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Comparing deliantra/server/include/object.h (file contents):
Revision 1.18 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.64 by root, Sat Dec 23 06:21:02 2006 UTC

16 16
17 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
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 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
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
31#define NUM_BODY_LOCATIONS 12 33#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 34#define BODY_ARMS 1
33 35
34/* See common/item.c */ 36/* See common/item.c */
35 37
36typedef struct Body_Locations { 38typedef struct Body_Locations
39{
37 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 */
38 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 */
39 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 */
40} Body_Locations; 43} Body_Locations;
41 44
42extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 45extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
43 46
44/* 47/*
49 * 52 *
50 * 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
51 * accessing the list directly. 54 * accessing the list directly.
52 * 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.
53 */ 56 */
54struct key_value { 57struct key_value
58{
55 key_value *next; 59 key_value *next;
56 shstr key, value; 60 shstr key, value;
57}; 61};
58 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;
59 76
60/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
61 * 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
62 * 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
63 * can_apply and will_apply? 80 * can_apply and will_apply?
64 */ 81 */
65#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
66#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
67#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
68#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
69#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
70
71 87
72/* 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
73 * 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,
74 * e.g. copy_object. 90 * e.g. ->copy_to ()
75 */ 91 */
76 92
77// these are not being copied 93// these are not being copied
78struct object_keep 94ACC_CLASS (object)
95struct object_keep : refcounted
79{ 96{
80 tag_t count; /* Unique object number for this object */
81 uint16 refcount; /* How many objects points to this object */
82
83 /* These variables are not changed by copy_object() */ 97 /* These variables are not changed by ->copy_to */
84 struct pl *contr; /* Pointer to the player which control this object */ 98
99 tag_t ACC (RW, count); /* Generation count for this object */
100 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
101
102 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
85 struct object *next; /* Pointer to the next object in the free/used list */ 103 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
86 struct object *prev; /* Pointer to the previous object in the free/used list*/ 104 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
87 struct object *active_next; /* Next & previous object in the 'active' */ 105 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
88 struct object *active_prev; /* List. This is used in process_events */ 106 object *ACC (RW, active_prev);/* List. This is used in process_events */
89 /* so that the entire object list does not */ 107 /* so that the entire object list does not */
90 /* need to be gone through. */ 108 /* need to be gone through. */
91 struct object *below; /* Pointer to the object stacked below this one */ 109 object *ACC (RW, below); /* Pointer to the object stacked below this one */
92 struct object *above; /* Pointer to the object stacked above this one */ 110 object *ACC (RW, above); /* Pointer to the object stacked above this one */
93 /* Note: stacked in the *same* environment*/ 111 /* Note: stacked in the *same* environment */
94 struct object *inv; /* Pointer to the first object in the inventory */ 112 object *inv; /* Pointer to the first object in the inventory */
95 struct object *container; /* Current container being used. I think this 113 object *ACC (RW, container); /* Current container being used. I think this
96 * is only used by the player right now. 114 * is only used by the player right now.
97 */ 115 */
98 struct object *env; /* Pointer to the object which is the environment. 116 object *ACC (RW, env); /* Pointer to the object which is the environment.
99 * This is typically the container that the object is in. 117 * This is typically the container that the object is in.
100 */ 118 */
101 struct object *more; /* Pointer to the rest of a large body of objects */ 119 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
102 struct object *head; /* Points to the main object of a large body */ 120 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
103 struct mapstruct *map; /* Pointer to the map in which this object is present */ 121 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
122 client_container *seen_by; // seen by which player/container currently?
104}; 123};
105 124
106// these are being copied 125// these are being copied
107struct object_copy : attachable<object> 126struct object_copy : attachable<object>
108{ 127{
109 /* These get an extra add_refcount(), after having been copied by memcpy().
