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Comparing deliantra/server/include/object.h (file contents):
Revision 1.28 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.69 by root, Tue Dec 26 05:44:15 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?
68#define WILL_APPLY_TREASURE 0x02 83#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 84#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
72 87
73
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
79// these are not being copied
80ACC_CLASS (object) 93INTERFACE_CLASS (object)
81struct object_keep : refcounted
82{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84
85 /* These variables are not changed by copy_object() */
86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
87 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
88 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
91 /* so that the entire object list does not */
92 /* need to be gone through. */
93 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
94 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
95 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now.
99 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in.
102 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *ACC (RW, head); /* Points to the main object of a large body */
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
106};
107
108// these are being copied 94// these are being copied
109struct object_copy : attachable<object> 95struct object_copy : attachable
110{ 96{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 97 typedef bitset<NUM_FLAGS> flags_t;
98
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 104 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
117 /* If this is an exit, this is the filename */ 107 /* If this is an exit, this is the filename */
118 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 */
119 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 */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 111 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 112 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
124}; 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 */
125 123
126// these are being copied and also cleared 124 New_Face *ACC (RW, face); /* Face with colors */
127struct object_pod
128{
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 float ACC (RW, speed); /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
131 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 */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 127 uint32 ACC (RW, nrof); /* How many of the objects */
133 New_Face *ACC (RW, face); /* Face with colors */
134 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136 128
137 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
140 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 */
141 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 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 */
146 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 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) */
150 /* Note that the last_.. values are sometimes used for non obvious 142 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp. 143 * meanings by some objects, eg, sp penalty, permanent exp.
152 */ 144 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */ 148 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 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 */
158 sint16 ACC (RW, level); /* Level of creature or object */ 150 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */ 152 sint8 ACC (RW, item_power); /* power rating of the object */
161 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) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 155 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 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 */
172 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 */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the pod/objects.pod for more info about body locations */
175 165
176 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
177 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
178 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
179 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
180 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
181 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
182 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
183 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
185 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
188 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
189 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
190 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
192 175
193 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
195 * only used in spells. 178 * only used in spells.
196 */ 179 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 180 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
199 uint16 ACC (RW, start_holding); 182 uint16 ACC (RW, start_holding);
200 struct object *ACC (RW, spell); /* Spell that was being cast */
201 char *ACC (RW, spellarg);
202 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
204 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
205 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
206 187
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);
197
207 /* Following are values used by any object */ 198 /* Following are values used by any object */
208 struct archetype *ACC (RW, arch); /* Pointer to archetype */
209 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
210 /* this objects turns into or what this object creates */ 199 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 uint16 ACC (RW, animation_id); /* An index into the animation array */
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
217
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
225 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 */
226}; 212};
227 213
228struct object : zero_initialised, object_keep, object_copy, object_pod 214struct object : zero_initialised, object_copy
229{ 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
230 static object *create (); 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;
231 void free (bool free_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
232 255
233 static void free_mortals (); 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
234 static bool can_merge (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
235 262
236 void clear (); 263 // this is often used in time-critical code, so optimise
237 void clone (object *destination); 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 }
238 270
239 void set_owner (object *owner); 271 MTH void set_owner (object *owner);
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 MTH const char *debug_desc (char *info) const;
293 MTH const char *debug_desc () const;
294
295 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
296 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
297 || type == CLOAK || type == BOOTS || type == GLOVES
298 || type == BRACERS || type == GIRDLE; }
299 MTH bool is_alive () const { return (type == PLAYER
300 || flag [FLAG_MONSTER]
301 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
302 && !flag [FLAG_IS_A_TEMPLATE]; }
303 MTH bool is_arrow () const { return type == ARROW
304 || (type == SPELL_EFFECT
305 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
306
307 /* This return true if object has still randomitems which
308 * could be expanded.
