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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 1.95 by root, Mon Feb 5 01:24:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 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
22*/ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
28#include <bitset>
29
27#include "cfperl.h" 30#include "cfperl.h"
28#include "shstr.h" 31#include "shstr.h"
29 32
30typedef uint32 tag_t; 33typedef int tag_t;
31#define NUM_BODY_LOCATIONS 12 34#define NUM_BODY_LOCATIONS 12
32#define BODY_ARMS 1 35#define BODY_ARMS 1
33 36
34/* See common/item.c */ 37/* See common/item.c */
35 38
36typedef struct Body_Locations { 39typedef struct Body_Locations
40{
37 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 */
38 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 */
39 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 */
40} Body_Locations; 44} Body_Locations;
41 45
42extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 46extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
43 47
44/* 48/*
49 * 53 *
50 * 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
51 * accessing the list directly. 55 * accessing the list directly.
52 * 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.
53 */ 57 */
54struct key_value { 58struct key_value
59{
55 key_value *next; 60 key_value *next;
56 shstr key, value; 61 shstr key, value;
57}; 62};
58 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;
59 77
60/* Definition for WILL_APPLY values. Replaces having harcoded values 78/* Definition for WILL_APPLY values. Replaces having harcoded values
61 * 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
62 * 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
63 * can_apply and will_apply? 81 * can_apply and will_apply?
64 */ 82 */
65#define WILL_APPLY_HANDLE 0x1 83#define WILL_APPLY_HANDLE 0x01
66#define WILL_APPLY_TREASURE 0x2 84#define WILL_APPLY_TREASURE 0x02
67#define WILL_APPLY_EARTHWALL 0x4 85#define WILL_APPLY_EARTHWALL 0x04
68#define WILL_APPLY_DOOR 0x8 86#define WILL_APPLY_DOOR 0x08
69#define WILL_APPLY_FOOD 0x10 87#define WILL_APPLY_FOOD 0x10
70
71 88
72/* 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
73 * 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,
74 * e.g. copy_object. 91 * e.g. ->copy_to ()
75 */ 92 */
76 93
94INTERFACE_CLASS (object)
77// these are not being copied 95// these are being copied
78struct object_keep 96struct object_copy : attachable
79{ 97{
80 tag_t count; /* Unique object number for this object */ 98 typedef bitset<NUM_FLAGS> flags_t;
81 uint16 refcount; /* How many objects points to this object */
82 99
83 /* These variables are not changed by copy_object() */ 100 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 */ 101 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 */ 102 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... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
116 shstr name_pl; /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
117 shstr title; /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
118 shstr race; /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
119 shstr slaying; /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
120 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
121 shstr skill; /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
122 shstr msg; /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
123 shstr lore; /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
124 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
125 shstr materialname; /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
126 shstr custom_name; /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
127}; 115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
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 */
128 124
129// these are being copied and also cleared 125 facetile *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 */ 126 float ACC (RW, speed); /* The overall speed of this object */
134 float speed_left; /* How much speed is left to spend this round */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 nrof; /* How many of the objects */ 128 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. */
139 129
140 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
141 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
142 uint8 subtype; /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
143 uint16 client_type; /* Public type information. see doc/Developers/objects */ 133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
144 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
145 uint32 attacktype; /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
146 uint32 path_attuned; /* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
147 uint32 path_repelled; /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
148 uint32 path_denied; /* Paths the object is denied access to */ 138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
149 uint16 material; /* What materials this object consist of */ 139 uint16 ACC (RW, material); /* What materials this object consist of */
150 sint8 magic; /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
151 uint8 state; /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
152 sint32 value; /* How much money it is worth (or contains) */ 142 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 143 /* Note that the last_.. values are sometimes used for non obvious
155 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
156 */ 145 */
157 sint32 last_heal; /* Last healed. Depends on constitution */ 146 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
158 sint32 last_sp; /* As last_heal, but for spell points */ 147 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
159 sint16 last_grace; /* as last_sp, except for grace */ 148 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
160 sint16 last_eat; /* How long since we last ate */ 149 sint16 ACC (RW, last_eat); /* How long since we last ate */
161 sint16 invisible; /* How much longer the object will be invis */ 150 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
151 sint16 ACC (RW, level); /* Level of creature or object */
162 uint8 pick_up; /* See crossfire.doc */ 152 uint8 ACC (RW, pick_up); /* See crossfire.doc */
163 sint8 item_power; /* power rating of the object */ 153 sint8 ACC (RW, item_power); /* power rating of the object */
164 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 154 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 */ 155 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
169 living stats; /* Str, Con, Dex, etc */ 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 */
170 sint64 perm_exp; /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
171 struct object *current_weapon; /* Pointer to the weapon currently used */
172 uint32 weapontype; /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
173 uint32 tooltype; /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
174 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 162 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 */ 163 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 */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */
177 166
178 /* Following mostly refers to fields only used for monsters */ 167 /* 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 */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
192 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
193 sint32 move_status; /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 attack_movement;/* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint8 will_apply; /* See crossfire.doc */ 173 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 */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
198 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
199 176
200 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
202 * only used in spells. 179 * only used in spells.