110 * All fields beow this point are automatically copied by memcpy. If
111 * adding something that needs a refcount updated, make sure you modify
112 * copy_object to do so. Everything below here also gets cleared
113 * by clear_object()
114 */
115 shstr name; /* The name of the object, obviously... */ 128 shstr ACC (RW, name); /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */ 129 shstr ACC (RW, name_pl); /* The plural name of the object */
117 shstr title; /* Of foo, etc */ 130 shstr ACC (RW, title); /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */ 131 shstr ACC (RW, race); /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */ 132 shstr ACC (RW, slaying); /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */ 133 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */ 134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
122 shstr msg; /* If this is a book/sign/magic mouth/etc */ 135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
123 shstr lore; /* Obscure information about this object, */ 136 shstr ACC (RW, lore); /* Obscure information about this object, */
124 /* To get put into books and the like. */ 137 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */ 138 shstr ACC (RW, materialname); /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */ 139 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147 arch_ptr ACC (RW, arch); /* Pointer to archetype */
148 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
127}; 149};
128 150
129// these are being copied and also cleared 151// these are being copied and also cleared
130struct object_pod 152struct object_pod
131{ 153{
132 sint16 x,y; /* Position in the map for this object */ 154 typedef bitset<NUM_FLAGS> flags_t;
155
156 New_Face *ACC (RW, face); /* Face with colors */
157 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
133 float speed; /* The overall speed of this object */ 158 float ACC (RW, speed); /* The overall speed of this object */
134 float speed_left; /* How much speed is left to spend this round */ 159 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 nrof; /* How many of the objects */ 160 uint32 ACC (RW, nrof); /* How many of the objects */
136 New_Face *face; /* Face with colors */
137 sint8 direction; /* Means the object is moving that way. */ 161 sint8 ACC (RW, direction); /* Means the object is moving that way. */
138 sint8 facing; /* Object is oriented/facing that way. */ 162 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
139 163
140 /* This next big block are basically used for monsters and equipment */ 164 /* This next big block are basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 165 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */ 166 uint8 ACC (RW, subtype); /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */ 167 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 168 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
145 uint32 attacktype; /* Bitmask of attacks this object does */ 169 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */ 170 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */ 171 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */ 172 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */ 173 uint16 ACC (RW, material); /* What materials this object consist of */
150 sint8 magic; /* Any magical bonuses to this item */ 174 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */ 175 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 value; /* How much money it is worth (or contains) */ 176 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
153 sint16 level; /* Level of creature or object */
154 /* Note that the last_.. values are sometimes used for non obvious 177 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp. 178 * meanings by some objects, eg, sp penalty, permanent exp.
156 */ 179 */
157 sint32 last_heal; /* Last healed. Depends on constitution */ 180 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */ 181 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */ 182 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */ 183 sint16 ACC (RW, last_eat); /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */ 184 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
185 sint16 ACC (RW, level); /* Level of creature or object */
162 uint8 pick_up; /* See crossfire.doc */ 186 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */ 187 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 188 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
165 sint32 weight; /* Attributes of the object */
166 sint32 weight_limit; /* Weight-limit of object */
167 sint32 carrying; /* How much weight this object contains */
168 sint8 glow_radius; /* indicates the glow radius of the object */ 189 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */ 190 sint32 ACC (RW, weight); /* Attributes of the object */
191 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
192 sint32 ACC (RW, carrying); /* How much weight this object contains */
170 sint64 perm_exp; /* Permanent exp */ 193 sint64 ACC (RW, perm_exp); /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */
172 uint32 weapontype; /* type of weapon */ 194 uint32 ACC (RW, weapontype); /* type of weapon */
173 uint32 tooltype; /* type of tool or build facility */ 195 uint32 ACC (RW, tooltype); /* type of tool or build facility */
174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
175 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 living ACC (RO, stats); /* Str, Con, Dex, etc */
176 /* See the doc/Developers/objects for more info about body locations */ 199 /* See the doc/Developers/objects for more info about body locations */
177 200
178 /* Following mostly refers to fields only used for monsters */ 201 /* Following mostly refers to fields only used for monsters */
179 struct object *owner; /* Pointer to the object which controls this one */
180 /* Owner should not be referred to directly - */
181 /* get_owner should be used instead. */
182 tag_t ownercount; /* What count the owner had (in case owner */
183 /* has been freed) */
184 struct object *enemy; /* Monster/player to follow even if not closest */
185 struct object *attacked_by; /* This object start to attack us! only player & monster */
186 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *randomitems; /* Items to be generated */
188 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
189 struct object *chosen_skill; /* the skill chosen to use */
190 uint32 hide; /* The object is hidden, not invisible */ 202 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 203 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */ 204 /* allows different movement patterns for attackers */
193 sint32 move_status; /* What stage in attack mode */ 205 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */ 206 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */ 207 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
196 struct object *spellitem; /* Spell ability monster is choosing to use */
197 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 208 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 209 /* races/classes can need less/more exp to gain levels */
199 210
200 /* Spell related information, may be useful elsewhere 211 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 212 * Note that other fields are used - these files are basically
202 * only used in spells. 213 * only used in spells.
