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Comparing deliantra/server/include/object.h (file contents):
Revision 1.20 by root, Fri Sep 8 16:51:44 2006 UTC vs.
Revision 1.75 by root, Sat Dec 30 21:17:48 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;
56{ 58{
57 key_value *next; 59 key_value *next;
58 shstr key, value; 60 shstr key, value;
59}; 61};
60 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;
61 76
62/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * 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
64 * 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
65 * can_apply and will_apply? 80 * can_apply and will_apply?
66 */ 81 */
67#define WILL_APPLY_HANDLE 0x1 82#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 83#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 84#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 85#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
72
73 87
74/* 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
75 * 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,
76 * e.g. copy_object. 90 * e.g. ->copy_to ()
77 */ 91 */
78 92
93INTERFACE_CLASS (object)
79// these are not being copied 94// these are being copied
80ACC_CLASS (object) 95struct object_copy : attachable
81struct object_keep
82{ 96{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 97 typedef bitset<NUM_FLAGS> flags_t;
84 uint16 ACC (RW, refcount); /* How many objects points to this object */
85 98
86 /* These variables are not changed by copy_object() */ 99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
92 /* so that the entire object list does not */
93 /* need to be gone through. */
94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
96 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now.
100 */
101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
102 * This is typically the container that the object is in.
103 */
104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */
106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
107};
108
109// these are being copied
110struct object_copy:attachable<object>
111{
112 /* These get an extra add_refcount(), after having been copied by memcpy().
113 * All fields beow this point are automatically copied by memcpy. If
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 104 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 107 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 111 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 112 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130}; 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 */
131 123
132// these are being copied and also cleared 124 New_Face *ACC (RW, face); /* Face with colors */
133struct object_pod
134{
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
136 float ACC (RW, speed); /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
137 float ACC (RW, 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 */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 127 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 128
143 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
145 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 141 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 142 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 143 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 144 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 146 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 147 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 148 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, 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 */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 152 sint8 ACC (RW, item_power); /* power rating of the object */
167 sint8 ACC (RW, 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) */
154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 155 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 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 */
178 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 */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the pod/objects.pod for more info about body locations */
180 165
181 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
186 /* has been freed) */
187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
195 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
202 175
203 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
205 * only used in spells. 178 * only used in spells.
206 */ 179 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 180 sint16 ACC (RW, duration); /* How long the spell lasts */
181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
182 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 struct object *ACC (RW, spell); /* Spell that was being cast */ 185 sint8 ACC (RW, range); /* Range of the spell */
211 uint16 ACC (RW, start_holding); 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
212 char *ACC (RW, spellarg); 196 char *ACC (RW, spellarg);
213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */
215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
216 197
217 /* Following are values used by any object */ 198 /* Following are values used by any object */
218 struct archt *ACC (RW, arch); /* Pointer to archetype */
219 struct archt *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
220 /* this objects turns into or what this object creates */ 199 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
227
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235 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 */
236}; 212};
237 213
238struct object : zero_initialised, object_keep, object_copy, object_pod 214struct object : zero_initialised, object_copy
239{ 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
240 static bool can_merge (object * op1, object * op2); 261 static bool can_merge_slow (object *op1, object *op2);
241 262
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 objetc 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 // depth-first recursive iterator
368 struct depth_iterator : iterator_base
369 {
370 depth_iterator (object *container);
371 void next ();
372 object *operator ++( ) { next (); return item; }
373 object *operator ++(int) { object *i = item; next (); return i; }
374 };
375
376 object *begin ()
377 {
378 return this;
379 }
380
381 object *end ()
382 {
383 return this;
384 }
385
386protected:
387 friend struct archetype;
388
242 void clear (); 389 void link ();
243 void clone (object * destination); 390 void unlink ();
391
392 object ();
393 ~object ();
244}; 394};
245
246#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
247 395
248typedef struct oblnk 396typedef struct oblnk
249{ /* Used to link together several objects */ 397{ /* Used to link together several objects */
250 object *ob; 398 object_ptr ob;
251 struct oblnk *next; 399 struct oblnk *next;
252 tag_t id;
253} objectlink; 400} objectlink;
254 401
255typedef struct oblinkpt 402typedef struct oblinkpt
256{ /* Used to link together several object links */ 403{ /* Used to link together several object links */
257 struct oblnk *link; 404 struct oblnk *link;
266 * be much left in the archetype - all it really is is a holder for the 413 * be much left in the archetype - all it really is is a holder for the
267 * object and pointers. This structure should get removed, and just replaced 414 * object and pointers. This structure should get removed, and just replaced
268 * by the object structure 415 * by the object structure
269 */ 416 */
270 417
271ACC_CLASS(archetype) 418INTERFACE_CLASS (archetype)
272struct archt : zero_initialised 419struct archetype : zero_initialised, attachable
273{ 420{
421 archetype ();
422 ~archetype ();
423 void gather_callbacks (AV *&callbacks, event_type event) const;
424
425 static archetype *find (const char *arch);
426
427 void hash_add (); // add to hashtable
428 void hash_del (); // remove from hashtable
429
274 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 430 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
275 struct archt *ACC (RW, next); /* Next archetype in a linked list */ 431 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
276 struct archt *ACC (RW, head); /* The main part of a linked object */ 432 struct archetype *ACC (RW, head); /* The main part of a linked object */
277 struct archt *ACC (RW, more); /* Next part of a linked object */ 433 struct archetype *ACC (RW, more); /* Next part of a linked object */
278 object ACC (RO, clone); /* An object from which to do copy_object() */ 434 object ACC (RO, clone); /* An object from which to do ->copy_to () */
279 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 435 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
280 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 436 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
281 * in comparison to the head. 437 * in comparison to the head.
282 */ 438 */
283} archetype; 439};
284 440
285extern object *objects; 441extern object *objects;
286extern object *active_objects; 442extern object *active_objects;
287 443
288extern int nrofallocobjects; 444extern int nrofallocobjects;
289 445
290/* This returns TRUE if the object is something that 446/* This returns TRUE if the object is something that
291 * should be displayed in the look window 447 * should be displayed in the look window
292 */ 448 */
293#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 449#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
294 450
295/* Used by update_object to know if the object being passed is 451/* Used by update_object to know if the object being passed is
296 * being added or removed. 452 * being added or removed.
297 */ 453 */
298#define UP_OBJ_INSERT 1 454#define UP_OBJ_INSERT 1
339#define ARCH_DETECT_MAGIC "detect_magic" 495#define ARCH_DETECT_MAGIC "detect_magic"
340#define ARCH_DEPLETION "depletion" 496#define ARCH_DEPLETION "depletion"
341#define ARCH_SYMPTOM "symptom" 497#define ARCH_SYMPTOM "symptom"
342 498
343#endif 499#endif
500

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