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Comparing deliantra/server/include/object.h (file contents):
Revision 1.36 by root, Thu Sep 14 17:10:25 2006 UTC vs.
Revision 1.77 by root, Sun Dec 31 10:28:36 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 */
84 92
93INTERFACE_CLASS (object)
85// these are not being copied 94// these are being copied
86ACC_CLASS (object) 95struct object_copy : attachable
87struct object_keep : refcounted
88{ 96{
89 tag_t ACC (RW, count); /* Generation count for this object */ 97 typedef bitset<NUM_FLAGS> flags_t;
90 UUID uuid; // Unique Identifier, survives saves etc.
91 98
92 /* These variables are not changed by copy_object() */ 99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
93 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. */
94 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. */
95 struct 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' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */
99 /* need to be gone through. */
100 struct 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 */
102 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now.
106 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in.
109 */
110 struct 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
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
113};
114
115// these are being copied
116struct object_copy : attachable<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 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 114 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 */ 115 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 */ 116 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 */ 117 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 119 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 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 */
138 123
139// these are being copied and also cleared
140struct object_pod
141{
142 New_Face *ACC (RW, face); /* Face with colors */ 124 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
144 float ACC (RW, speed); /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
145 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 */
146 uint32 ACC (RW, nrof); /* How many of the objects */ 127 uint32 ACC (RW, nrof); /* How many of the objects */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 128
150 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
153 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 */
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 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 */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 139 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 140 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 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) */
163 /* Note that the last_.. values are sometimes used for non obvious 142 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 143 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 144 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 145 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 148 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 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 */
171 sint16 ACC (RW, level); /* Level of creature or object */ 150 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 151 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 152 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) */ 153 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 */ 154 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 155 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
180 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
181 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
182 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 */
183 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 */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the pod/objects.pod for more info about body locations */
186 165
187 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
190 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
191 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
193 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. */
194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
195 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
196 175
197 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
199 * only used in spells. 178 * only used in spells.
200 */ 179 */
201 sint16 ACC (RW, duration); /* How long the spell lasts */ 180 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 181 sint16 ACC (RW, casting_time);/* time left before spell goes off */
203 uint16 ACC (RW, start_holding); 182 uint16 ACC (RW, start_holding);
204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
205 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 */
206 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
207 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 */
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
208 char *ACC (RW, spellarg); 196 char *ACC (RW, spellarg);
209 197
210 /* Following are values used by any object */ 198 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 struct archetype *ACC (RW, arch); /* Pointer to archetype */
213 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
214 key_value *key_values; /* Fields not explictly known by the loader. */ 201 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */ 202 flags_t flag; /* various flags */
216 uint32 flags[4]; /* various flags */ 203#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205#endif
217 uint16 ACC (RW, animation_id); /* An index into the animation array */ 206 uint16 ACC (RW, animation_id);/* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
223
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}; 212};
232 213
