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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 1.77 by root, Sun Dec 31 10:28:36 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
93INTERFACE_CLASS (object)
77// these are not being copied 94// these are being copied
78struct object_keep 95struct object_copy : attachable
79{ 96{
80 tag_t count; /* Unique object number for this object */ 97 typedef bitset<NUM_FLAGS> flags_t;
81 uint16 refcount; /* How many objects points to this object */
82 98
83 /* These variables are not changed by copy_object() */ 99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
84 struct pl *contr; /* Pointer to the player which control this object */ 100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
85 struct object *next; /* Pointer to the next object in the free/used list */ 101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
86 struct object *prev; /* Pointer to the previous object in the free/used list*/
87 struct object *active_next; /* Next & previous object in the 'active' */
88 struct object *active_prev; /* List. This is used in process_events */
89 /* so that the entire object list does not */
90 /* need to be gone through. */
91 struct object *below; /* Pointer to the object stacked below this one */
92 struct object *above; /* Pointer to the object stacked above this one */
93 /* Note: stacked in the *same* environment*/
94 struct object *inv; /* Pointer to the first object in the inventory */
95 struct object *container; /* Current container being used. I think this
96 * is only used by the player right now.
97 */
98 struct object *env; /* Pointer to the object which is the environment.
99 * This is typically the container that the object is in.
100 */
101 struct object *more; /* Pointer to the rest of a large body of objects */
102 struct object *head; /* Points to the main object of a large body */
103 struct mapstruct *map; /* Pointer to the map in which this object is present */
104};
105
106// these are being copied
107struct object_copy : attachable<object>
108{
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... */ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
117 shstr title; /* Of foo, etc */ 104 shstr ACC (RW, title); /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */ 107 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */ 108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
122 shstr msg; /* If this is a book/sign/magic mouth/etc */ 109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
123 shstr lore; /* Obscure information about this object, */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
124 /* To get put into books and the like. */ 111 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */ 112 shstr ACC (RW, materialname); /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
127}; 114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
119 object_ptr ACC (RW, spell); /* Spell that was being cast */
120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
121 arch_ptr ACC (RW, arch); /* Pointer to archetype */
122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
128 123
129// these are being copied and also cleared 124 New_Face *ACC (RW, face); /* Face with colors */
130struct object_pod
131{
132 sint16 x,y; /* Position in the map for this object */
133 float speed; /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
134 float speed_left; /* How much speed is left to spend this round */ 126 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 nrof; /* How many of the objects */ 127 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. */
138 sint8 facing; /* Object is oriented/facing that way. */
139 128
140 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
145 uint32 attacktype; /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
150 sint8 magic; /* Any magical bonuses to this item */ 139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */ 140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 value; /* How much money it is worth (or contains) */ 141 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 142 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp. 143 * meanings by some objects, eg, sp penalty, permanent exp.
156 */ 144 */
157 sint32 last_heal; /* Last healed. Depends on constitution */ 145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */ 146 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */ 147 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */ 148 sint16 ACC (RW, last_eat); /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */ 149 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
150 sint16 ACC (RW, level); /* Level of creature or object */
162 uint8 pick_up; /* See crossfire.doc */ 151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */ 152 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 153 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 */ 154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */ 155 sint32 ACC (RW, weight); /* Attributes of the object */
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */
170 sint64 perm_exp; /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */
172 uint32 weapontype; /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
173 uint32 tooltype; /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, 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 */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
176 /* See the doc/Developers/objects for more info about body locations */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the pod/objects.pod for more info about body locations */
177 165
178 /* Following mostly refers to fields only used for monsters */ 166 /* 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 */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
192 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
193 sint32 move_status; /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */ 172 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 */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
199 175
200 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
202 * only used in spells. 178 * only used in spells.
203 */ 179 */
204 sint16 duration; /* How long the spell lasts */ 180 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 */ 181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */
208 uint16 start_holding; 182 uint16 ACC (RW, start_holding);
209 char *spellarg; 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 dam_modifier; /* How going up in level effects damage */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 range; /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 range_modifier; /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
196 char *ACC (RW, spellarg);
213 197
214 /* Following are values used by any object */ 198 /* 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 */ 199 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */ 200 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. */ 201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */
203#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */
207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
233}; 212};
234 213
235struct object : zero_initialised, object_keep, object_copy, object_pod 214struct object : zero_initialised, object_copy
236{ 215{
216 typedef unordered_vector<object *> vector;
217
218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
223
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */
235 object *ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now.
237 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in.
240 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently?
244
245 static vector active; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects"
248
249 MTH static object *create ();
250 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
254 MTH void destroy (bool destroy_inventory = false);
255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
258 MTH void remove ();
259 MTH object *insert (object *item); // insert into inventory
260
261 static bool can_merge_slow (object *op1, object *op2);
262
263 // this is often used in time-critical code, so optimise
264 MTH static bool can_merge (object *op1, object *op2)
265 {
266 return op1->value == op2->value
267 && op1->name == op2->name
268 && can_merge_slow (op1, op2);
269 }
270
271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
273
274 MTH void instantiate ()
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281
282 // recalculate all stats
283 MTH void update_stats ();
284 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b);
286 MTH void add_statbonus ();
287 MTH void remove_statbonus ();
288 MTH void drain_stat ();
289 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value);
291
292 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const;
295 const char *flag_desc (char *desc, int len) const;
296
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; }
301 MTH bool is_alive () const { return (type == PLAYER
302 || flag [FLAG_MONSTER]
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310
311 // temporary: wether the object can be saved in a map file
312 // contr => is a player
313 // head => only save head of a multitile object
314 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; }
316
317 /* This return true if object has still randomitems which
318 * could be expanded.