309 */
310 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
311
312 // returns the player that has this object in his inventory, or 0
313 MTH object *in_player () const
314 {
315 for (object *op = env; op; op = op->env)
316 if (op->type == PLAYER)
317 return op;
318
319 return 0;
320 }
321
322 // returns the mapspace this object is in
323 mapspace &ms () const;
324
325 // fully recursive iterator
326 struct iterator_base
327 {
328 object *item;
329
330 iterator_base (object *container)
331 : item (container)
332 {
333 }
334
335 operator object *() const { return item; }
336
337 object *operator ->() const { return item; }
338 object &operator * () const { return *item; }
339 };
340
341 // depth-first recursive iterator
342 struct depth_iterator : iterator_base
343 {
344 depth_iterator (object *container);
345 void next ();
346 object *operator ++( ) { next (); return item; }
347 object *operator ++(int) { object *i = item; next (); return i; }
348 };
349
350 object *begin ()
351 {
352 return this;
353 }
354
240 object *get_owner (); 355 object *end ()
356 {
357 return this;
358 }
241 359
242protected: 360protected:
243 friend struct archetype; 361 friend struct archetype;
244 362
245 void link (); 363 void link ();
247 365
248 object (); 366 object ();
249 ~object (); 367 ~object ();
250}; 368};
251 369
252#define get_object() object::create ()
253#define free_object(op) (op)->free (0)
254#define free_object2(op, free_inv) (op)->free (free_inv)
255#define clear_owner(op) (op)->owner = 0
256#define copy_owner(op,other) (op)->owner = (other)->owner
257#define clear_object(op) (op)->clear ()
258
259static inline object *
260get_owner (object *op)
261{
262 return op->get_owner ();
263}
264
265static inline void
266set_owner (object *op, object *owner)
267{
268 op->set_owner (owner);
269}
270
271#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
272
273typedef struct oblnk 370typedef struct oblnk
274{ /* Used to link together several objects */ 371{ /* Used to link together several objects */
275 object *ob; 372 object_ptr ob;
276 struct oblnk *next; 373 struct oblnk *next;
277 tag_t id;
278} objectlink; 374} objectlink;
279 375
280typedef struct oblinkpt 376typedef struct oblinkpt
281{ /* Used to link together several object links */ 377{ /* Used to link together several object links */
282 struct oblnk *link; 378 struct oblnk *link;
291 * be much left in the archetype - all it really is is a holder for the 387 * be much left in the archetype - all it really is is a holder for the
292 * object and pointers. This structure should get removed, and just replaced 388 * object and pointers. This structure should get removed, and just replaced
293 * by the object structure 389 * by the object structure
294 */ 390 */
295 391
296ACC_CLASS(archetype) 392INTERFACE_CLASS (archetype)
297struct archetype : zero_initialised 393struct archetype : zero_initialised, attachable
298{ 394{
299 archetype (); 395 archetype ();
300 ~archetype (); 396 ~archetype ();
397 void gather_callbacks (AV *&callbacks, event_type event) const;
301 398
399 static archetype *find (const char *arch);
400
401 void hash_add (); // add to hashtable
402 void hash_del (); // remove from hashtable
403
302 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 404 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
303 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 405 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
304 struct archetype *ACC (RW, head); /* The main part of a linked object */ 406 struct archetype *ACC (RW, head); /* The main part of a linked object */
305 struct archetype *ACC (RW, more); /* Next part of a linked object */ 407 struct archetype *ACC (RW, more); /* Next part of a linked object */
306 object ACC (RO, clone); /* An object from which to do copy_object() */ 408 object ACC (RO, clone); /* An object from which to do ->copy_to () */
307 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 409 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
308 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 410 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
309 * in comparison to the head. 411 * in comparison to the head.
310 */ 412 */
311}; 413};
312 414
313extern object *objects; 415extern object *objects;
314extern object *active_objects; 416extern object *active_objects;
315 417
316extern int nrofallocobjects; 418extern int nrofallocobjects;
317 419
318/* This returns TRUE if the object is something that 420/* This returns TRUE if the object is something that
319 * should be displayed in the look window 421 * should be displayed in the look window
320 */ 422 */
321#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 423#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
322 424
323/* Used by update_object to know if the object being passed is 425/* Used by update_object to know if the object being passed is
324 * being added or removed. 426 * being added or removed.
325 */ 427 */
326#define UP_OBJ_INSERT 1 428#define UP_OBJ_INSERT 1
367#define ARCH_DETECT_MAGIC "detect_magic" 469#define ARCH_DETECT_MAGIC "detect_magic"
368#define ARCH_DEPLETION "depletion" 470#define ARCH_DEPLETION "depletion"
369#define ARCH_SYMPTOM "symptom" 471#define ARCH_SYMPTOM "symptom"
370 472
371#endif 473#endif
474

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