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Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.37 by root, Thu Sep 14 18:13:02 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.6 2006/08/26 08:44:06 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
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
32#include "cfperl.h" 27#include "cfperl.h"
28#include "shstr.h"
33 29
34typedef uint32 tag_t; 30typedef uint32 tag_t;
35#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
36#define BODY_ARMS 1 32#define BODY_ARMS 1
37 33
38/* See common/item.c */ 34/* See common/item.c */
39 35
40typedef struct Body_Locations { 36typedef struct Body_Locations
37{
41 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 */
42 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 */
43 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 */
44} Body_Locations; 41} Body_Locations;
45 42
46extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47
48typedef struct _event
49{
50 int type;
51 const char *hook;
52 const char *plugin;
53 const char *options;
54 struct _event *next;
55} event;
56 44
57/* 45/*
58 * 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
59 * "dangling" from it; this could also end up containing 'parse errors'. 47 * "dangling" from it; this could also end up containing 'parse errors'.
60 * 48 *
62 * 50 *
63 * 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
64 * accessing the list directly. 52 * accessing the list directly.
65 * 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.
66 */ 54 */
67typedef struct _key_value { 55struct key_value
68 const char * key; 56{
69 const char * value;
70 struct _key_value * next; 57 key_value *next;
71} key_value; 58 shstr key, value;
59};
72 60
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
73 68
74/* Definition for WILL_APPLY values. Replaces having harcoded values 69/* Definition for WILL_APPLY values. Replaces having harcoded values
75 * 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
76 * 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
77 * can_apply and will_apply? 72 * can_apply and will_apply?
78 */ 73 */
79#define WILL_APPLY_HANDLE 0x1 74#define WILL_APPLY_HANDLE 0x01
80#define WILL_APPLY_TREASURE 0x2 75#define WILL_APPLY_TREASURE 0x02
81#define WILL_APPLY_EARTHWALL 0x4 76#define WILL_APPLY_EARTHWALL 0x04
82#define WILL_APPLY_DOOR 0x8 77#define WILL_APPLY_DOOR 0x08
83#define WILL_APPLY_FOOD 0x10 78#define WILL_APPLY_FOOD 0x10
84 79
85
86/* Note that the ordering of this structure is sort of relevent -
87 * copy_object copies everything over beyond 'name' using memcpy.
88 * Thus, values that need to be copied need to be located beyond that
89 * point.
90 *
91 * 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
92 * 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,
93 * e.g. copy-object 82 * e.g. copy_object.
94 * 83 */
95 * I've tried to clean up this structure a bit (in terms of formatting)
96 * by making it more consistent. I've also tried to locate some of the fields
97 * more logically together (put the item related ones together, the monster
98 * related ones, etc.
99 * This structure is best viewed with about a 100 width screen.
100 * MSW 2002-07-05
101 */
102 84
103struct object_simple { 85// these are not being copied
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.
91
104 /* These variables are not changed by copy_object() */ 92 /* These variables are not changed by copy_object() */
105 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 */
106 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 */
107 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 */
108 struct object *active_next; /* Next & previous object in the 'active' */ 96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
109 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 */
110 /* so that the entire object list does not */ 98 /* so that the entire object list does not */
111 /* need to be gone through. */ 99 /* need to be gone through. */
112 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 */
113 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 */
114 /* Note: stacked in the *same* environment*/ 102 /* Note: stacked in the *same* environment */
115 struct object *inv; /* Pointer to the first object in the inventory */ 103 struct object *inv; /* Pointer to the first object in the inventory */
116 struct object *container; /* Current container being used. I think this 104 struct object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now. 105 * is only used by the player right now.
118 */ 106 */
119 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.
120 * This is typically the container that the object is in. 108 * This is typically the container that the object is in.
121 */ 109 */
122 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 */
123 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
124 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 */
125
126 tag_t count; /* Unique object number for this object */
127 uint16 refcount; /* How many objects points to this object */
128}; 113};
129 114
130struct object_special : extendable<object> { 115// these are being copied
131 data_type get_dt () const { return DT_OBJECT; } 116struct object_copy : attachable<object>
132 117{
133 /* These get an extra add_refcount(), after having been copied by memcpy().