203 */ 214 */
204 sint16 duration; /* How long the spell lasts */ 215 sint16 ACC (RW, duration); /* How long the spell lasts */
205 uint8 duration_modifier; /* how level modifies duration */
206 sint16 casting_time; /* time left before spell goes off */ 216 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */
208 uint16 start_holding; 217 uint16 ACC (RW, start_holding);
209 char *spellarg; 218 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 dam_modifier; /* How going up in level effects damage */ 219 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 range; /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 range_modifier; /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
222 char *ACC (RW, spellarg);
213 223
214 /* Following are values used by any object */ 224 /* Following are values used by any object */
215 struct archt *arch; /* Pointer to archetype */
216 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
217 /* this objects turns into or what this object creates */ 225 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */ 226 treasurelist *ACC (RW, randomitems); /* Items to be generated */
219 uint16 animation_id; /* An index into the animation array */
220 uint8 anim_speed; /* ticks between animation-frames */
221 uint8 last_anim; /* last sequence used to draw face */
222 sint32 elevation; /* elevation of this terrain - not currently used */
223 uint8 smoothlevel; /* how to smooth this square around*/
224
225 MoveType move_type; /* Type of movement this object uses */
226 MoveType move_block; /* What movement types this blocks */
227 MoveType move_allow; /* What movement types explicitly allowd */
228 MoveType move_on; /* Move types affected moving on to this space */
229 MoveType move_off; /* Move types affected moving off this space */
230 MoveType move_slow; /* Movement types this slows down */
231 float move_slow_penalty; /* How much this slows down the object */
232 key_value *key_values; /* Fields not explictly known by the loader. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
228 object_pod::flags_t 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 */
235
236 MoveType ACC (RW, move_type); /* Type of movement this object uses */
237 MoveType ACC (RW, move_block);/* What movement types this blocks */
238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
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 */
233}; 243};
234 244
235struct object : zero_initialised, object_keep, object_copy, object_pod 245struct object : zero_initialised, object_keep, object_copy, object_pod
236{ 246{
247 typedef object_pod::flags_t flags_t;
248 typedef unordered_vector<object *> vector;
249
250 static vector mortals;
251 static vector active; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects"
254
255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
258 void destroy (bool destroy_inventory = false);
259 void remove ();
260 object *insert (object *item); // insert into inventory
261
262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2)
267 {
268 return op1->value == op2->value
269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
272
273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
274
275 void set_owner (object *owner);
276
277 void instantiate ()
278 {
279 if (!uuid.seq) // HACK
280 uuid = gen_uuid ();
281
282 attachable<object>::instantiate ();
283 }
284
285 // recalculate all stats
286 void update_stats ();
287 void roll_stats ();
288 void swap_stats (int a, int b);
289 void add_statbonus ();
290 void remove_statbonus ();
291 void drain_stat ();
292 void drain_specific_stat (int deplete_stats);
293 void change_luck (int value);
294
295 // info must hold 256 * 3 bytes currently
296 const char *debug_desc (char *info) const;
297 const char *debug_desc () const;
298
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // returns the mapspace this object is in
327 mapspace &ms () const;
328
329 // fully recursive iterator
330 struct iterator_base
331 {
332 object *item;
333
334 iterator_base (object *container)
335 : item (container)
336 {
337 }
338
339 operator object *() const { return item; }
340
341 object *operator ->() const { return item; }
342 object &operator * () const { return *item; }
343 };
344
345 // depth-first recursive iterator
346 struct depth_iterator : iterator_base
347 {
348 depth_iterator (object *container);
349 void next ();
350 object *operator ++( ) { next (); return item; }
351 object *operator ++(int) { object *i = item; next (); return i; }
352 };
353
354 object *begin ()
355 {
356 return this;
