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Comparing deliantra/server/include/object.h (file contents):
Revision 1.10 by root, Mon Aug 28 16:52:51 2006 UTC vs.
Revision 1.36 by root, Thu Sep 14 17:10:25 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.10 2006/08/28 16:52:51 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
31 26
32#include "cfperl.h" 27#include "cfperl.h"
33#include "shstr.h" 28#include "shstr.h"
34 29
35typedef uint32 tag_t; 30typedef uint32 tag_t;
36#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
37#define BODY_ARMS 1 32#define BODY_ARMS 1
38 33
39/* See common/item.c */ 34/* See common/item.c */
40 35
41typedef struct Body_Locations { 36typedef struct Body_Locations
37{
42 const char *save_name; /* Name used to load/save it to disk */ 38 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 39 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 40 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 41} Body_Locations;
46 42
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 44
58/* 45/*
59 * Each object (this also means archetypes!) could have a few of these 46 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 47 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 48 *
63 * 50 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 52 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 53 * Exception is if you want to walk this list for some reason.
67 */ 54 */
68typedef struct _key_value { 55struct key_value
69 const char * key; 56{
70 const char * value;
71 struct _key_value * next; 57 key_value *next;
72} key_value; 58 shstr key, value;
59};
73 60
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
74 68
75/* Definition for WILL_APPLY values. Replaces having harcoded values 69/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 70 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both 71 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 72 * can_apply and will_apply?
79 */ 73 */
80#define WILL_APPLY_HANDLE 0x1 74#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 75#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 76#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 77#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 78#define WILL_APPLY_FOOD 0x10
85 79
86
87/* Note that the ordering of this structure is sort of relevent -
88 * copy_object copies everything over beyond 'name' using memcpy.
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * However, if you're keeping a pointer of some sort, you probably 80/* However, if you're keeping a pointer of some sort, you probably
93 * don't just want it copied, so you'll need to add to common/object.c, 81 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 82 * e.g. copy_object.
95 * 83 */
96 * I've tried to clean up this structure a bit (in terms of formatting)
97 * by making it more consistent. I've also tried to locate some of the fields
98 * more logically together (put the item related ones together, the monster
99 * related ones, etc.
100 * This structure is best viewed with about a 100 width screen.
101 * MSW 2002-07-05
102 */
103 84
104struct object_simple : attachable<object> { 85// these are not being copied
105 static data_type get_dt () { return DT_OBJECT; } 86ACC_CLASS (object)
87struct object_keep : refcounted
88{
89 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc.
106 91
107 /* These variables are not changed by copy_object() */ 92 /* These variables are not changed by copy_object() */
108 struct pl *contr; /* Pointer to the player which control this object */ 93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
109 struct object *next; /* Pointer to the next object in the free/used list */ 94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
110 struct object *prev; /* Pointer to the previous object in the free/used list*/ 95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
111 struct object *active_next; /* Next & previous object in the 'active' */ 96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */ 97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
113 /* so that the entire object list does not */ 98 /* so that the entire object list does not */
114 /* need to be gone through. */ 99 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 102 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 103 struct object *inv; /* Pointer to the first object in the inventory */
119 struct object *container; /* Current container being used. I think this 104 struct object *ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 105 * is only used by the player right now.
121 */ 106 */
122 struct object *env; /* Pointer to the object which is the environment. 107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 108 * This is typically the container that the object is in.
