; /* Move types affected moving on to this space */
226 MoveType move_off; /* Move types affected moving off this space */
227 MoveType move_slow; /* Movement types this slows down */
228 float move_slow_penalty; /* How much this slows down the object */
229
230 shstr custom_name; /* Custom name assigned by player */
231 key_value *key_values; /* Fields not explictly known by the loader. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
232}; 228 std::bitset<NUM_FLAGS> flags; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233 235
234struct object : object_special, object_simple, zero_initialised { 236 MoveType ACC (RW, move_type); /* Type of movement this object uses */
235 void clone (object *destination) 237 MoveType ACC (RW, move_block);/* What movement types this blocks */
236 { 238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
237 destination->attach = attach; 239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
241 MoveType ACC (RW, move_slow); /* Movement types this slows down */
242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
243};
238 244
239 if (self || cb) 245struct object : zero_initialised, object_keep, object_copy, object_pod
240 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 246{
247 typedef unordered_vector<object *> vector;
248
249 static vector mortals;
250 static vector active; // active objects, not yet used
251 static vector objects; // not used yet, use first->next->...
252 static object *first; // will be replaced by "objects"
253
254 static object *create ();
255 void copy_to (object *dst);
256 object *clone (); // create + copy_to
257 void destroy (bool destroy_inventory = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory
260
261 static void free_mortals ();
262 static bool can_merge_slow (object *op1, object *op2);
263
264 // this is often used in time-critical code, so optimise
265 static bool can_merge (object *op1, object *op2)
266 {
267 return op1->value == op2->value
268 && op1->name == op2->name
269 && can_merge_slow (op1, op2);
241 } 270 }
242};
243 271
244typedef struct oblnk { /* Used to link together several objects */ 272 void clear ();
273
274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275
276 void set_owner (object *owner);
277
278 void instantiate ()
279 {
280 if (!uuid.seq) // HACK
281 uuid = gen_uuid ();
282
283 attachable<object>::instantiate ();
284 }
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.
304 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
306
307 // fully recursive iterator
308 struct iterator_base
309 {
310 object *item;
311
312 iterator_base (object *container)
313 : item (container)
314 {
315 }
316
317 operator object *() const { return item; }
318
319 object *operator ->() const { return item; }
320 object &operator * () const { return *item; }
321 };
322
323 // depth-first recursive iterator
324 struct depth_iterator : iterator_base
325 {
326 depth_iterator (object *container);
327 void next ();
328 object *operator ++( ) { next (); return item; }
329 object *operator ++(int) { object *i = item; next (); return i; }
330 };
331
332 object *begin ()
333 {
334 return this;
335 }
336
337 object *end ()
338 {
339 return this;
340 }
341
342protected:
343 friend struct archetype;
344
345 void link ();
346 void unlink ();
347
245 object *ob; 348 object ();
349 ~object ();
350};
351
352typedef struct oblnk
353{ /* Used to link together several objects */
354 object_ptr ob;
246 struct oblnk *next; 355 struct oblnk *next;
247 tag_t id;
248} objectlink; 356} objectlink;
249 357
250typedef struct oblinkpt { /* Used to link together several object links */ 358typedef struct oblinkpt
359{ /* Used to link together several object links */
251 struct oblnk *link; 360 struct oblnk *link;
252 long value; /* Used as connected value in buttons/gates */ 361 long value; /* Used as connected value in buttons/gates */
253 struct oblinkpt *next; 362 struct oblinkpt *next;
254} oblinkpt; 363} oblinkpt;
255 364
256/* 365/*
257 * The archetype structure is a set of rules on how to generate and manipulate 366 * The archetype structure is a set of rules on how to generate and manipulate
260 * be much left in the archetype - all it really is is a holder for the 369 * be much left in the archetype - all it really is is a holder for the
261 * object and pointers. This structure should get removed, and just replaced 370 * object and pointers. This structure should get removed, and just replaced
262 * by the object structure 371 * by the object structure
263 */ 372 */
264 373
265typedef struct archt : zero_initialised 374ACC_CLASS (archetype)
375struct archetype : zero_initialised, refcounted
266{ 376{
377 archetype ();
378 ~archetype ();
379
380 static archetype *find (const char *arch);
381
382 void hash_add (); // add to hastable
383 void hash_del (); // remove from hashtable
384
267 shstr name; /* More definite name, like "generate_kobold" */ 385 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
268 struct archt *next; /* Next archetype in a linked list */ 386 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
269 struct archt *head; /* The main part of a linked object */ 387 struct archetype *ACC (RW, head); /* The main part of a linked object */
270 struct archt *more; /* Next part of a linked object */ 388 struct archetype *ACC (RW, more); /* Next part of a linked object */
271 object clone; /* An object from which to do copy_object() */ 389 object ACC (RO, clone); /* An object from which to do ->copy_to () */
272 uint32 editable; /* editable flags (mainly for editor) */ 390 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
273 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 391 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
274 * in comparison to the head. 392 * in comparison to the head.
275 */ 393 */
276} archetype; 394};
277 395
278extern object *objects; 396extern object *objects;
279extern object *active_objects; 397extern object *active_objects;
280extern object *free_objects;
281extern object objarray[STARTMAX];
282 398
283extern int nrofallocobjects; 399extern int nrofallocobjects;
284extern int nroffreeobjects;
285 400
286/* This returns TRUE if the object is something that 401/* This returns TRUE if the object is something that
287 * should be displayed in the look window 402 * should be displayed in the look window
288 */ 403 */
289#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 404#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
290 405
291/* Used by update_object to know if the object being passed is 406/* Used by update_object to know if the object being passed is
292 * being added or removed. 407 * being added or removed.
293 */ 408 */
294#define UP_OBJ_INSERT 1 409#define UP_OBJ_INSERT 1
295#define UP_OBJ_REMOVE 2 410#define UP_OBJ_REMOVE 2
296#define UP_OBJ_CHANGE 3 411#define UP_OBJ_CHANGE 3
297#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 412#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
298 413
299/* These are flags passed to insert_ob_in_map and 414/* These are flags passed to insert_ob_in_map and
300 * insert_ob_in_ob. Note that all flags may not be meaningful 415 * insert_ob_in_ob. Note that all flags may not be meaningful
301 * for both functions. 416 * for both functions.
302 * Most are fairly explanatory: 417 * Most are fairly explanatory:
335#define ARCH_DETECT_MAGIC "detect_magic" 450#define ARCH_DETECT_MAGIC "detect_magic"
336#define ARCH_DEPLETION "depletion" 451#define ARCH_DEPLETION "depletion"
337#define ARCH_SYMPTOM "symptom" 452#define ARCH_SYMPTOM "symptom"
338 453
339#endif 454#endif
455

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines