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Comparing deliantra/server/include/object.h (file contents):
Revision 1.15 by root, Sun Sep 3 00:18:41 2006 UTC vs.
Revision 1.83 by root, Mon Jan 8 22:32:10 2007 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
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 47
49/* 48/*
54 * 53 *
55 * 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
56 * accessing the list directly. 55 * accessing the list directly.
57 * 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.
58 */ 57 */
59struct key_value { 58struct key_value
59{
60 key_value *next; 60 key_value *next;
61 shstr key, value; 61 shstr key, value;
62}; 62};
63 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;
64 77
65/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
66 * 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
67 * 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
68 * can_apply and will_apply? 81 * can_apply and will_apply?
69 */ 82 */
70#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
71#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
72#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
73#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
74#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
75
76 88
77/* 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
78 * 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,
79 * e.g. copy_object. 91 * e.g. ->copy_to ()
80 */ 92 */
81 93
94INTERFACE_CLASS (object)
95// these are being copied
82struct object_simple : attachable<object> { 96struct object_copy : attachable
83 tag_t count; /* Unique object number for this object */ 97{
84 uint16 refcount; /* How many objects points to this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
85 99
86 /* These variables are not changed by copy_object() */ 100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
87 struct pl *contr; /* Pointer to the player which control this object */ 101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
88 struct object *next; /* Pointer to the next object in the free/used list */ 102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
89 struct object *prev; /* Pointer to the previous object in the free/used list*/ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
90 struct object *active_next; /* Next & previous object in the 'active' */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
91 struct object *active_prev; /* List. This is used in process_events */ 105 shstr ACC (RW, title); /* Of foo, etc */
92 /* so that the entire object list does not */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
93 /* need to be gone through. */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
94 struct object *below; /* Pointer to the object stacked below this one */ 108 /* If this is an exit, this is the filename */
95 struct object *above; /* Pointer to the object stacked above this one */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
96 /* Note: stacked in the *same* environment*/ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
97 struct object *inv; /* Pointer to the first object in the inventory */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
98 struct object *container; /* Current container being used. I think this 112 /* To get put into books and the like. */
99 * is only used by the player right now. 113 shstr ACC (RW, materialname); /* specific material name */
100 */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
101 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 */
102 * This is typically the container that the object is in. 116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
103 */ 117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
104 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 */
105 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 */
106 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 */
107}; 213};
108 214
109struct object_special { 215struct object : zero_initialised, object_copy
110 /* These get an extra add_refcount(), after having been copied by memcpy(). 216{
111 * All fields beow this point are automatically copied by memcpy. If 217 // These variables are not changed by ->copy_to
112 * 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 */
113 * copy_object to do so. Everything below here also gets cleared 219
114 * by clear_object() 220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count);
222 int ACC (RO, index); // index into objects
223 int ACC (RO, active); // index into actives
224
225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
226
227 object *ACC (RW, below); /* Pointer to the object stacked below this one */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */
231
232 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently?
242
243 //static vector active_list; // active objects, not yet used
244 //static vector object_list; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects"
246
247 MTH static object *create ();
248 MTH void copy_to (object *dst);
249 MTH object *clone (); // create + copy_to
250 void do_destroy ();
251 void gather_callbacks (AV *&callbacks, event_type event) const;
252 MTH void destroy (bool destroy_inventory = false);
253
254 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
255 MTH void destroy_inv (bool drop_to_ground = false);
256 MTH void remove ();
257 MTH object *insert (object *item); // insert into inventory
258
259 static bool can_merge_slow (object *op1, object *op2);
260
261 // this is often used in time-critical code, so optimise
262 MTH static bool can_merge (object *op1, object *op2)
263 {
264 return op1->value == op2->value
265 && op1->name == op2->name
266 && can_merge_slow (op1, op2);
267 }
268
269 MTH void set_owner (object *owner);
270 MTH void set_speed (float speed);
271
272 MTH void instantiate ()
273 {
274 if (!uuid.seq) // HACK
275 uuid = gen_uuid ();
276
277 attachable::instantiate ();
278 }
279
280 // recalculate all stats
281 MTH void update_stats ();
282 MTH void roll_stats ();
283 MTH void swap_stats (int a, int b);
284 MTH void add_statbonus ();
285 MTH void remove_statbonus ();
286 MTH void drain_stat ();
287 MTH void drain_specific_stat (int deplete_stats);
288 MTH void change_luck (int value);
289
290 // info must hold 256 * 3 bytes currently
291 const char *debug_desc (char *info) const;
292 MTH const char *debug_desc () const;
293 const char *flag_desc (char *desc, int len) const;
294
295 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
296 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
297 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; }
299 MTH bool is_alive () const { return (type == PLAYER
300 || flag [FLAG_MONSTER]
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; }
303 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT
305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
306
307 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
308
309 // temporary: wether the object can be saved in a map file
310 // contr => is a player
311 // head => only save head of a multitile object
312 // owner => can not reference owner yet
313 MTH bool can_map_save () const { return !contr && !head && !owner; }
314
315 /* This return true if object has still randomitems which
316 * could be expanded.
115 */ 317 */
116 shstr name; /* The name of the object, obviously... */ 318 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
117 shstr name_pl; /* The plural name of the object */
118 shstr title; /* Of foo, etc */
119 shstr race; /* human, goblin, dragon, etc */
120 shstr slaying; /* Which race to do double damage to */
121 /* If this is an exit, this is the filename */
122 shstr skill; /* Name of the skill this object uses/grants */
123 shstr msg; /* If this is a book/sign/magic mouth/etc */
124 shstr lore; /* Obscure information about this object, */
125 /* To get put into books and the like. */
126 319
127 sint16 x,y; /* Position in the map for this object */ 320 // returns the player that has this object in his inventory, or 0
128 sint16 ox,oy; /* For debugging: Where it was last inserted */ 321 MTH object *in_player () const
129 float speed; /* The overall speed of this object */ 322 {
130 float speed_left; /* How much speed is left to spend this round */ 323 for (object *op = env; op; op = op->env)
131 uint32 nrof; /* How many of the objects */ 324 if (op->type == PLAYER)
132 New_Face *face; /* Face with colors */ 325 return op;
133 sint8 direction; /* Means the object is moving that way. */
134 sint8 facing; /* Object is oriented/facing that way. */
135 326
136 /* This next big block are basically used for monsters and equipment */ 327 return 0;
137 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 328 }
138 uint8 subtype; /* subtype of object */
139 uint16 client_type; /* Public type information. see doc/Developers/objects */
140 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
141 uint32 attacktype; /* Bitmask of attacks this object does */
142 uint32 path_attuned; /* Paths the object is attuned to */
143 uint32 path_repelled; /* Paths the object is repelled from */
144 uint32 path_denied; /* Paths the object is denied access to */
145 uint16 material; /* What materials this object consist of */
146 shstr materialname; /* specific material name */
147 sint8 magic; /* Any magical bonuses to this item */
148 uint8 state; /* How the object was last drawn (animation) */
149 sint32 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
152 * meanings by some objects, eg, sp penalty, permanent exp.
153 */
154 sint32 last_heal; /* Last healed. Depends on constitution */
155 sint32 last_sp; /* As last_heal, but for spell points */
156 sint16 last_grace; /* as last_sp, except for grace */
157 sint16 last_eat; /* How long since we last ate */
158 sint16 invisible; /* How much longer the object will be invis */
159 uint8 pick_up; /* See crossfire.doc */
160 sint8 item_power; /* power rating of the object */
161 sint8 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 */
166 living stats; /* Str, Con, Dex, etc */
167 sint64 perm_exp; /* Permanent exp */
168 struct object *current_weapon; /* Pointer to the weapon currently used */
169 uint32 weapontype; /* type of weapon */
170 uint32 tooltype; /* type of tool or build facility */
171 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 */
173 /* See the doc/Developers/objects for more info about body locations */
174 329
175 /* Following mostly refers to fields only used for monsters */ 330 // "temporary" helper function
176 struct object *owner; /* Pointer to the object which controls this one */ 331 MTH object *head_ ()
177 /* Owner should not be referred to directly - */ 332 {
178 /* get_owner should be used instead. */ 333 return head ? head : this;
179 tag_t ownercount; /* What count the owner had (in case owner */ 334 }
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 */
188 /* changes made by kholland@sunlab.cit.cornell.edu */
189 /* allows different movement patterns for attackers */
190 sint32 move_status; /* What stage in attack mode */
191 uint16 attack_movement;/* What kind of attack movement */
192 uint8 will_apply; /* See crossfire.doc */
193 struct object *spellitem; /* Spell ability monster is choosing to use */
194 double expmul; /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */
196 335
197 /* Spell related information, may be useful elsewhere 336 // insert object at same map position as 'where'
198 * Note that other fields are used - these files are basically 337 // handles both inventory and map "positions"
199 * only used in spells. 338 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
200 */
201 sint16 duration; /* How long the spell lasts */
202 uint8 duration_modifier; /* how level modifies duration */
203 sint16 casting_time; /* time left before spell goes off */
204 struct object *spell; /* Spell that was being cast */
205 uint16 start_holding;
206 char *spellarg;
207 uint8 dam_modifier; /* How going up in level effects damage */
208 sint8 range; /* Range of the spell */
209 uint8 range_modifier; /* How going up in level effects range */
210 339
211 /* Following are values used by any object */ 340 MTH void activate ();
212 struct archt *arch; /* Pointer to archetype */ 341 MTH void deactivate ();
213 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 342 MTH void activate_recursive ();
214 /* this objects turns into or what this object creates */ 343 MTH void deactivate_recursive ();
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*/
221 344
222 MoveType move_type; /* Type of movement this object uses */ 345 // set the givne flag on all objects in the inventory recursively
223 MoveType move_block; /* What movement types this blocks */ 346 MTH void set_flag_inv (int flag, int value = 1);
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 */
229 347
230 shstr custom_name; /* Custom name assigned by player */ 348 void enter_exit (object *exit);//PERL
231 key_value *key_values; /* Fields not explictly known by the loader. */ 349 MTH void enter_map (maptile *newmap, int x, int y);
350
351 // returns the mapspace this object is in
352 mapspace &ms () const;
353
354 // fully recursive iterator
355 struct iterator_base
356 {
357 object *item;
358
359 iterator_base (object *container)
360 : item (container)
361 {
362 }
363
364 operator object *() const { return item; }
365
366 object *operator ->() const { return item; }
367 object &operator * () const { return *item; }
368 };
369
370 MTH unsigned int random_seed () const
371 {
372 return (unsigned int)uuid.seq;
373 }
374
375 // depth-first recursive iterator
376 struct depth_iterator : iterator_base
377 {
378 depth_iterator (object *container);
379 void next ();
380 object *operator ++( ) { next (); return item; }
381 object *operator ++(int) { object *i = item; next (); return i; }
382 };
383
384 object *begin ()
385 {
386 return this;
387 }
388
389 object *end ()
390 {
391 return this;
392 }
393
394protected:
395 friend struct archetype;
396
397 void link ();
398 void unlink ();
399
400 object ();
401 ~object ();
232}; 402};
233 403
234struct object : object_special, object_simple, zero_initialised { 404typedef object_vector<object, &object::index > objectvec;