203 */ 180 */
204 sint16 duration; /* How long the spell lasts */ 181 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 */ 182 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 struct object *spell; /* Spell that was being cast */
208 uint16 start_holding; 183 uint16 ACC (RW, start_holding);
209 char *spellarg; 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
210 uint8 dam_modifier; /* How going up in level effects damage */ 185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
211 sint8 range; /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 range_modifier; /* How going up in level effects range */ 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);
213 198
214 /* Following are values used by any object */ 199 /* 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 */ 200 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */ 201 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. */ 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 */
233}; 213};
234 214
235struct object : zero_initialised, object_keep, object_copy, object_pod 215struct object : zero_initialised, object_copy
236{ 216{
217 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219
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 MTH static object *create ();
244 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false);
249
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH object *insert (object *item); // insert into inventory
253 void do_remove ();
254 MTH void remove ()
255 {
256 if (!flag [FLAG_REMOVED])
257 do_remove ();
258 }
259
260 static bool can_merge_slow (object *op1, object *op2);
261
262 // this is often used in time-critical code, so optimise
263 MTH static bool can_merge (object *op1, object *op2)
264 {
265 return op1->value == op2->value
266 && op1->name == op2->name
267 && can_merge_slow (op1, op2);
268 }
269
270 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed);
272
273 MTH void instantiate ()
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280
281 // recalculate all stats
282 MTH void update_stats ();
283 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b);
285 MTH void add_statbonus ();
286 MTH void remove_statbonus ();
287 MTH void drain_stat ();
288 MTH void drain_specific_stat (int deplete_stats);
289 MTH void change_luck (int value);
290
291 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const;
293 MTH const char *debug_desc () const;
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
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 && !flag [FLAG_NO_MAP_SAVE]; }
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 ();
343 MTH void deactivate ();
344 MTH void activate_recursive ();
345 MTH void deactivate_recursive ();
346
347 // set the givne flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1);
349
350 void enter_exit (object *exit);//PERL
351 MTH void enter_map (maptile *newmap, int x, int y);
352
353 // returns the mapspace this object is in
354 mapspace &ms () const;
355
356 // fully recursive iterator
357 struct iterator_base
358 {
359 object *item;
360
361 iterator_base (object *container)
362 : item (container)
363 {
364 }
365
366 operator object *() const { return item; }
367
368 object *operator ->() const { return item; }
369 object &operator * () const { return *item; }
370 };
371
372 MTH unsigned int random_seed () const
373 {
374 return (unsigned int)uuid.seq;
375 }
376
377 // depth-first recursive iterator
378 struct depth_iterator : iterator_base
379 {
380 depth_iterator (object *container);
381 void next ();
382 object *operator ++( ) { next (); return item; }
383 object *operator ++(int) { object *i = item; next (); return i; }
384 };
385
386 object *begin ()
387 {
388 return this;
389 }
390
391 object *end ()
392 {
393 return this;
394 }
395
396 /* This returns TRUE if the object is something that
397 * should be displayed in the floorbox/inventory window
398 */
399 MTH bool client_visible () const
400 {
401 return !invisible && type != PLAYER;
402 }
403
404 MTH struct region *region () const;
405
406protected:
407 friend struct archetype;
408
237 void clear (); 409 void link ();
238 void clone (object *destination); 410 void unlink ();
411
412 object ();
413 ~object ();
239}; 414};
240 415
416typedef object_vector<object, &object::index > objectvec;
417typedef object_vector<object, &object::active> activevec;
418
419extern objectvec objects;
420extern activevec actives;
421
422#define for_all_objects(var) \
423 for (int _i = 0; _i < objects.size (); ++_i) \
424 declvar (object *, var, objects [_i])
425
426#define for_all_actives(var) \
427 for (int _i = 0; _i < actives.size (); ++_i) \
428 declvar (object *, var, actives [_i])
429
430typedef struct oblnk
241typedef struct oblnk { /* Used to link together several objects */ 431{ /* Used to link together several objects */
242 object *ob; 432 object_ptr ob;
243 struct oblnk *next; 433 struct oblnk *next;
244 tag_t id;
245} objectlink; 434} objectlink;
246 435
247typedef struct oblinkpt { /* Used to link together several object links */ 436typedef struct oblinkpt
437{ /* Used to link together several object links */
248 struct oblnk *link; 438 struct oblnk *link;
249 long value; /* Used as connected value in buttons/gates */ 439 long value; /* Used as connected value in buttons/gates */
250 struct oblinkpt *next; 440 struct oblinkpt *next;
251} oblinkpt; 441} oblinkpt;
252 442
253/* 443/*
254 * The archetype structure is a set of rules on how to generate and manipulate 444 * 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 447 * 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 448 * object and pointers. This structure should get removed, and just replaced
259 * by the object structure 449 * by the object structure
260 */ 450 */
261 451
262typedef struct archt : zero_initialised 452INTERFACE_CLASS (archetype)
453struct archetype : zero_initialised, attachable
263{ 454{
455 archetype ();
456 ~archetype ();
457 void gather_callbacks (AV *&callbacks, event_type event) const;
458
459 static archetype *find (const char *name);
460
461 void hash_add (); // add to hashtable
462 void hash_del (); // remove from hashtable
463
264 shstr name; /* More definite name, like "generate_kobold" */ 464 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
265 struct archt *next; /* Next archetype in a linked list */ 465 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
266 struct archt *head; /* The main part of a linked object */ 466 struct archetype *ACC (RW, head); /* The main part of a linked object */
267 struct archt *more; /* Next part of a linked object */ 467 struct archetype *ACC (RW, more); /* Next part of a linked object */
268 object clone; /* An object from which to do copy_object() */ 468 object ACC (RO, clone); /* An object from which to do ->copy_to () */
269 uint32 editable; /* editable flags (mainly for editor) */ 469 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 470 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. 471 * in comparison to the head.
272 */ 472 */
273} archetype; 473};
274
275extern object *objects;
276extern object *active_objects;
277
278extern int nrofallocobjects;
279
280/* This returns TRUE if the object is something that
281 * should be displayed in the look window
282 */
283#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
284 474
285/* Used by update_object to know if the object being passed is 475/* Used by update_object to know if the object being passed is
286 * being added or removed. 476 * being added or removed.
287 */ 477 */
288#define UP_OBJ_INSERT 1 478#define UP_OBJ_INSERT 1
289#define UP_OBJ_REMOVE 2 479#define UP_OBJ_REMOVE 2
290#define UP_OBJ_CHANGE 3 480#define UP_OBJ_CHANGE 3
291#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 481#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
292 482
293/* These are flags passed to insert_ob_in_map and 483/* These are flags passed to insert_ob_in_map and
294 * insert_ob_in_ob. Note that all flags may not be meaningful 484 * insert_ob_in_ob. Note that all flags may not be meaningful
295 * for both functions. 485 * for both functions.
296 * Most are fairly explanatory: 486 * Most are fairly explanatory:
329#define ARCH_DETECT_MAGIC "detect_magic" 519#define ARCH_DETECT_MAGIC "detect_magic"
330#define ARCH_DEPLETION "depletion" 520#define ARCH_DEPLETION "depletion"
331#define ARCH_SYMPTOM "symptom" 521#define ARCH_SYMPTOM "symptom"
332 522
333#endif 523#endif
524

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