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Comparing deliantra/server/include/object.h (file contents):
Revision 1.35 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.60 by root, Wed Dec 20 09:14:22 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;
59}; 61};
60 62
61struct UUID 63struct UUID
62{ 64{
63 uint64 seq; 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; }
64}; 71};
65 72
66extern void init_uuid (); 73extern void init_uuid ();
67extern UUID gen_uuid (); 74extern UUID gen_uuid ();
75extern const uint64 UUID_SKIP;
68 76
69/* Definition for WILL_APPLY values. Replaces having harcoded values 77/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * 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
71 * 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
72 * can_apply and will_apply? 80 * can_apply and will_apply?
77#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
78#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
79 87
80/* 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
81 * 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,
82 * e.g. copy_object. 90 * e.g. ->copy_to ()
83 */ 91 */
92
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
84 95
85// these are not being copied 96// these are not being copied
86ACC_CLASS (object) 97ACC_CLASS (object)
87struct object_keep : refcounted 98struct object_keep : refcounted
88{ 99{
89 tag_t ACC (RW, count); /* Unique object number for this object */
90 UUID uuid; // Unique Identifier, survives saves etc.
91
92 /* These variables are not changed by copy_object() */ 100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
98 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
99 /* need to be gone through. */ 111 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */ 114 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now. 117 * is only used by the player right now.
106 */ 118 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
109 */ 121 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
113}; 126};
114 127
115// these are being copied 128// these are being copied
116struct object_copy : attachable<object> 129struct object_copy : attachable<object>
117{ 130{
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
123 /* If this is an exit, this is the filename */ 136 /* If this is an exit, this is the filename */
124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 137 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 */ 138 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 139 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 140 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 141 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 142 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 143 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
131 refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ 144 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
132 refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
133 refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 150};
138 151
139// these are being copied and also cleared 152// these are being copied and also cleared
140struct object_pod 153struct object_pod
141{ 154{
155 New_Face *ACC (RW, face); /* Face with colors */
142 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 156 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
143 float ACC (RW, speed); /* The overall speed of this object */ 157 float ACC (RW, speed); /* The overall speed of this object */
144 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 158 float ACC (RW, speed_left); /* How much speed is left to spend this round */
145 uint32 ACC (RW, nrof); /* How many of the objects */ 159 uint32 ACC (RW, nrof); /* How many of the objects */
146 New_Face *ACC (RW, face); /* Face with colors */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 160 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 161 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 162
150 /* This next big block are basically used for monsters and equipment */ 163 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 164 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */ 165 uint8 ACC (RW, subtype); /* subtype of object */
153 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 166 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 171 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 172 uint16 ACC (RW, material); /* What materials this object consist of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 173 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 174 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 175 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
163 /* Note that the last_.. values are sometimes used for non obvious 176 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 177 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 178 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 179 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 182 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 183 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */ 184 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 185 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 186 sint8 ACC (RW, item_power); /* power rating of the object */
174 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 187 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 188 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 189 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 191 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 sint64 ACC (RW, perm_exp); /* Permanent exp */ 192 sint64 ACC (RW, perm_exp); /* Permanent exp */
181 uint32 ACC (RW, weapontype); /* type of weapon */ 193 uint32 ACC (RW, weapontype); /* type of weapon */
182 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 194 uint32 ACC (RW, tooltype); /* type of tool or build facility */
183 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
184 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
197 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 198 /* See the doc/Developers/objects for more info about body locations */
186 199
187 /* Following mostly refers to fields only used for monsters */ 200 /* Following mostly refers to fields only used for monsters */
188 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 202 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */ 203 /* allows different movement patterns for attackers */
193 sint32 ACC (RW, move_status); /* What stage in attack mode */ 204 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 205 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
195 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 206 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 /* Spell related information, may be useful elsewhere 210 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically 211 * Note that other fields are used - these files are basically
201 * only used in spells. 212 * only used in spells.