235 void clone (object *destination) 405typedef object_vector<object, &object::active> activevec;
236 {
237 destination->attach = attach;
238 406
239 if (self || cb) 407extern objectvec objects;
240 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 408extern activevec actives;
241 }
242};
243 409
410#define for_all_objects(var) \
411 for (int _i = 0; _i < objects.size (); ++_i) \
412 declvar (object *, var, objects [_i])
413
414#define for_all_actives(var) \
415 for (int _i = 0; _i < actives.size (); ++_i) \
416 declvar (object *, var, actives [_i])
417
418typedef struct oblnk
244typedef struct oblnk { /* Used to link together several objects */ 419{ /* Used to link together several objects */
245 object *ob; 420 object_ptr ob;
246 struct oblnk *next; 421 struct oblnk *next;
247 tag_t id;
248} objectlink; 422} objectlink;
249 423
250typedef struct oblinkpt { /* Used to link together several object links */ 424typedef struct oblinkpt
425{ /* Used to link together several object links */
251 struct oblnk *link; 426 struct oblnk *link;
252 long value; /* Used as connected value in buttons/gates */ 427 long value; /* Used as connected value in buttons/gates */
253 struct oblinkpt *next; 428 struct oblinkpt *next;
254} oblinkpt; 429} oblinkpt;
255 430
256/* 431/*
257 * The archetype structure is a set of rules on how to generate and manipulate 432 * 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 435 * 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 436 * object and pointers. This structure should get removed, and just replaced
262 * by the object structure 437 * by the object structure
263 */ 438 */
264 439
265typedef struct archt : zero_initialised 440INTERFACE_CLASS (archetype)
441struct archetype : zero_initialised, attachable
266{ 442{
443 archetype ();
444 ~archetype ();
445 void gather_callbacks (AV *&callbacks, event_type event) const;
446
447 static archetype *find (const char *arch);
448
449 void hash_add (); // add to hashtable
450 void hash_del (); // remove from hashtable
451
267 shstr name; /* More definite name, like "generate_kobold" */ 452 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
268 struct archt *next; /* Next archetype in a linked list */ 453 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
269 struct archt *head; /* The main part of a linked object */ 454 struct archetype *ACC (RW, head); /* The main part of a linked object */
270 struct archt *more; /* Next part of a linked object */ 455 struct archetype *ACC (RW, more); /* Next part of a linked object */
271 object clone; /* An object from which to do copy_object() */ 456 object ACC (RO, clone); /* An object from which to do ->copy_to () */
272 uint32 editable; /* editable flags (mainly for editor) */ 457 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 458 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. 459 * in comparison to the head.
275 */ 460 */
276} archetype; 461};
277
278extern object *objects;
279extern object *active_objects;
280extern object *free_objects;
281extern object objarray[STARTMAX];
282
283extern int nrofallocobjects;
284extern int nroffreeobjects;
285 462
286/* This returns TRUE if the object is something that 463/* This returns TRUE if the object is something that
287 * should be displayed in the look window 464 * should be displayed in the floorbox window
288 */ 465 */
289#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 466#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
290 467
291/* Used by update_object to know if the object being passed is 468/* Used by update_object to know if the object being passed is
292 * being added or removed. 469 * being added or removed.
293 */ 470 */
294#define UP_OBJ_INSERT 1 471#define UP_OBJ_INSERT 1
295#define UP_OBJ_REMOVE 2 472#define UP_OBJ_REMOVE 2
296#define UP_OBJ_CHANGE 3 473#define UP_OBJ_CHANGE 3
297#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 474#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
298 475
299/* These are flags passed to insert_ob_in_map and 476/* These are flags passed to insert_ob_in_map and
300 * insert_ob_in_ob. Note that all flags may not be meaningful 477 * insert_ob_in_ob. Note that all flags may not be meaningful
301 * for both functions. 478 * for both functions.
302 * Most are fairly explanatory: 479 * Most are fairly explanatory:
335#define ARCH_DETECT_MAGIC "detect_magic" 512#define ARCH_DETECT_MAGIC "detect_magic"
336#define ARCH_DEPLETION "depletion" 513#define ARCH_DEPLETION "depletion"
337#define ARCH_SYMPTOM "symptom" 514#define ARCH_SYMPTOM "symptom"
338 515
339#endif 516#endif
517

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