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Comparing deliantra/server/include/object.h (file contents):
Revision 1.38 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.63 by elmex, Fri Dec 22 16:54:56 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{
100 /* These variables are not changed by ->copy_to */
101
89 tag_t ACC (RW, count); /* Generation count for this object */ 102 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc. 103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
91 104
92 /* These variables are not changed by copy_object() */
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 */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
137}; 152};
138 153
139// these are being copied and also cleared 154// these are being copied and also cleared
140struct object_pod 155struct object_pod
141{ 156{
157 typedef bitset<NUM_FLAGS> flags_t;
158
142 New_Face *ACC (RW, face); /* Face with colors */ 159 New_Face *ACC (RW, face); /* Face with colors */
143 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 160 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 */ 161 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 */ 162 float ACC (RW, speed_left); /* How much speed is left to spend this round */
146 uint32 ACC (RW, nrof); /* How many of the objects */ 163 uint32 ACC (RW, nrof); /* How many of the objects */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 164 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 165 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 166
150 /* This next big block are basically used for monsters and equipment */ 167 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 168 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
152 uint8 ACC (RW, subtype); /* subtype of object */ 169 uint8 ACC (RW, subtype); /* subtype of object */
153 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 170 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
154 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 171 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
155 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 172 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
156 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 173 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
157 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 174 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
158 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 175 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
159 uint16 ACC (RW, material); /* What materials this object consist of */ 176 uint16 ACC (RW, material); /* What materials this object consist of */
160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 177 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 178 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
162 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 179 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
163 /* Note that the last_.. values are sometimes used for non obvious 180 /* Note that the last_.. values are sometimes used for non obvious
164 * meanings by some objects, eg, sp penalty, permanent exp. 181 * meanings by some objects, eg, sp penalty, permanent exp.
165 */ 182 */
166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 183 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
169 sint16 ACC (RW, last_eat); /* How long since we last ate */ 186 sint16 ACC (RW, last_eat); /* How long since we last ate */
170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 187 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */ 188 sint16 ACC (RW, level); /* Level of creature or object */
172 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 189 uint8 ACC (RW, pick_up); /* See crossfire.doc */
173 sint8 ACC (RW, item_power); /* power rating of the object */ 190 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) */ 191 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 */ 192 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 193 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 194 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 195 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 sint64 ACC (RW, perm_exp); /* Permanent exp */ 196 sint64 ACC (RW, perm_exp); /* Permanent exp */
180 uint32 ACC (RW, weapontype); /* type of weapon */ 197 uint32 ACC (RW, weapontype); /* type of weapon */
181 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 198 uint32 ACC (RW, tooltype); /* type of tool or build facility */
182 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 199 sint8 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 */ 200 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */ 201 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 202 /* See the doc/Developers/objects for more info about body locations */
186 203
187 /* Following mostly refers to fields only used for monsters */ 204 /* Following mostly refers to fields only used for monsters */
188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 205 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
189 /* changes made by kholland@sunlab.cit.cornell.edu */ 206 /* changes made by kholland@sunlab.cit.cornell.edu */
190 /* allows different movement patterns for attackers */ 207 /* allows different movement patterns for attackers */
191 sint32 ACC (RW, move_status); /* What stage in attack mode */ 208 sint32 ACC (RW, move_status); /* What stage in attack mode */
192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 209 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. */ 210 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
197 /* Spell related information, may be useful elsewhere 214 /* Spell related information, may be useful elsewhere
198 * Note that other fields are used - these files are basically 215 * Note that other fields are used - these files are basically
199 * only used in spells. 216 * only used in spells.
200 */ 217 */
201 sint16 ACC (RW, duration); /* How long the spell lasts */ 218 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 219 sint16 ACC (RW, casting_time);/* time left before spell goes off */
203 uint16 ACC (RW, start_holding); 220 uint16 ACC (RW, start_holding);
204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 221 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
205 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 222 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
206 sint8 ACC (RW, range); /* Range of the spell */ 223 sint8 ACC (RW, range); /* Range of the spell */
207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 224 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
208 char *ACC (RW, spellarg); 225 char *ACC (RW, spellarg);
209 226
210 /* Following are values used by any object */ 227 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 229 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. */ 230 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */ 231 object_pod::flags_t flags; /* various flags */
216 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */ 232 uint16 ACC (RW, animation_id);/* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 233 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 234 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 235 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 236 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 237 uint8 ACC (RW, will_apply); /* See crossfire.doc */
223 238
224 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 239 MoveType ACC (RW, move_type); /* Type of movement this object uses */
225 MoveType ACC (RW, move_block); /* What movement types this blocks */ 240 MoveType ACC (RW, move_block);/* What movement types this blocks */
226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 241 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
227 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 242 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 */ 243 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
229 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 244 MoveType ACC (RW, move_slow); /* Movement types this slows down */
230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 245 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
231}; 246};
232 247
233struct object : zero_initialised, object_keep, object_copy, object_pod 248struct object : zero_initialised, object_keep, object_copy, object_pod
234{ 249{
250 typedef object_pod::flags_t flags_t;
235 typedef unordered_vector<object *> vector; 251 typedef unordered_vector<object *> vector;
236 252
237 static vector mortals; 253 static vector mortals;
238 static vector active; // active objects, not yet used 254 static vector active; // active objects, not yet used
239 static vector objects; // not used yet, use first->next->... 255 static vector objects; // not used yet, use first->next->...