134 * All fields beow this point are automatically copied by memcpy. If
135 * adding something that needs a refcount updated, make sure you modify
136 * copy_object to do so. Everything below here also gets cleared
137 * by clear_object()
138 */
139 const char *name; /* The name of the object, obviously... */ 118 shstr ACC (RW, name); /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */ 119 shstr ACC (RW, name_pl); /* The plural name of the object */
141 const char *title; /* Of foo, etc */ 120 shstr ACC (RW, title); /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */ 121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */ 122 shstr ACC (RW, slaying); /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */ 123 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */ 124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
146 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 */
147 const char *lore; /* Obscure information about this object, */ 126 shstr ACC (RW, lore); /* Obscure information about this object, */
148 /* 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};
149 138
139// these are being copied and also cleared
140struct object_pod
141{
142 New_Face *ACC (RW, face); /* Face with colors */
150 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 */
151 sint16 ox,oy; /* For debugging: Where it was last inserted */
152 float speed; /* The overall speed of this object */ 144 float ACC (RW, speed); /* The overall speed of this object */
153 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 */
154 uint32 nrof; /* How many of the objects */ 146 uint32 ACC (RW, nrof); /* How many of the objects */
155 New_Face *face; /* Face with colors */
156 sint8 direction; /* Means the object is moving that way. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
157 sint8 facing; /* Object is oriented/facing that way. */ 148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
158 149
159 /* This next big block are basically used for monsters and equipment */ 150 /* This next big block are basically used for monsters and equipment */
160 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 uint8 subtype; /* subtype of object */ 152 uint8 ACC (RW, subtype); /* subtype of object */
162 uint16 client_type; /* Public type information. see doc/Developers/objects */ 153 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
163 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164 uint32 attacktype; /* Bitmask of attacks this object does */ 155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
165 uint32 path_attuned; /* Paths the object is attuned to */ 156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
166 uint32 path_repelled; /* Paths the object is repelled from */ 157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
167 uint32 path_denied; /* Paths the object is denied access to */ 158 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
168 uint16 material; /* What materials this object consist of */ 159 uint16 ACC (RW, material); /* What materials this object consist of */
169 const char *materialname; /* specific material name */
170 sint8 magic; /* Any magical bonuses to this item */ 160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
171 uint8 state; /* How the object was last drawn (animation) */ 161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
172 sint32 value; /* How much money it is worth (or contains) */ 162 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
173 sint16 level; /* Level of creature or object */
174 /* Note that the last_.. values are sometimes used for non obvious 163 /* Note that the last_.. values are sometimes used for non obvious
175 * meanings by some objects, eg, sp penalty, permanent exp. 164 * meanings by some objects, eg, sp penalty, permanent exp.
176 */ 165 */
177 sint32 last_heal; /* Last healed. Depends on constitution */ 166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
178 sint32 last_sp; /* As last_heal, but for spell points */ 167 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
179 sint16 last_grace; /* as last_sp, except for grace */ 168 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
180 sint16 last_eat; /* How long since we last ate */ 169 sint16 ACC (RW, last_eat); /* How long since we last ate */
181 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 */
182 uint8 pick_up; /* See crossfire.doc */ 172 uint8 ACC (RW, pick_up); /* See crossfire.doc */
183 sint8 item_power; /* power rating of the object */ 173 sint8 ACC (RW, item_power); /* power rating of the object */
184 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) */
185 sint32 weight; /* Attributes of the object */
186 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */ 175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
189 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 */
190 sint64 perm_exp; /* Permanent exp */ 179 sint64 ACC (RW, perm_exp); /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */ 180 uint32 ACC (RW, weapontype); /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */ 181 uint32 ACC (RW, tooltype); /* type of tool or build facility */
196 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 */
197 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 */
198 /* See the doc/Developers/objects for more info about body locations */ 185 /* See the doc/Developers/objects for more info about body locations */
199 186
200 /* Following mostly refers to fields only used for monsters */ 187 /* Following mostly refers to fields only used for monsters */
201 struct object *owner; /* Pointer to the object which controls this one */
202 /* Owner should not be referred to directly - */
203 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *attacked_by; /* This object start to attack us! only player & monster */
208 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209 struct treasureliststruct *randomitems; /* Items to be generated */
210 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 struct object *chosen_skill; /* the skill chosen to use */
212 uint32 hide; /* The object is hidden, not invisible */ 188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
213 /* changes made by kholland@sunlab.cit.cornell.edu */ 189 /* changes made by kholland@sunlab.cit.cornell.edu */
214 /* allows different movement patterns for attackers */ 190 /* allows different movement patterns for attackers */
215 sint32 move_status; /* What stage in attack mode */ 191 sint32 ACC (RW, move_status); /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */ 192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */ 193 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
218 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */ 195 /* races/classes can need less/more exp to gain levels */
221 196
222 /* Spell related information, may be useful elsewhere 197 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically 198 * Note that other fields are used - these files are basically
224 * only used in spells. 199 * only used in spells.