319 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
321
322 // returns the player that has this object in his inventory, or 0
323 MTH object *in_player () const
324 {
325 for (object *op = env; op; op = op->env)
326 if (op->type == PLAYER)
327 return op;
328
329 return 0;
330 }
331
332 // "temporary" helper function
333 MTH object *head_ ()
334 {
335 return head ? head : this;
336 }
337
338 // insert object at same map position as 'where'
339 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341
342 MTH void activate (bool recursive = true);
343 MTH void deactivate (bool recursive = true);
344
345 void enter_exit (object *exit);//PERL
346 MTH void enter_map (maptile *newmap, int x, int y);
347
348 // returns the mapspace this object is in
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
237 void clear (); 394 void link ();
238 void clone (object *destination); 395 void unlink ();
396
397 object ();
398 ~object ();
239}; 399};
240 400
401typedef struct oblnk
241typedef struct oblnk { /* Used to link together several objects */ 402{ /* Used to link together several objects */
242 object *ob; 403 object_ptr ob;
243 struct oblnk *next; 404 struct oblnk *next;
244 tag_t id;
245} objectlink; 405} objectlink;
246 406
247typedef struct oblinkpt { /* Used to link together several object links */ 407typedef struct oblinkpt
408{ /* Used to link together several object links */
248 struct oblnk *link; 409 struct oblnk *link;
249 long value; /* Used as connected value in buttons/gates */ 410 long value; /* Used as connected value in buttons/gates */
250 struct oblinkpt *next; 411 struct oblinkpt *next;
251} oblinkpt; 412} oblinkpt;
252 413
253/* 414/*
254 * The archetype structure is a set of rules on how to generate and manipulate 415 * 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 418 * 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 419 * object and pointers. This structure should get removed, and just replaced
259 * by the object structure 420 * by the object structure
260 */ 421 */
261 422
262typedef struct archt : zero_initialised 423INTERFACE_CLASS (archetype)
424struct archetype : zero_initialised, attachable
263{ 425{
426 archetype ();
427 ~archetype ();
428 void gather_callbacks (AV *&callbacks, event_type event) const;
429
430 static archetype *find (const char *arch);
431
432 void hash_add (); // add to hashtable
433 void hash_del (); // remove from hashtable
434
264 shstr name; /* More definite name, like "generate_kobold" */ 435 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
265 struct archt *next; /* Next archetype in a linked list */ 436 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
266 struct archt *head; /* The main part of a linked object */ 437 struct archetype *ACC (RW, head); /* The main part of a linked object */
267 struct archt *more; /* Next part of a linked object */ 438 struct archetype *ACC (RW, more); /* Next part of a linked object */
268 object clone; /* An object from which to do copy_object() */ 439 object ACC (RO, clone); /* An object from which to do ->copy_to () */
269 uint32 editable; /* editable flags (mainly for editor) */ 440 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 441 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. 442 * in comparison to the head.
272 */ 443 */
273} archetype; 444};
274 445
275extern object *objects; 446extern object *objects;
276extern object *active_objects; 447extern object *active_objects;
277 448
278extern int nrofallocobjects; 449extern int nrofallocobjects;
279 450
280/* This returns TRUE if the object is something that 451/* This returns TRUE if the object is something that
281 * should be displayed in the look window 452 * should be displayed in the look window
282 */ 453 */
283#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 454#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
284 455
285/* Used by update_object to know if the object being passed is 456/* Used by update_object to know if the object being passed is
286 * being added or removed. 457 * being added or removed.
287 */ 458 */
288#define UP_OBJ_INSERT 1 459#define UP_OBJ_INSERT 1
289#define UP_OBJ_REMOVE 2 460#define UP_OBJ_REMOVE 2
290#define UP_OBJ_CHANGE 3 461#define UP_OBJ_CHANGE 3
291#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 462#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
292 463
293/* These are flags passed to insert_ob_in_map and 464/* These are flags passed to insert_ob_in_map and
294 * insert_ob_in_ob. Note that all flags may not be meaningful 465 * insert_ob_in_ob. Note that all flags may not be meaningful
295 * for both functions. 466 * for both functions.
296 * Most are fairly explanatory: 467 * Most are fairly explanatory:
329#define ARCH_DETECT_MAGIC "detect_magic" 500#define ARCH_DETECT_MAGIC "detect_magic"
330#define ARCH_DEPLETION "depletion" 501#define ARCH_DEPLETION "depletion"
331#define ARCH_SYMPTOM "symptom" 502#define ARCH_SYMPTOM "symptom"
332 503
333#endif 504#endif
505

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