240 static object *first; // will be replaced by "objects" 256 static object *first; // will be replaced by "objects"
241 257
242 static object *create (); 258 static object *create ();
259 void copy_to (object *dst);
260 object *clone (); // create + copy_to
243 void free (bool free_inventory = false); 261 void destroy (bool destroy_inventory = false);
262 void remove ();
263 object *insert (object *item); // insert into inventory
244 264
245 static void free_mortals (); 265 static void free_mortals ();
266 static bool can_merge_slow (object *op1, object *op2);
267
268 // this is often used in time-critical code, so optimise
246 static bool can_merge (object *op1, object *op2); 269 static bool can_merge (object *op1, object *op2)
270 {
271 return op1->value == op2->value
272 && op1->name == op2->name
273 && can_merge_slow (op1, op2);
274 }
247 275
248 void clear (); 276 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
249 void clone (object *destination); 277
278 void set_owner (object *owner);
250 279
251 void instantiate () 280 void instantiate ()
252 { 281 {
253 if (!uuid.seq) // HACK 282 if (!uuid.seq) // HACK
254 uuid = gen_uuid (); 283 uuid = gen_uuid ();
255 284
256 attachable<object>::instantiate (); 285 attachable<object>::instantiate ();
257 } 286 }
258 287
259 void set_owner (object *owner); 288 // recalculate all stats
289 void update_stats ();
290 void roll_stats ();
291 void swap_stats (int a, int b);
292 void add_statbonus ();
293 void remove_statbonus ();
294 void drain_stat ();
295 void drain_specific_stat (int deplete_stats);
296 void change_luck (int value);
260 297
261 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
262 const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
263 const char *debug_desc () const; 300 const char *debug_desc () const;
301
302 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
303 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
304 || type == CLOAK || type == BOOTS || type == GLOVES
305 || type == BRACERS || type == GIRDLE; }
306 bool is_alive () const { return (type == PLAYER
307 || flags [FLAG_MONSTER]
308 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
309 && !flags [FLAG_IS_A_TEMPLATE]; }
310 bool is_arrow () const { return type == ARROW
311 || (type == SPELL_EFFECT
312 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
313
314 /* This return true if object has still randomitems which
315 * could be expanded.
316 */
317 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
318
319 // returns the player that has this object in his inventory, or 0
320 object *in_player () const
321 {
322 for (object *op = env; op; op = op->env)
323 if (op->type == PLAYER)
324 return op;
325
326 return 0;
327 }
328
329 // returns the mapspace this object is in
330 mapspace &ms () const;
264 331
265 // fully recursive iterator 332 // fully recursive iterator
266 struct iterator_base 333 struct iterator_base
267 { 334 {
268 object *item; 335 object *item;
305 372
306 object (); 373 object ();
307 ~object (); 374 ~object ();
308}; 375};
309 376
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 377typedef struct oblnk
327{ /* Used to link together several objects */ 378{ /* Used to link together several objects */
328 object *ob; 379 object_ptr ob;
329 struct oblnk *next; 380 struct oblnk *next;
330 tag_t id;
331} objectlink; 381} objectlink;
332 382
333typedef struct oblinkpt 383typedef struct oblinkpt
334{ /* Used to link together several object links */ 384{ /* Used to link together several object links */
335 struct oblnk *link; 385 struct oblnk *link;
344 * be much left in the archetype - all it really is is a holder for the 394 * be much left in the archetype - all it really is is a holder for the
345 * object and pointers. This structure should get removed, and just replaced 395 * object and pointers. This structure should get removed, and just replaced
346 * by the object structure 396 * by the object structure
347 */ 397 */
348 398
349ACC_CLASS(archetype) 399ACC_CLASS (archetype)
350struct archetype : zero_initialised 400struct archetype : zero_initialised, refcounted
351{ 401{
352 archetype (); 402 archetype ();
353 ~archetype (); 403 ~archetype ();
354 404
355 static archetype *find (const char *arch); 405 static archetype *find (const char *arch);
406
407 void hash_add (); // add to hastable
408 void hash_del (); // remove from hashtable
356 409
357 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 410 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
358 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 411 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
359 struct archetype *ACC (RW, head); /* The main part of a linked object */ 412 struct archetype *ACC (RW, head); /* The main part of a linked object */
360 struct archetype *ACC (RW, more); /* Next part of a linked object */ 413 struct archetype *ACC (RW, more); /* Next part of a linked object */
361 object ACC (RO, clone); /* An object from which to do copy_object() */ 414 object ACC (RO, clone); /* An object from which to do ->copy_to () */
362 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 415 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
363 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 416 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
364 * in comparison to the head. 417 * in comparison to the head.
365 */ 418 */
366}; 419};
371extern int nrofallocobjects; 424extern int nrofallocobjects;
372 425
373/* This returns TRUE if the object is something that 426/* This returns TRUE if the object is something that
374 * should be displayed in the look window 427 * should be displayed in the look window
375 */ 428 */
376#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 429#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
377 430
378/* Used by update_object to know if the object being passed is 431/* Used by update_object to know if the object being passed is
379 * being added or removed. 432 * being added or removed.
380 */ 433 */
381#define UP_OBJ_INSERT 1 434#define UP_OBJ_INSERT 1
422#define ARCH_DETECT_MAGIC "detect_magic" 475#define ARCH_DETECT_MAGIC "detect_magic"
423#define ARCH_DEPLETION "depletion" 476#define ARCH_DEPLETION "depletion"
424#define ARCH_SYMPTOM "symptom" 477#define ARCH_SYMPTOM "symptom"
425 478
426#endif 479#endif
480

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