225 */ 200 */
226 sint16 duration; /* How long the spell lasts */ 201 sint16 ACC (RW, duration); /* How long the spell lasts */
227 uint8 duration_modifier; /* how level modifies duration */
228 sint16 casting_time; /* time left before spell goes off */ 202 sint16 ACC (RW, casting_time); /* time left before spell goes off */
229 struct object *spell; /* Spell that was being cast */
230 uint16 start_holding; 203 uint16 ACC (RW, start_holding);
231 char *spellarg; 204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
232 uint8 dam_modifier; /* How going up in level effects damage */ 205 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
233 sint8 range; /* Range of the spell */ 206 sint8 ACC (RW, range); /* Range of the spell */
234 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);
235 209
236 /* Following are values used by any object */ 210 /* Following are values used by any object */
237 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 */
238 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 */
239 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */
241 uint16 animation_id; /* An index into the animation array */
242 uint8 anim_speed; /* ticks between animation-frames */
243 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */
245 uint8 smoothlevel; /* how to smooth this square around*/
246
247 MoveType move_type; /* Type of movement this object uses */
248 MoveType move_block; /* What movement types this blocks */
249 MoveType move_allow; /* What movement types explicitly allowd */
250 MoveType move_on; /* Move types affected moving on to this space */
251 MoveType move_off; /* Move types affected moving off this space */
252 MoveType move_slow; /* Movement types this slows down */
253 float move_slow_penalty; /* How much this slows down the object */
254
255 event *events;
256
257 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */ 214 key_value *key_values; /* Fields not explictly known by the loader. */
259}; 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 */
260 223
261struct 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 */
262}; 231};
263 232
233struct object : zero_initialised, object_keep, object_copy, object_pod
234{
235 typedef unordered_vector<object *> vector;
236
237 static vector mortals;
238 static vector active; // active objects, not yet used
239 static vector objects; // not used yet, use first->next->...
240 static object *first; // will be replaced by "objects"
241
242 static object *create ();
243 void free (bool free_inventory = false);
244
245 static void free_mortals ();
246 static bool can_merge (object *op1, object *op2);
247
248 void clear ();
249 void clone (object *destination);
250
251 void instantiate ()
252 {
253 if (!uuid.seq) // HACK
254 uuid = gen_uuid ();
255
256 attachable<object>::instantiate ();
257 }
258
259 void set_owner (object *owner);
260
261 // info must hold 256 * 3 bytes currently
262 const char *debug_desc (char *info) const;
263 const char *debug_desc () const;
264
265 // fully recursive iterator
266 struct iterator_base
267 {
268 object *item;
269
270 iterator_base (object *container)
271 : item (container)
272 {
273 }
274
275 operator object *() const { return item; }
276
277 object *operator ->() const { return item; }
278 object &operator * () const { return *item; }
279 };
280
281 // depth-first recursive iterator
282 struct depth_iterator : iterator_base
283 {
284 depth_iterator (object *container);
285 void next ();
286 object *operator ++( ) { next (); return item; }
287 object *operator ++(int) { object *i = item; next (); return i; }
288 };
289
290 object *begin ()
291 {
292 return this;
293 }
294
295 object *end ()
296 {
297 return this;
298 }
299
300protected:
301 friend struct archetype;
302
303 void link ();
304 void unlink ();
305
306 object ();
307 ~object ();
308};
309
310#define get_object() object::create ()
311#define free_object(op) (op)->free (0)
312#define free_object2(op, free_inv) (op)->free (free_inv)
313#define clear_owner(op) (op)->owner = 0
314#define copy_owner(op,other) (op)->owner = (other)->owner
315#define get_owner(op) (op)->owner
316#define clear_object(op) (op)->clear ()
317
318static inline void
319set_owner (object *op, object *owner)
320{
321 op->set_owner (owner);
322}
323
324#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
325
326typedef struct oblnk
264typedef struct oblnk { /* Used to link together several objects */ 327{ /* Used to link together several objects */
265 object *ob; 328 object *ob;
266 struct oblnk *next; 329 struct oblnk *next;
267 tag_t id; 330 tag_t id;
268} objectlink; 331} objectlink;
269 332