124 */ 109 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */ 111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
128
129 tag_t count; /* Unique object number for this object */
130 uint16 refcount; /* How many objects points to this object */
131}; 113};
132 114
133struct object_special { 115// these are being copied
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 116struct object_copy : attachable<object>
135 * All fields beow this point are automatically copied by memcpy. If 117{
136 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object()
139 */
140 const char *name; /* The name of the object, obviously... */ 118 shstr ACC (RW, name); /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */ 119 shstr ACC (RW, name_pl); /* The plural name of the object */
142 const char *title; /* Of foo, etc */ 120 shstr ACC (RW, title); /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */ 121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */ 122 shstr ACC (RW, slaying); /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */ 123 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */ 124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */ 125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */ 126 shstr ACC (RW, lore); /* Obscure information about this object, */
149 /* To get put into books and the like. */ 127 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 refptr<object> 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 */
132 refptr<object> 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 */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137};
150 138
139// these are being copied and also cleared
140struct object_pod
141{
142 New_Face *ACC (RW, face); /* Face with colors */
151 sint16 x,y; /* Position in the map for this object */ 143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
152 sint16 ox,oy; /* For debugging: Where it was last inserted */
153 float speed; /* The overall speed of this object */ 144 float ACC (RW, speed); /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */ 145 float ACC (RW, speed_left); /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */ 146 uint32 ACC (RW, nrof); /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */ 148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
159 149
160 /* This next big block are basically used for monsters and equipment */ 150 /* This next big block are basically used for monsters and equipment */
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 subtype; /* subtype of object */ 152 uint8 ACC (RW, subtype); /* subtype of object */
163 uint16 client_type; /* Public type information. see doc/Developers/objects */ 153 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */ 155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */ 156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */ 157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */ 158 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */ 159 uint16 ACC (RW, material); /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */ 160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */ 161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */ 162 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious 163 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp. 164 * meanings by some objects, eg, sp penalty, permanent exp.
177 */ 165 */
178 sint32 last_heal; /* Last healed. Depends on constitution */ 166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */ 167 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */ 168 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */ 169 sint16 ACC (RW, last_eat); /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */ 170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */
183 uint8 pick_up; /* See crossfire.doc */ 172 uint8 ACC (RW, pick_up); /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */ 173 sint8 ACC (RW, item_power); /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 174 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */ 175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */ 176 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */
191 sint64 perm_exp; /* Permanent exp */ 179 sint64 ACC (RW, perm_exp); /* Permanent exp */
192 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
193 /* each time the object attacks something */
194 struct object *current_weapon; /* Pointer to the weapon currently used */
195 uint32 weapontype; /* type of weapon */ 180 uint32 ACC (RW, weapontype); /* type of weapon */
196 uint32 tooltype; /* type of tool or build facility */ 181 uint32 ACC (RW, tooltype); /* type of tool or build facility */
197 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 182 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 183 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */
199 /* See the doc/Developers/objects for more info about body locations */ 185 /* See the doc/Developers/objects for more info about body locations */
200 186
201 /* Following mostly refers to fields only used for monsters */ 187 /* Following mostly refers to fields only used for monsters */
202 struct object *owner; /* Pointer to the object which controls this one */
203 /* Owner should not be referred to directly - */
204 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */
207 struct object *enemy; /* Monster/player to follow even if not closest */
208 struct object *attacked_by; /* This object start to attack us! only player & monster */
209 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
210 struct treasureliststruct *randomitems; /* Items to be generated */
211 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
212 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */ 188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */ 189 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */ 190 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */ 191 sint32 ACC (RW, move_status); /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */ 192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */ 193 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
219 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */ 195 /* races/classes can need less/more exp to gain levels */
222 196
223 /* Spell related information, may be useful elsewhere 197 /* Spell related information, may be useful elsewhere
224 * Note that other fields are used - these files are basically 198 * Note that other fields are used - these files are basically
225 * only used in spells. 199 * only used in spells.