233struct object : zero_initialised, object_keep, object_copy, object_pod 214struct object : zero_initialised, object_copy
234{ 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
235 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;
236 void free (bool free_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
237 255
238 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
239 static bool can_merge (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
240 262
241 void clear (); 263 // this is often used in time-critical code, so optimise
242 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 }
243 270
271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
273
244 void instantiate () 274 MTH void instantiate ()
245 { 275 {
246 if (!uuid.seq) // HACK 276 if (!uuid.seq) // HACK
247 uuid = gen_uuid (); 277 uuid = gen_uuid ();
248 278
249 attachable<object>::instantiate (); 279 attachable::instantiate ();
250 } 280 }
251 281
252 void set_owner (object *owner); 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);
253 291
254 // info must hold 256 * 3 bytes currently 292 // info must hold 256 * 3 bytes currently
255 const char *debug_desc (char *info) const; 293 const char *debug_desc (char *info) const;
256 const char *debug_desc () 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 object can be saved in a map file
312 // contr => is a player
313 // head => only save head of a multitile object
314 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; }
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;
257 350
258 // fully recursive iterator 351 // fully recursive iterator
259 struct iterator_base 352 struct iterator_base
260 { 353 {
261 object *item; 354 object *item;
268 operator object *() const { return item; } 361 operator object *() const { return item; }
269 362
270 object *operator ->() const { return item; } 363 object *operator ->() const { return item; }
271 object &operator * () const { return *item; } 364 object &operator * () const { return *item; }
272 }; 365 };
366
367 MTH unsigned int random_seed () const
368 {
369 return (unsigned int)uuid.seq;
370 }
273 371
274 // depth-first recursive iterator 372 // depth-first recursive iterator
275 struct depth_iterator : iterator_base 373 struct depth_iterator : iterator_base
276 { 374 {
277 depth_iterator (object *container); 375 depth_iterator (object *container);
298 396
299 object (); 397 object ();
300 ~object (); 398 ~object ();
301}; 399};
302 400
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 401typedef struct oblnk
320{ /* Used to link together several objects */ 402{ /* Used to link together several objects */
321 object *ob; 403 object_ptr ob;
322 struct oblnk *next; 404 struct oblnk *next;
323 tag_t id;
324} objectlink; 405} objectlink;
325 406
326typedef struct oblinkpt 407typedef struct oblinkpt
327{ /* Used to link together several object links */ 408{ /* Used to link together several object links */
328 struct oblnk *link; 409 struct oblnk *link;
337 * be much left in the archetype - all it really is is a holder for the 418 * be much left in the archetype - all it really is is a holder for the
338 * object and pointers. This structure should get removed, and just replaced 419 * object and pointers. This structure should get removed, and just replaced
339 * by the object structure 420 * by the object structure
340 */ 421 */
341 422
342ACC_CLASS(archetype) 423INTERFACE_CLASS (archetype)
343struct archetype : zero_initialised 424struct archetype : zero_initialised, attachable
344{ 425{
345 archetype (); 426 archetype ();
346 ~archetype (); 427 ~archetype ();
428 void gather_callbacks (AV *&callbacks, event_type event) const;
347 429
430 static archetype *find (const char *arch);
431
432 void hash_add (); // add to hashtable
433 void hash_del (); // remove from hashtable
434
348 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 435 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
349 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 436 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
350 struct archetype *ACC (RW, head); /* The main part of a linked object */ 437 struct archetype *ACC (RW, head); /* The main part of a linked object */
351 struct archetype *ACC (RW, more); /* Next part of a linked object */ 438 struct archetype *ACC (RW, more); /* Next part of a linked object */
352 object ACC (RO, clone); /* An object from which to do copy_object() */ 439 object ACC (RO, clone); /* An object from which to do ->copy_to () */
353 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 440 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
354 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 441 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
355 * in comparison to the head. 442 * in comparison to the head.
356 */ 443 */
357}; 444};
358 445
359extern object *objects; 446extern object *objects;
360extern object *active_objects; 447extern object *active_objects;
361 448
362extern int nrofallocobjects; 449extern int nrofallocobjects;
363 450
364/* This returns TRUE if the object is something that 451/* This returns TRUE if the object is something that
365 * should be displayed in the look window 452 * should be displayed in the look window
366 */ 453 */
367#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 454#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
368 455
369/* Used by update_object to know if the object being passed is 456/* Used by update_object to know if the object being passed is
370 * being added or removed. 457 * being added or removed.
371 */ 458 */
372#define UP_OBJ_INSERT 1 459#define UP_OBJ_INSERT 1
413#define ARCH_DETECT_MAGIC "detect_magic" 500#define ARCH_DETECT_MAGIC "detect_magic"
414#define ARCH_DEPLETION "depletion" 501#define ARCH_DEPLETION "depletion"
415#define ARCH_SYMPTOM "symptom" 502#define ARCH_SYMPTOM "symptom"
416 503
417#endif 504#endif
505

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