270typedef struct oblinkpt { /* Used to link together several object links */ 333typedef struct oblinkpt
334{ /* Used to link together several object links */
271 struct oblnk *link; 335 struct oblnk *link;
272 long value; /* Used as connected value in buttons/gates */ 336 long value; /* Used as connected value in buttons/gates */
273 struct oblinkpt *next; 337 struct oblinkpt *next;
274} oblinkpt; 338} oblinkpt;
275 339
276/* 340/*
277 * The archetype structure is a set of rules on how to generate and manipulate 341 * The archetype structure is a set of rules on how to generate and manipulate
280 * be much left in the archetype - all it really is is a holder for the 344 * be much left in the archetype - all it really is is a holder for the
281 * object and pointers. This structure should get removed, and just replaced 345 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure 346 * by the object structure
283 */ 347 */
284 348
285typedef struct archt { 349ACC_CLASS(archetype)
350struct archetype : zero_initialised
351{
352 archetype ();
353 ~archetype ();
354
286 const char *name; /* More definite name, like "generate_kobold" */ 355 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
287 struct archt *next; /* Next archetype in a linked list */ 356 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
288 struct archt *head; /* The main part of a linked object */ 357 struct archetype *ACC (RW, head); /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */ 358 struct archetype *ACC (RW, more); /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */ 359 object ACC (RO, clone); /* An object from which to do copy_object() */
291 uint32 editable; /* editable flags (mainly for editor) */ 360 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
292 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 361 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
293 * in comparison to the head. 362 * in comparison to the head.
294 */ 363 */
295} archetype; 364};
296 365
297extern object *objects; 366extern object *objects;
298extern object *active_objects; 367extern object *active_objects;
299extern object *free_objects;
300extern object objarray[STARTMAX];
301 368
302extern int nrofallocobjects; 369extern int nrofallocobjects;
303extern int nroffreeobjects;
304 370
305/* This returns TRUE if the object is somethign that 371/* This returns TRUE if the object is something that
306 * should be displayed in the look window 372 * should be displayed in the look window
307 */ 373 */
308#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 374#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
309 375
310/* Used by update_object to know if the object being passed is 376/* Used by update_object to know if the object being passed is
311 * being added or removed. 377 * being added or removed.
312 */ 378 */
313#define UP_OBJ_INSERT 1 379#define UP_OBJ_INSERT 1
314#define UP_OBJ_REMOVE 2 380#define UP_OBJ_REMOVE 2
315#define UP_OBJ_CHANGE 3 381#define UP_OBJ_CHANGE 3
316#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 382#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
317 383
318/* These are flags passed to insert_ob_in_map and 384/* These are flags passed to insert_ob_in_map and
319 * insert_ob_in_ob. Note that all flags may not be meaningful 385 * insert_ob_in_ob. Note that all flags may not be meaningful
320 * for both functions. 386 * for both functions.
321 * Most are fairly explanatory: 387 * Most are fairly explanatory:
340 * are mutually exclusive. The behaviour for passing more than one 406 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens 407 * should be considered undefined - while you may notice what happens
342 * right now if you pass more than one, that could very well change 408 * right now if you pass more than one, that could very well change
343 * in future revisions of the code. 409 * in future revisions of the code.
344 */ 410 */
345#define INS_NO_MERGE 0x0001 411#define INS_NO_MERGE 0x0001
346#define INS_ABOVE_FLOOR_ONLY 0x0002 412#define INS_ABOVE_FLOOR_ONLY 0x0002
347#define INS_NO_WALK_ON 0x0004 413#define INS_NO_WALK_ON 0x0004
348#define INS_ON_TOP 0x0008 414#define INS_ON_TOP 0x0008
349#define INS_BELOW_ORIGINATOR 0x0010 415#define INS_BELOW_ORIGINATOR 0x0010
350#define INS_MAP_LOAD 0x0020 416#define INS_MAP_LOAD 0x0020
351 417
352#define ARCH_SINGULARITY "singularity" 418#define ARCH_SINGULARITY "singularity"
353#define ARCH_SINGULARITY_LEN 11 419#define ARCH_SINGULARITY_LEN 11
354#define ARCH_DETECT_MAGIC "detect_magic" 420#define ARCH_DETECT_MAGIC "detect_magic"
355#define ARCH_DEPLETION "depletion" 421#define ARCH_DEPLETION "depletion"

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