226 */ 200 */
227 sint16 duration; /* How long the spell lasts */ 201 sint16 ACC (RW, duration); /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */ 202 sint16 ACC (RW, casting_time); /* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding; 203 uint16 ACC (RW, start_holding);
232 char *spellarg; 204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
233 uint8 dam_modifier; /* How going up in level effects damage */ 205 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */ 206 sint8 ACC (RW, range); /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */ 207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
208 char *ACC (RW, spellarg);
236 209
237 /* Following are values used by any object */ 210 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */ 211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
212 struct archetype *ACC (RW, arch); /* Pointer to archetype */
239 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 213 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
240 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/
247
248 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */
255
256 event *events;
257
258 const char *custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */ 214 key_value *key_values; /* Fields not explictly known by the loader. */
260}; 215 /* this objects turns into or what this object creates */
216 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */
261 223
262struct object : object_special, object_simple { 224 MoveType ACC (RW, move_type); /* Type of movement this object uses */
225 MoveType ACC (RW, move_block); /* What movement types this blocks */
226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
227 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
228 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
229 MoveType ACC (RW, move_slow); /* Movement types this slows down */
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231};
232
233struct object : zero_initialised, object_keep, object_copy, object_pod
234{
235 static object *create ();
236 void free (bool free_inventory = false);
237
238 static void free_mortals ();
239 static bool can_merge (object *op1, object *op2);
240
241 void clear ();
263 void clone (object *destination) 242 void clone (object *destination);
243
244 void instantiate ()
264 { 245 {
265 if (attach) 246 if (!uuid.seq) // HACK
266 destination->attach = add_refcount (attach); 247 uuid = gen_uuid ();
267 248
268 if (self || cb) 249 attachable<object>::instantiate ();
269 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
270 } 250 }
271};
272 251
252 void set_owner (object *owner);
253
254 // info must hold 256 * 3 bytes currently
255 const char *debug_desc (char *info) const;
256 const char *debug_desc () const;
257
258 // fully recursive iterator
259 struct iterator_base
260 {
261 object *item;
262
263 iterator_base (object *container)
264 : item (container)
265 {
266 }
267
268 operator object *() const { return item; }
269
270 object *operator ->() const { return item; }
271 object &operator * () const { return *item; }
272 };
273
274 // depth-first recursive iterator
275 struct depth_iterator : iterator_base
276 {
277 depth_iterator (object *container);
278 void next ();
279 object *operator ++( ) { next (); return item; }
280 object *operator ++(int) { object *i = item; next (); return i; }
281 };
282
283 object *begin ()
284 {
285 return this;
286 }
287
288 object *end ()
289 {
290 return this;
291 }
292
293protected:
294 friend struct archetype;
295
296 void link ();
297 void unlink ();
298
299 object ();
300 ~object ();
301};
302
303#define get_object() object::create ()
304#define free_object(op) (op)->free (0)
305#define free_object2(op, free_inv) (op)->free (free_inv)
306#define clear_owner(op) (op)->owner = 0
307#define copy_owner(op,other) (op)->owner = (other)->owner
308#define get_owner(op) (op)->owner
309#define clear_object(op) (op)->clear ()
310
311static inline void
312set_owner (object *op, object *owner)
313{
314 op->set_owner (owner);
315}
316
317#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
318
319typedef struct oblnk
273typedef struct oblnk { /* Used to link together several objects */ 320{ /* Used to link together several objects */
274 object *ob; 321 object *ob;
275 struct oblnk *next; 322 struct oblnk *next;
276 tag_t id; 323 tag_t id;
277} objectlink; 324} objectlink;
278 325
279typedef struct oblinkpt { /* Used to link together several object links */ 326typedef struct oblinkpt
327{ /* Used to link together several object links */
280 struct oblnk *link; 328 struct oblnk *link;
281 long value; /* Used as connected value in buttons/gates */ 329 long value; /* Used as connected value in buttons/gates */
282 struct oblinkpt *next; 330 struct oblinkpt *next;
283} oblinkpt; 331} oblinkpt;
284 332
285/* 333/*
286 * The archetype structure is a set of rules on how to generate and manipulate 334 * The archetype structure is a set of rules on how to generate and manipulate
289 * be much left in the archetype - all it really is is a holder for the 337 * be much left in the archetype - all it really is is a holder for the
290 * object and pointers. This structure should get removed, and just replaced 338 * object and pointers. This structure should get removed, and just replaced
291 * by the object structure 339 * by the object structure
292 */ 340 */
293 341
294typedef struct archt { 342ACC_CLASS(archetype)
343struct archetype : zero_initialised
344{
345 archetype ();
346 ~archetype ();
347
295 const char *name; /* More definite name, like "generate_kobold" */ 348 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
296 struct archt *next; /* Next archetype in a linked list */ 349 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
297 struct archt *head; /* The main part of a linked object */ 350 struct archetype *ACC (RW, head); /* The main part of a linked object */
298 struct archt *more; /* Next part of a linked object */ 351 struct archetype *ACC (RW, more); /* Next part of a linked object */
299 object clone; /* An object from which to do copy_object() */ 352 object ACC (RO, clone); /* An object from which to do copy_object() */
300 uint32 editable; /* editable flags (mainly for editor) */ 353 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
301 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 354 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
302 * in comparison to the head. 355 * in comparison to the head.