357 }
358
359 object *end ()
360 {
361 return this;
362 }
363
364protected:
365 friend struct archetype;
366
237 void clear (); 367 void link ();
238 void clone (object *destination); 368 void unlink ();
239};
240 369
241typedef struct oblnk { /* Used to link together several objects */
242 object *ob; 370 object ();
371 ~object ();
372};
373
374typedef struct oblnk
375{ /* Used to link together several objects */
376 object_ptr ob;
243 struct oblnk *next; 377 struct oblnk *next;
244 tag_t id;
245} objectlink; 378} objectlink;
246 379
247typedef struct oblinkpt { /* Used to link together several object links */ 380typedef struct oblinkpt
381{ /* Used to link together several object links */
248 struct oblnk *link; 382 struct oblnk *link;
249 long value; /* Used as connected value in buttons/gates */ 383 long value; /* Used as connected value in buttons/gates */
250 struct oblinkpt *next; 384 struct oblinkpt *next;
251} oblinkpt; 385} oblinkpt;
252 386
253/* 387/*
254 * The archetype structure is a set of rules on how to generate and manipulate 388 * The archetype structure is a set of rules on how to generate and manipulate
257 * be much left in the archetype - all it really is is a holder for the 391 * be much left in the archetype - all it really is is a holder for the
258 * object and pointers. This structure should get removed, and just replaced 392 * object and pointers. This structure should get removed, and just replaced
259 * by the object structure 393 * by the object structure
260 */ 394 */
261 395
262typedef struct archt : zero_initialised 396ACC_CLASS (archetype)
397struct archetype : zero_initialised, refcounted
263{ 398{
399 archetype ();
400 ~archetype ();
401
402 static archetype *find (const char *arch);
403
404 void hash_add (); // add to hastable
405 void hash_del (); // remove from hashtable
406
264 shstr name; /* More definite name, like "generate_kobold" */ 407 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
265 struct archt *next; /* Next archetype in a linked list */ 408 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
266 struct archt *head; /* The main part of a linked object */ 409 struct archetype *ACC (RW, head); /* The main part of a linked object */
267 struct archt *more; /* Next part of a linked object */ 410 struct archetype *ACC (RW, more); /* Next part of a linked object */
268 object clone; /* An object from which to do copy_object() */ 411 object ACC (RO, clone); /* An object from which to do ->copy_to () */
269 uint32 editable; /* editable flags (mainly for editor) */ 412 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
270 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 413 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
271 * in comparison to the head. 414 * in comparison to the head.
272 */ 415 */
273} archetype; 416};
274 417
275extern object *objects; 418extern object *objects;
276extern object *active_objects; 419extern object *active_objects;
277 420
278extern int nrofallocobjects; 421extern int nrofallocobjects;
279 422
280/* This returns TRUE if the object is something that 423/* This returns TRUE if the object is something that
281 * should be displayed in the look window 424 * should be displayed in the look window
282 */ 425 */
283#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 426#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
284 427
285/* Used by update_object to know if the object being passed is 428/* Used by update_object to know if the object being passed is
286 * being added or removed. 429 * being added or removed.
287 */ 430 */
288#define UP_OBJ_INSERT 1 431#define UP_OBJ_INSERT 1
289#define UP_OBJ_REMOVE 2 432#define UP_OBJ_REMOVE 2
290#define UP_OBJ_CHANGE 3 433#define UP_OBJ_CHANGE 3
291#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 434#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
292 435
293/* These are flags passed to insert_ob_in_map and 436/* These are flags passed to insert_ob_in_map and
294 * insert_ob_in_ob. Note that all flags may not be meaningful 437 * insert_ob_in_ob. Note that all flags may not be meaningful
295 * for both functions. 438 * for both functions.
296 * Most are fairly explanatory: 439 * Most are fairly explanatory:
329#define ARCH_DETECT_MAGIC "detect_magic" 472#define ARCH_DETECT_MAGIC "detect_magic"
330#define ARCH_DEPLETION "depletion" 473#define ARCH_DEPLETION "depletion"
331#define ARCH_SYMPTOM "symptom" 474#define ARCH_SYMPTOM "symptom"
332 475
333#endif 476#endif
477

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