202 */ 213 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 214 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 215 sint16 ACC (RW, casting_time);/* time left before spell goes off */
205 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
206 char *ACC (RW, spellarg);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
208 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
209 sint8 ACC (RW, range); /* Range of the spell */ 219 sint8 ACC (RW, range); /* Range of the spell */
210 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
221 char *ACC (RW, spellarg);
211 222
212 /* Following are values used by any object */ 223 /* Following are values used by any object */
224 /* this objects turns into or what this object creates */
213 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
214 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
215 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 227 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
216 key_value *key_values; /* Fields not explictly known by the loader. */ 228 key_value *key_values; /* Fields not explictly known by the loader. */
217 /* this objects turns into or what this object creates */ 229 std::bitset<NUM_FLAGS> flags; /* various flags */
218 uint32 flags[4]; /* various flags */
219 uint16 ACC (RW, animation_id); /* An index into the animation array */ 230 uint16 ACC (RW, animation_id);/* An index into the animation array */
220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
222 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
223 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 235 uint8 ACC (RW, will_apply); /* See crossfire.doc */
225 236
226 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 237 MoveType ACC (RW, move_type); /* Type of movement this object uses */
227 MoveType ACC (RW, move_block); /* What movement types this blocks */ 238 MoveType ACC (RW, move_block);/* What movement types this blocks */
228 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 239 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
229 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 240 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
230 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
231 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 242 MoveType ACC (RW, move_slow); /* Movement types this slows down */
232 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
233}; 244};
234 245
235struct object : zero_initialised, object_keep, object_copy, object_pod 246struct object : zero_initialised, object_keep, object_copy, object_pod
236{ 247{
248 typedef unordered_vector<object *> vector;
249
250 static vector mortals;
251 static vector active; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects"
254
237 static object *create (); 255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
238 void free (bool free_inventory = false); 258 void destroy (bool destroy_inventory = false);
259 void remove ();
260 object *insert (object *item); // insert into inventory
239 261
240 static void free_mortals (); 262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
241 static bool can_merge (object *op1, object *op2); 266 static bool can_merge (object *op1, object *op2)
267 {
268 return op1->value == op2->value
269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
242 272
243 void clear (); 273 void clear ();
244 void clone (object *destination); 274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner);
245 278
246 void instantiate () 279 void instantiate ()
247 { 280 {
248 if (!uuid.seq) // HACK 281 if (!uuid.seq) // HACK
249 uuid = gen_uuid (); 282 uuid = gen_uuid ();
250 283
251 attachable<object>::instantiate (); 284 attachable<object>::instantiate ();
252 } 285 }
253
254 void set_owner (object *owner);
255 object *get_owner ();
256 286
257 // info must hold 256 * 3 bytes currently 287 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const; 288 const char *debug_desc (char *info) const;
259 const char *debug_desc () const; 289 const char *debug_desc () const;
290
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 /* This return true if object has still randomitems which
304 * could be expanded.
305 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
307
308 // returns the player that has this object in his inventory, or 0
309 object *in_player () const
310 {
311 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER)
313 return op;
314
315 return 0;
316 }
260 317
261 // fully recursive iterator 318 // fully recursive iterator
262 struct iterator_base 319 struct iterator_base
263 { 320 {
264 object *item; 321 object *item;
301 358
302 object (); 359 object ();
303 ~object (); 360 ~object ();
304}; 361};
305 362
306#define get_object() object::create ()
307#define free_object(op) (op)->free (0)
308#define free_object2(op, free_inv) (op)->free (free_inv)
309#define clear_owner(op) (op)->owner = 0
310#define copy_owner(op,other) (op)->owner = (other)->owner
311#define clear_object(op) (op)->clear ()
312
313static inline object *
314get_owner (object *op)
315{
316 return op->get_owner ();
317}
318
319static inline void
320set_owner (object *op, object *owner)
321{
322 op->set_owner (owner);
323}
324
325#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
326
327typedef struct oblnk 363typedef struct oblnk
328{ /* Used to link together several objects */ 364{ /* Used to link together several objects */
329 object *ob; 365 object_ptr ob;
330 struct oblnk *next; 366 struct oblnk *next;
331 tag_t id;
332} objectlink; 367} objectlink;
333 368
334typedef struct oblinkpt 369typedef struct oblinkpt
335{ /* Used to link together several object links */ 370{ /* Used to link together several object links */
336 struct oblnk *link; 371 struct oblnk *link;
345 * be much left in the archetype - all it really is is a holder for the 380 * be much left in the archetype - all it really is is a holder for the
346 * object and pointers. This structure should get removed, and just replaced 381 * object and pointers. This structure should get removed, and just replaced
347 * by the object structure 382 * by the object structure
348 */ 383 */
349 384
350ACC_CLASS(archetype) 385ACC_CLASS (archetype)
351struct archetype : zero_initialised 386struct archetype : zero_initialised, refcounted
352{ 387{
353 archetype (); 388 archetype ();
354 ~archetype (); 389 ~archetype ();
355 390
391 static archetype *find (const char *arch);
392
393 void hash_add (); // add to hastable
394 void hash_del (); // remove from hashtable
395
356 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 396 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
357 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 397 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
358 struct archetype *ACC (RW, head); /* The main part of a linked object */ 398 struct archetype *ACC (RW, head); /* The main part of a linked object */
359 struct archetype *ACC (RW, more); /* Next part of a linked object */ 399 struct archetype *ACC (RW, more); /* Next part of a linked object */
360 object ACC (RO, clone); /* An object from which to do copy_object() */ 400 object ACC (RO, clone); /* An object from which to do ->copy_to () */
361 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 401 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
362 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 402 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
363 * in comparison to the head. 403 * in comparison to the head.
364 */ 404 */
365}; 405};
366 406
367extern object *objects; 407extern object *objects;
368extern object *active_objects; 408extern object *active_objects;
369 409
370extern int nrofallocobjects; 410extern int nrofallocobjects;
371 411
372/* This returns TRUE if the object is something that 412/* This returns TRUE if the object is something that
373 * should be displayed in the look window 413 * should be displayed in the look window
374 */ 414 */
375#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 415#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
376 416
377/* Used by update_object to know if the object being passed is 417/* Used by update_object to know if the object being passed is
378 * being added or removed. 418 * being added or removed.
379 */ 419 */
380#define UP_OBJ_INSERT 1 420#define UP_OBJ_INSERT 1
421#define ARCH_DETECT_MAGIC "detect_magic" 461#define ARCH_DETECT_MAGIC "detect_magic"
422#define ARCH_DEPLETION "depletion" 462#define ARCH_DEPLETION "depletion"
423#define ARCH_SYMPTOM "symptom" 463#define ARCH_SYMPTOM "symptom"
424 464
425#endif 465#endif
466

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