303 */ 356 */
304} archetype; 357};
305 358
306extern object *objects; 359extern object *objects;
307extern object *active_objects; 360extern object *active_objects;
308extern object *free_objects;
309extern object objarray[STARTMAX];
310 361
311extern int nrofallocobjects; 362extern int nrofallocobjects;
312extern int nroffreeobjects;
313 363
314/* This returns TRUE if the object is somethign that 364/* This returns TRUE if the object is something that
315 * should be displayed in the look window 365 * should be displayed in the look window
316 */ 366 */
317#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 367#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
318 368
319/* Used by update_object to know if the object being passed is 369/* Used by update_object to know if the object being passed is
320 * being added or removed. 370 * being added or removed.
321 */ 371 */
322#define UP_OBJ_INSERT 1 372#define UP_OBJ_INSERT 1
323#define UP_OBJ_REMOVE 2 373#define UP_OBJ_REMOVE 2
324#define UP_OBJ_CHANGE 3 374#define UP_OBJ_CHANGE 3
325#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 375#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
326 376
327/* These are flags passed to insert_ob_in_map and 377/* These are flags passed to insert_ob_in_map and
328 * insert_ob_in_ob. Note that all flags may not be meaningful 378 * insert_ob_in_ob. Note that all flags may not be meaningful
329 * for both functions. 379 * for both functions.
330 * Most are fairly explanatory: 380 * Most are fairly explanatory:
349 * are mutually exclusive. The behaviour for passing more than one 399 * are mutually exclusive. The behaviour for passing more than one
350 * should be considered undefined - while you may notice what happens 400 * should be considered undefined - while you may notice what happens
351 * right now if you pass more than one, that could very well change 401 * right now if you pass more than one, that could very well change
352 * in future revisions of the code. 402 * in future revisions of the code.
353 */ 403 */
354#define INS_NO_MERGE 0x0001 404#define INS_NO_MERGE 0x0001
355#define INS_ABOVE_FLOOR_ONLY 0x0002 405#define INS_ABOVE_FLOOR_ONLY 0x0002
356#define INS_NO_WALK_ON 0x0004 406#define INS_NO_WALK_ON 0x0004
357#define INS_ON_TOP 0x0008 407#define INS_ON_TOP 0x0008
358#define INS_BELOW_ORIGINATOR 0x0010 408#define INS_BELOW_ORIGINATOR 0x0010
359#define INS_MAP_LOAD 0x0020 409#define INS_MAP_LOAD 0x0020
360 410
361#define ARCH_SINGULARITY "singularity" 411#define ARCH_SINGULARITY "singularity"
362#define ARCH_SINGULARITY_LEN 11 412#define ARCH_SINGULARITY_LEN 11
363#define ARCH_DETECT_MAGIC "detect_magic" 413#define ARCH_DETECT_MAGIC "detect_magic"
364#define ARCH_DEPLETION "depletion" 414#define ARCH_DEPLETION "depletion"

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